Moze Build Guide – Best Relics, Light Cone & Teams (HSR 4.0)

Moze HSR 4.0 build: A-tier Lightning assassin with Prey mechanics, best relics, Light Cone options & single-target team strategies.

Moze Build Guide – Best Relics, Light Cone & Teams | HSR 4.0 S-Tier 4★
⚡ Lightning · The Hunt 🏆 Best-in-Class 4★ FUA Sub-DPS 🎯 Prey Mark + Departed State 💠 SP-Neutral Sub-DPS

MOZE

Shadow Guard of the Yaoqing · Retainer to Feixiao

Build Guide – Best Relics, Light Cone & Teams

🪶 S-TIER — “HOW IS THIS A 4★?” 🪶
⭐ Available on Standard Banner — No Rate-Up Required
💠 Memory of Chaos — Excellent (Single-Target Boss) ⚔ Apocalyptic Shadow — Strong (Single-Target) 🔥 Pure Fiction — Limited (No AoE in Departed)

The Phantom Blade · Feixiao’s Shadow

Moze — a reticent Shadow Guard of the Xianzhou Yaoqing and loyal retainer to General Feixiao, a cold and precise intelligence operative with an obsession with tidiness and cleanliness, a man who does not show himself until the moment his enemies face death — is a 4-star Lightning Hunt character and the most capable 4-star sub-DPS in Follow-Up Attack teams in Honkai: Star Rail. As of HSR 4.0 (February 2026), Moze holds a strong S-Tier position among 4-star characters as a premier single-target FUA sub-DPS who provides Follow-Up Attack Vulnerability, consistent SP-neutral damage, and extraordinary synergy with Feixiao, Dr. Ratio, Yunli, and other FUA main DPS characters.

Prydwen’s assessment captures him precisely: “How the hell is this a 4-star character? He’s very formidable and definitely worth your attention, as he’s a strong contender to Topaz while being more accessible due to his 4-star status.” KQM identifies him as “the first character to deal damage while not being present on the field” — a genuinely unique mechanic in the game’s history. When Moze uses his Skill to mark an enemy as Prey, he enters the Departed state — removed from the action order entirely, untargetable by enemies and allies, yet dealing consistent Lightning FUA damage every time any ally attacks the marked target.

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His A6 trace Vengewise makes his Ultimate count as a Follow-Up Attack and increases FUA DMG taken by the Prey target by +25% — effectively making him a debuffer who simultaneously deals substantial personal damage. His A4 trace Daggerhold advances his action forward by 20–30% when Departed state ends, eliminating the need for SPD investment and allowing ATK% boots to be used as the feet main stat.

Element⚡ Lightning
PathThe Hunt
Rarity4★ (Standard)
RoleFUA Sub-DPS + Debuffer
SP Economy✅ SP-Neutral
Best WithFeixiao / Dr. Ratio

Meta Context — February 2026

📊 S-Tier 4★ Among His Peers
  • Prydwen (Jan 2026): Places Moze in strong S-Tier as a 4-star FUA sub-DPS — explicitly calls him a “strong contender to Topaz” and notes he falls in the “How the hell is this a 4-star?” category of surprisingly powerful accessible characters
  • KQM (May 2025 update): Identifies Moze as providing “Follow-up ATK DMG and supportive utility” — specifically praising his SP-neutral status, Prey vulnerability debuff, and the unique Departed state survivability mechanic
  • Mobalytics: Highlights Moze’s two self-applied debuffs making him “a particularly good user of Pioneer Diver of Dead Waters” without needing heavy team support for the set’s conditions
  • February 2026 FUA meta: Feixiao remains one of the top DPS characters in HSR 4.0 (all sources confirm strong Feixiao position). Moze is one of her best accessible sub-DPS partners, supplying Flying Aureus stacks via his FUAs and debuffs that amplify Feixiao’s Ultimateoutput
  • Honest caveat — AoE weakness: KQM explicitly notes: “While he is undeniably exceptional in single-target or few-target scenarios, he cannot keep up with the debuff application in AoE, even if he can theoretically keep up with the SP consumption.” Moze has no AoE in his kit. In Pure Fiction with many targets, he cannot split Prey between multiple enemies and his damage becomes single-target focused while the team needs AoE. Build Moze for MoC and AS primarily.

Kit Breakdown — Prey, Departed & Charge System

🎯 Prey + Departed State — The Core Loop

Everything about Moze’s kit revolves around the Prey mark and Departed state. Here is the complete system:

  • Skill → Prey: Moze marks one enemy as Prey, deals 150% ATK Lightning DMG to it, and immediately gains 9 Charge points. This is his primary action — re-cast whenever Charge depletes.
  • Departed state: While Prey exists, Moze enters Departed — he is removed from the Action Order UI and cannot be targeted by enemies or abilities (positive or negative). This makes him the most survivable character in the game while Departed: he cannot die, cannot be debuffed, and cannot be CC’d. Buffs applied before Departed persist for their full duration since Moze doesn’t take turns.
  • Talent — Additional DMG per ally attack: Every time any ally attacks the Prey, Moze deals +30% ATK additional Lightning DMG and consumes 1 Charge. This is not an “attack” — it functions like Tingyun’s Benediction or Robin’s Ultimate proc (does NOT trigger Feixiao’s Flying Aureus counter or other mechanics that require an actual attack).
  • Every 3 Charge consumed → FUA: For every 3 Charge points consumed by the Additional DMG, Moze launches a Follow-Up Attack dealing 160% ATK Lightning DMG to the Prey target. This FUA does trigger Feixiao’s Flying Aureus stacks and counts as an actual FUA for all relic, LC, and mechanic purposes.
  • Prey vulnerability: Through A6 (Vengewise), Moze grants +25% FUA DMG taken by the Prey — effectively a team-wide FUA vulnerability debuff on the primary target, amplifying every ally FUA (including Feixiao’s Ultimate and Topaz’s Numby) simultaneously.
  • Two self-applied debuffs: The Prey mark itself counts as 1 debuff, and A6 applies the +25% FUA Vulnerability as a second debuff — giving Moze 2 native debuffs on the target without any LC or team help. This means Pioneer Diver of Dead Waters’ 2-debuff CRIT DMG bonus is always active, and the third debuff needed for maximum Pioneer benefit is easily supplied by LCs (Worrisome, Blissful) or teammates.
  • Departed state limitation: When Prey is dispelled (Charge reaches 0 or the marked enemy dies), Moze is pushed down the Action Order as if he took a turn — resulting in a gap before he can re-apply Prey. If Prey is dispelled at the wrong time (e.g., right after the whole team has moved), Moze can lose significant uptime. This is the single most important mechanical nuance in Moze play — managing Prey timing and Charge depletion deliberately.

Charge System — Values at a Glance

9
Starting Charge
Gained immediately when Skill marks an enemy as Prey. Maximum Charge per Skill use — cannot accumulate above this.
–1
Per Ally Attack
Each ally attack on the Prey consumes 1 Charge and triggers Moze’s Additional Lightning DMG (30% ATK). Fast-attacking teams drain Charge quickly.
÷3
Charge → FUA
Every 3 Charge consumed triggers 1 Follow-Up Attack (160% ATK). Starting 9 Charge = 3 FUAs per Skill use — before Ultimate contributes.
+FUA
Ultimate Bonus FUA
Ultimate deals 150% ATK to Prey and triggers the Talent FUA. Ultimate does not consume Charge — a pure bonus attack alongside the Charge-based loop.
20–30%
Action Advance (A4)
Daggerhold advances Moze 20% when Departed ends. If ≥4 Charge remains when Departed is dispelled, advance is 60% instead. Wave start: always +30%.
🌑 Departed State — Unique Mechanics & Strategic Notes

KQM’s guide highlights several critical Departed state interactions that are often overlooked:

  • Buff duration freezes: Buffs applied to Moze before he enters Departed (from his own Technique, LC passives, or pre-Skill support buffs) maintain their full remaining duration throughout the entire Departed period since Moze doesn’t take turns. Apply buffs right before using Skill for maximum coverage.
  • Eagle of Twilight Line interaction: The Eagle 4-piece grants 25% action advance after Ultimate — and Prydwen notes “4-Pc Eagle can take effect even while Moze is Departed. Once he exits the state, any Action Advance he receives will be applied after.” Eagle users can equip this relic for cumulative advance that activates on Departed exit.
  • Skill targeting restriction: Moze cannot use his Skill to mark a new target if there are no other combat-capable allies on the field. In practice: if every other ally is dead, Moze exits Departed but cannot re-apply Prey — a niche scenario but worth knowing in difficult content.
  • Prey persists through phase transitions: KQM confirms “The ‘Prey’ state does not go away when a Boss changes phase.” In multiphase boss fights, Moze’s Prey carry over from Phase 1 to Phase 2 — no re-application needed at phase transition, preserving Charge uptime.
  • SP neutrality: A2 trace (Nightfeather) — after using a FUA, Moze recovers 1 SP (triggerable once per turn). Since he fires 3 FUAs per Skill cycle (from 9 Charge ÷ 3), and the Skill costs 1 SP, the 3 recovered SP (from 3 FUAs) over the cycle makes Moze net SP-positive — he generates spare SP for allies to spend on damage Skills.
Basic Attack — “Heron’s Aquatic Waltz”
Single-target Lightning DMG. Moze almost never uses Basic Attack in endgame rotations — once Skill applies Prey, he is in Departed state and cannot be the manual target of Basic Attack. The only time Basic Attack is used is after Departed ends and before the next Skill cast, if SP is critically low. Leave at Level 1 — do not invest talent books in Basic Attack.
🎯
Skill — “Fleetwinged Raid” (Prey Mark)
Marks one enemy as Prey, deals 150% ATK Lightning DMG, and grants 9 Charge. The most important action in Moze’s kit — the foundation of the entire damage loop. Re-cast at the start of every new fight and immediately after Departed state ends. Costs 1 SP (recovered over the subsequent FUA cycle via A2 trace). Max priority trace.
💫
Ultimate — “Dash In, Gash Out”
Deals 150% ATK Lightning DMG to the Prey target and immediately triggers the Talent FUA (160% ATK Lightning). Via A6 (Vengewise), this Ultimate is classified as a Follow-Up Attack — enabling it to benefit from Moze’s own +25% FUA Vulnerability debuff and FUA-based relic bonuses. Energy cost is 60; re-cast whenever available for the bonus FUA proc. Energy is generated passively by the Talent’s additional DMG triggers (2 Energy per trigger), accelerating cycles.
🌑
Talent — “Cascading Featherblade” (Departed Damage)
The source of almost all Moze’s damage. While Departed, every ally attack on Prey triggers +30% ATK Additional Lightning DMG (–1 Charge) and every 3 Charge consumed fires 160% ATK FUA. The Additional DMG fires on EVERY ally attack — Feixiao’s multi-hit Ultimate, Robin’s Concerto proc, Aventurine’s FUA, all trigger this. At Level 10, Additional DMG reaches 33% ATK and FUA reaches 176% ATK per hit. Max alongside Skill.
🥷
Technique — “Bated Wings” (Stealth)
Before combat: Moze enters Stealth for 20 seconds — enemies cannot detect him. If combat is entered while in Stealth, Moze deals +30% DMG for the first 2 turns and gets an additional 50% action advance. Always use Technique before difficult fights — the opening turn advance enables Moze to cast Skill before other allies act, ensuring Prey and Departed are active from Turn 1 before the enemy’s first action. The +30% DMG overlaps with the initial Skill cast’s damage window.
📈
A6 — “Vengewise” (FUA Vulnerability)
When Moze’s Ultimate deals DMG, it counts as a FUA. The Prey mark now inflicts +25% FUA DMG taken on the enemy. This is Moze’s most impactful trace — the +25% FUA vulnerability applies to every ally FUA, every Moze FUA, and Feixiao’s Ultimate (which is classified as a FUA). Combined with the Prey mark’s debuff classification, Moze reaches 2 native debuffs — just 1 from a teammate or LC away from full Pioneer Diver benefits. Unlock Vengewise as the top priority bonus trace.
🪶 Critical Gameplay Notes — The Prey Timing Problem

Why timing Prey dispel matters: When Charge hits 0 or the Prey enemy dies, Moze exits Departed and is pushed down the Action Order as if he took a turn. If this happens right after your entire team has moved (e.g., at the end of a round), Moze will re-apply Prey and then immediately every ally will act before he does again — maximum Charge consumption in the next round. If it happens right before your team moves, he can re-apply Prey just in time for your allies’ turns to drain the new Charge.

The high-penalty scenario: KQM explicitly warns — “There is a high penalty for dispelling Moze’s ‘Prey’ at the wrong time.” Plan around this by being aware of how many ally actions remain before the round ends. In Feixiao teams, Feixiao’s multi-hit Ultimate drains Charge rapidly — be mindful of whether Charge will hit 0 mid-Ultimate.

SPD tip: Prydwen notes you may want “some SPD to ensure Moze always moves before all other characters in order to maximize charge consumption.” A small amount of SPD helps guarantee Moze casts Skill before allies act — ensuring Prey is active for the maximum number of ally attacks in each round.

Best Light Cones

Worrisome, Blissful

⭐⭐⭐⭐⭐ Best for Team — #1 Recommendation

Why it’s #1 for team play: Topaz’s signature provides +30–50% FUA DMG (S1: +30%) and +18–30% CRIT Rate (S1: +18%). After Moze uses a FUA, applies the Tame state to the enemy (up to 2 stacks) — every Tame stack causes allies to deal +12–20% CRIT DMG (S1: +12% per stack = +24% team CRIT DMG at 2 stacks).

The Tame debuff is the game-changer: it’s a third debuff on the Prey target (alongside Moze’s native 2 debuffs), enabling the full Pioneer Diver of Dead Waters 3-debuff CRIT DMG bonus without needing any other team member to apply debuffs. Additionally, the +24% team CRIT DMG benefits Feixiao, Robin, Aventurine, and every other ally attacking the Prey — making this LC a genuine team DPS multiplier. GameRant and Mobalytics both explicitly recommend Worrisome, Blissful as Moze’s best LC when paired with another DPS unit, because the team-wide Tame benefit outweighs the slight personal damage edge Baptism of Pure Thought provides. Moze’s primary role is sub-DPS support — use the LC that maximises team output.

Baptism of Pure Thought

⭐⭐⭐⭐⭐ Highest Personal DMG

Best personal damage LC: Dr. Ratio’s signature provides +32–48% CRIT DMG (S1: +32%), +12% CRIT DMG per debuff on enemy (up to 3 debuffs — maximum +36% additional CRIT DMG at 3 debuffs = +68% total CRIT DMG at S1), and the Disputation effect after using Ultimate: +36% DMG dealt and +24% DEF Ignore on all FUAs for 3 turns.

Icy Veins confirms: “Baptism of Pure Thought (S1) achieves 104.4% team DPS relative to Moze’s best performing set, versus 118% personal damage” — the highest personal damage ceiling of any LC. The Disputation’s 24% DEF Ignore on FUAs is particularly powerful since Moze’s entire damage profile is FUA-based. However, its team DPS is lower than Worrisome, Blissful due to lacking Tame’s team CRIT DMG buff. Use when running Moze as your only dedicated sub-DPS (e.g., no Topaz or Robin in the team) where maximising his personal damage ceiling is the priority.

Swordplay

⭐⭐⭐⭐ Best Non-Limited 4★ (DMG)

Best 4-star for personal damage: For every time the wearer hits the same target, DMG dealt increases by +8–16% per stack (up to 5 stacks). Moze’s Departed mechanic makes this exceptionally easy to maintain — his Additional DMG and FUAs continuously hit the same Prey target, stacking Swordplay to maximum +80% DMG (at S5: +80% from 5× 16%) extremely quickly. Since Moze literally cannot switch targets while Departed (Prey locks him to one enemy), stacks are maintained perfectly throughout the Departed window.

Mobalytics notes: “At S5 it even surpasses Cruising In The Stellar Sea.” At S5, Swordplay is the strongest 4-star personal damage option available. The only catch: it doesn’t add a third debuff for Pioneer Diver (no Tame mechanic), so Pioneer Diver’s full bonus requires a team source of the third debuff. Available from the standard gacha pool.

Cruising in the Stellar Sea

⭐⭐⭐⭐ Best F2P Standard 5★

Standard banner 5-star option: Provides +16% CRIT Rate (significant — Moze needs CRIT Rate from relics since traces give CRIT DMG, not CRIT Rate) and +16% CRIT Rate vs enemies ≤50% HP (total +32% CRIT Rate at low-HP bosses). When defeating an enemy, +40% ATK for 2 turns.

The CRIT Rate contribution is the primary value — it helps reach the 80%+ CRIT Rate target without heavy substat investment. However, two caveats exist: (1) The ATK boost on kill is unreliable for Moze since his Prey targeting prevents freely switching to kill other enemies, and (2) Other FUA characters on the team may want this LC too. GameRant’s analysis notes: “players should disregard the ATK boost for this Light Cone when considering their options” — treat it as a strong CRIT Rate stick. Best F2P option for players without a premium 5-star Hunt LC.

Only Silence Remains

⭐⭐⭐⭐ Best F2P 4★ (CRIT Rate)

CRIT Rate 4-star option: Provides +12% ATK and — if there are 2 or fewer enemies on the field — +24% CRIT Rate (at S1). At S5: +40% CRIT Rate when the condition is met. In single-boss MoC and AS fights (the primary content for Moze), the 2-enemy condition is frequently met — enabling a massive CRIT Rate boost that directly compensates for Moze’s CRIT Rate deficit from traces (which only provide CRIT DMG). The condition can be difficult in Pure Fiction or MoC sides with many enemies, but in dedicated single-target boss contexts, Only Silence Remains at S5 is genuinely competitive. Mobalytics confirms its competitive performance at S5.

In the Name of the World

⭐⭐⭐⭐⭐ Nihility Sig — DMG% Stat Stick

When you have it and nothing better: Prydwen notes this as an alternative — it provides significant DMG% to debuffed enemies and a CRIT Rate boost after using Skill. Since Moze’s Prey is a debuff, the DMG% bonus applies. While not optimally designed for Hunt characters, it provides strong flat stats (ATK, CRIT Rate, DMG%) that scale Moze’s output meaningfully. Only use if you don’t have access to the better Hunt LCs above and have this LC sitting unused.

🪶 Worrisome, Blissful vs Baptism of Pure Thought — Making the Right Choice

The community consensus: Worrisome, Blissful is the default recommendation for most players because Moze’s primary role is sub-DPS in a team — and Tame’s team CRIT DMG buff benefits every ally (especially Feixiao’s massive Ultimate). Baptism of Pure Thought is better if you are specifically trying to maximise Moze’s personal damage floor (e.g., in a team where he is the sole DPS and team DMG % contributions don’t compound). In Feixiao teams with Robin or other FUA partners, Worrisome, Blissful’s Tame contribution to the team is simply more total damage than Baptism’s personal advantage. Both are excellent — choose based on your roster and who shares the LC.

Best Relic Sets

4-Piece Cavity Relics

Pioneer Diver of Dead Waters BEST IN SLOT (WITH 3 DEBUFFS)
2-Piece: Increases DMG dealt to debuffed enemies by 12%.
4-Piece: CRIT Rate +4%. When the wearer deals DMG to enemies with 2+ debuffs: +8% CRIT DMG. With 3+ debuffs: additionally +12% CRIT DMG (total +20% CRIT DMG at 3 debuffs). When the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100% for 1 turn — meaning +40% CRIT DMG at 3 debuffs for 1 turn after applying a new debuff.

Why It’s #1: Moze self-applies exactly 2 debuffs without any LC or team help — Prey mark (1 debuff) and A6 FUA Vulnerability (2nd debuff). The 2-debuff CRIT DMG bonus from Pioneer (+8%) is therefore always active. The only requirement for full Pioneer (+20% CRIT DMG) is a third debuff from a teammate or LC. This is trivially met: Worrisome, Blissful LC provides Tame as the third debuff (making Moze the sole source of all 3), or teammates like Aventurine, Topaz, Dr. Ratio, and Jiaoqiu all provide debuffs naturally. Icy Veins confirms Pioneer is Moze’s best relic set with the 3-debuff condition met, providing CRIT Rate and CRIT DMG simultaneously. The 4-piece’s 100% doubled effect after Moze inflicts a debuff (every Skill cast) makes the burst window significantly stronger.

The Ashblazing Grand Duke SECOND BEST — NO CONDITION
2-Piece: Follow-Up Attack DMG +20%.
4-Piece: When the wearer uses a FUA, ATK increases by 6% for every hit the FUA deals (stacks up to 8× = max +48% ATK, lasting 3 turns). Resets on next FUA use.

When to Use: Ashblazing’s 2-piece +20% FUA DMG is unconditional and applies to every Moze FUA hit — no debuff count required. The 4-piece ATK stack is functional but Moze’s multi-hit FUAs don’t stack particularly efficiently compared to Feixiao’s multi-hit Ultimate (Ashblazing is more impactful on Feixiao than Moze). GameRant describes it as “a very close second option” and notes “the performance difference between the two sets often comes down to sub-stat rolls.” Use Ashblazing when: you can’t ensure 3 debuffs on the target, you have excellent Ashblazing piece substats, or you want a flexible relic that works in all team configurations without debuff setup. The 2-piece is always good; the 4-piece is a bonus.

Ashblazing (2pc) + Scholar Lost in Erudition (2pc) BEST 2+2 HYBRID
Ashblazing 2pc: FUA DMG +20%.
Scholar 2pc: CRIT Rate +8%. When using Ultimate or launching a FUA after the wearer uses an Ultimate, additionally +25% DMG for the next Skill and/or FUA.

Why It’s the Best 2+2: Icy Veins identifies this as the best 2+2 combination for Moze — Ashblazing 2-piece provides +20% FUA DMG, while Scholar 2-piece provides +8% CRIT Rate (compensating for Moze’s CRIT Rate deficit) and a conditional DMG buff after Ultimate. Since Moze’s Ultimate already triggers a Talent FUA (and A6 makes it a FUA itself), Scholar’s trigger condition is met naturally. The CRIT Rate from Scholar’s 2-piece also competes with Pioneer’s 4-piece CRIT Rate (+4%) while providing higher base CRIT Rate. Use this hybrid when individual piece substats from Scholar and Ashblazing are superior to available Pioneer pieces.

Planar Ornaments

Duran, Dynasty of Running Wolves BEST IN SLOT
2-Piece: When allies use FUAs, the wearer receives 1 Merit stack (max 5). Every Merit stack: +5% FUA DMG. At 5 stacks: additionally +25% CRIT DMG to the wearer’s FUAs.

Why It’s #1: In FUA-heavy teams (Feixiao + Moze + Aventurine + Robin), FUAs occur constantly — Feixiao’s FUAs, Moze’s FUAs, Aventurine’s shield FUA, Robin’s Concerto proc FUAs. Merit stacks accumulate to maximum almost immediately, maintaining +25% FUA DMG + 25% CRIT DMG at full stacks throughout the fight. Since nearly all of Moze’s damage is FUA-type, both components of Duran’s 5-stack bonus apply to his entire damage output. Prydwen states: “Best damage option for Moze due to most of his teams featuring an absurd amount of Follow-Up attack triggers. This means the full bonus of this set is often effective immediately.” Multiple sources including Game8, Prydwen, and dbltap all confirm Duran as Moze’s BiS ornament.

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Izumo Gensei and Takama Divine Realm ERUDITION TEAM ALT
2-Piece: ATK +12%. When entering battle, if at least 1 other ally follows the same Path as the wearer, CRIT Rate increases by 12%.

When to Use: Prydwen lists Izumo as “one of two alternatives if you haven’t farmed a good sub-stat Duran set yet.” The +12% CRIT Rate is highly valuable for Moze given his CRIT Rate deficit from traces (which provide primarily CRIT DMG). If running Moze alongside another Hunt character (Feixiao, Dr. Ratio, March 7th Hunt), Izumo’s CRIT Rate bonus is active from the first turn. At +12% CRIT Rate, it significantly helps reach the 80%+ CRIT Rate target. Use until Duran pieces have strong substats.

Inert Salsotto CRIT RATE THRESHOLD ALT
2-Piece: CRIT Rate +8%. When CRIT Rate ≥ 50%, FUA and Ultimate DMG +15%.

When to Use: A strong alternative when CRIT Rate is already covered by relics and LC (e.g., running Cruising in the Stellar Sea or Only Silence Remains providing significant CRIT Rate from the LC slot). Once CRIT Rate reaches 50% in combat, Inert Salsotto provides +15% FUA and Ultimate DMG unconditionally. The +8% base CRIT Rate also helps reach the threshold. Prydwen lists this alongside Izumo as an alternative if Duran pieces are unavailable. Use Inert Salsotto when you have good CRIT Rate coverage and want the DMG% amplification to FUAs specifically.

Stat Priorities

⚠️ Moze Does NOT Need SPD — Use ATK% Boots Instead

This is the single most important build nuance for Moze. His A4 trace Daggerhold advances his action forward by 20% when Departed ends (60% if ≥4 Charge remains), and by 30% at the start of each wave — effectively providing action advance that makes base SPD irrelevant for rotation purposes. GameRant confirms: “Moze’s action advances from his A4 Trace make SPD unnecessary, meaning ATK% Feet is also the best option.” Run ATK% boots on Moze unless you specifically need him to move before other characters (in which case a small SPD investment through substats only, not boots, is sufficient).

Main Stats

Body
CRIT Rate%
Always CRIT Rate body — Moze’s traces provide 37.3% CRIT DMG but zero CRIT Rate. CRIT Rate body is essential to reach the 80%+ target
Feet
ATK%
ATK% boots — Daggerhold action advance makes SPD unnecessary. Running ATK% boots directly scales all Moze’s damage (Additional DMG and FUAs are ATK%-based)
Sphere
Lightning DMG% or ATK%
Lightning DMG% sphere recommended with ATK% boots (avoids diminishing returns on ATK). ATK% sphere if using a Lightning DMG source elsewhere
Rope
ATK%
ATK% rope standard — Moze doesn’t need ERR (energy generates from Talent procs: 2 Energy per trigger) and doesn’t benefit from other rope stats

CRIT Thresholds

80%+
CRIT Rate Target
Game8: “Once Moze’s CRIT Rate is at least 80% or above, then you can prioritize his CRIT DMG next.” High CRIT Rate is critical because Moze fires many individual hits — each hit needs to crit reliably. Build to 80% before investing in additional CRIT DMG.
200%+
CRIT DMG Target
Moze’s traces provide +37.3% CRIT DMG baseline. E2 adds another +40% CRIT DMG. Combined with Duran (+25% CRIT DMG at 5 stacks) and Pioneer/Baptism CRIT DMG bonuses, high base CRIT DMG compounds excellently.
2,800+
ATK Target
All of Moze’s damage scales with ATK — Additional DMG (30% ATK per trigger), FUA (160% ATK per hit), Skill (150% ATK), Ultimate (150% ATK). ATK% boots + ATK% rope + ATK% substats enable reaching 2,800+ naturally.
111 base
Base SPD (No Investment)
Moze’s base SPD. GameRant: “if necessary, Moze can outpace units with 145 SPD by having just 113 SPD” — Daggerhold’s advance effectively makes his action frequency match or exceed higher-SPD characters. No SPD investment needed.

Substat Priority

  1. CRIT Rate — Moze’s most important substat. His traces provide no CRIT Rate (only CRIT DMG) — meaning all CRIT Rate must come from the body piece, LC, ornament (Duran has no CRIT Rate; Izumo/Salsotto provide some), and substats. Rolling CRIT Rate substats is essential to reach the 80%+ target for reliable crits across all the individual Additional DMG hits and FUA triggers. Prioritise CRIT Rate substats heavily until the threshold is secured.
  2. CRIT DMG — Once CRIT Rate is covered, CRIT DMG compounds the high trace-provided base (37.3% CRIT DMG from traces + 40% from E2 if available). Each CRIT DMG substat roll adds to a large multiplier that applies to every crit of every Additional DMG hit and FUA. In Pioneer Diver builds, the set’s CRIT DMG bonuses (up to +40% at 3 debuffs with the doubled 1-turn bonus) amplify base CRIT DMG — making higher base CRIT DMG more valuable.
  3. ATK% — All Moze damage scales linearly with ATK. ATK% from boots and rope provide the bulk of ATK scaling — ATK% substats compound this further. Particularly impactful because every Additional DMG trigger (which happens on every ally attack) and every FUA hit both scale with ATK%. More ATK = more total damage across all the high-frequency hits in a typical Moze fight.
  4. Effect RES — Moze is “the most fragile character in the game when not in the Departed state” per KQM. While Departed, he’s untargetable — but when he exits Departed to recast Skill, he’s exposed for 1–2 actions. CC effects (Freeze, Imprisonment) during this window can be catastrophic — preventing Skill recast and leaving him out of Departed. Build Effect RES to 40–50%+ in content with CC-heavy enemies.

Trace Priority

  1. Talent — “Cascading Featherblade”
    The primary damage source — every level increases both the Additional Lightning DMG (30%→33% ATK per trigger at max) and the FUA multiplier (160%→176% ATK per hit). Since these scale linearly with level and fire on every ally attack throughout the entire Departed window, each talent level improvement compounds across dozens of procs per fight. Max first — this is Moze’s most efficient trace investment per damage-output unit.
  2. Skill — “Fleetwinged Raid”
    Higher Skill levels increase the initial Lightning DMG to the Prey target (75%→150% ATK at max) and the opening Additional DMG trigger from the Skill itself. The Skill is Moze’s gate to entering Departed — higher Skill DMG improves the opening hit value. Max alongside Talent — both scale important damage components and neither should be left at low levels in endgame.
  3. Ultimate — “Dash In, Gash Out”
    Higher Ultimate levels increase the single-target Lightning DMG (150%→350% ATK at max). Since the Ultimate also triggers the Talent FUA, higher Ultimate level directly enables a larger FUA proc on demand. Third priority — upgrade after Talent and Skill are invested. Note: the Ultimate is the main source of Energy recovery for faster cycling alongside the Talent’s 2 Energy per Additional DMG trigger.
  4. Basic Attack — “Heron’s Aquatic Waltz”
    Leave at Level 1. Moze almost never uses Basic Attack in endgame — once in Departed state, he cannot be manually targeted by the player. The only scenario for Basic Attack is the brief window after Departed ends before Skill recast — a 1-action window that doesn’t justify talent book investment. Do not upgrade Basic Attack.
🪶 Bonus Ability Trace Priority

A6 — “Vengewise”: When Moze’s Ultimate deals DMG, it is treated as a FUA — and the Prey mark now causes the enemy to take +25% increased FUA DMG. This is Moze’s most impactful bonus trace. Without A6, Moze has no vulnerability debuff and his Ultimate doesn’t benefit from FUA amplifiers. With A6, he contributes meaningful team utility (every ally FUA is amplified on the Prey target) and gains 2 self-applied debuffs for Pioneer Diver. Unlock first, without exception.

A4 — “Daggerhold”: When Moze’s Departed state ends, his action advances by 20% (or 60% if ≥4 Charge remains). At wave start, action advances by 30%. This trace eliminates the need for SPD investment — enabling ATK% boots — and ensures Moze re-enters Departed quickly after exiting. The 60% advance condition (≥4 Charge when exiting) is achievable by timing Ultimate use to fire just before Charge hits 0, leaving remaining Charge above 4. Unlock second.

A2 — “Nightfeather”: After using the Talent’s FUA, Moze recovers 1 SP. This effect can trigger once per turn. Combined with the 3 FUAs per Skill cycle (from 9 Charge ÷ 3), Moze recovers 3 SP over a cycle that costs 1 SP (Skill) — making him net SP-positive (+2 SP per Skill cycle). This is what enables Robin and other SP-hungry supports to use their Skills more freely — Moze actively funds the team’s SP economy. Unlock third — the SP generation compounds across a full fight.

Best Team Compositions

BEST TEAM

🪶 Feixiao + Robin — The Premier FUA Core

🪶 Moze (Sub-DPS + FUA Debuffer) 🌪️ Feixiao (Main DPS) 🌸 Robin (FUA Buffer) 🌿 Aventurine / Lingsha

The optimal Moze team — Feixiao’s natural retainer slot filled by the Shadow Guard himself. Every unit in this composition creates a feedback loop of FUA generation and amplification:

Moze’s contribution: Prey mark (2 debuffs) + A6 FUA vulnerability (+25% FUA DMG to Prey for all allies) + Additional DMG on every ally attack + FUAs from Charge consumption. Moze’s FUAs contribute Flying Aureus stacks to Feixiao’s Ultimate charge counter — every 3 Moze FUAs (from 9 Charge) adds 3 Flying Aureus stacks, accelerating how quickly Feixiao reaches her Ultimate threshold. Worrisome, Blissful LC provides Tame’s third debuff (enabling Pioneer Diver full bonus) and team CRIT DMG.

Robin’s role: Concerto state advances all allies by 100% and provides flat ATK buff during Concerto. Crucially, Robin’s A4 provides +25% CRIT DMG to all FUAs — stacking with Moze’s FUA vulnerability, Duran’s 5-stack CRIT DMG, and Pioneer’s CRIT DMG bonus for compounding amplification on every FUA throughout the fight. Robin’s Concerto also multiplies Moze’s FUAs from Talent (since allies acting faster = more ally attacks = more Additional DMG + Charge consumption = more Moze FUAs).

Aventurine as sustain: His own FUA (Fortified Wager) contributes to Moze’s Charge depletion and Feixiao’s Flying Aureus, adds Merit stacks to Duran rapidly, and provides shields without SP cost — keeping the team’s SP budget available for Feixiao and Robin.

DR. RATIO TEAM

🪶 Dr. Ratio — Debuff Synergy Core

🪶 Moze (Debuffer + Sub-DPS) 🎯 Dr. Ratio (Main DPS) 🌸 Robin / Topaz 🌿 Aventurine / Gallagher

KQM’s highlighted team — Dr. Ratio + Moze creates a natural debuff synergy. Dr. Ratio’s FUA requirement: fires his follow-up attack when the target has 3+ debuffs. Moze alone provides 2 of those debuffs (Prey mark + A6 FUA Vulnerability) — meaning Dr. Ratio only needs 1 additional debuff from the team, making him far easier to trigger than in teams without Moze.

Moze + Worrisome, Blissful LC provides Tame as the third debuff independently — enabling Dr. Ratio’s FUA without any other dedicated debuffer. With this setup, Dr. Ratio fires his FUA on virtually every action, and Moze’s Prey vulnerability amplifies Dr. Ratio’s FUA damage. Moze’s own FUAs contribute to Duran’s Merit stacks, amplifying both characters’ FUA output simultaneously.

With Robin in the fourth slot: Robin’s Concerto advances Dr. Ratio and Moze faster, triggering more FUAs in the same time window. With Topaz: Topaz’s Numby provides additional FUA procs and Fire Weakness exploitation, though Robin is generally the stronger buffer for overall team DPS. Aventurine rounds out the team as sustain who also contributes FUAs.

MARCH 7TH HUNT

🪶 March 7th (Hunt) — Accessible FUA

🪶 Moze (Sub-DPS + Debuffer) 🌸 March 7th — Hunt (Main DPS) 🌸 Robin / Asta (Support) 🌿 Gallagher / Aventurine

The accessible Hunt FUA team using March 7th (Swordmaster form) as the main DPS. Game8 specifically highlights this pairing: “In this free-to-play team, Moze will pair up with March 7th’s The Hunt form. March can unleash Follow-up attacks if she has her E2 unlocked.”

March 7th’s Swordmaster form generates FUAs from her Shifu ally’s attacks — and Moze’s Skill conveniently grants March Shifu status, meaning March fires FUAs specifically on Moze’s attacks. Moze’s Talent Additional DMG and FUAs trigger more March FUAs in return, creating a compact dual-FUA feedback loop. The Prey mark’s FUA vulnerability applies to March’s FUAs as well, amplifying her output.

Robin in the third slot is the optimal buffer — her Concerto advance and ATK buff benefit both characters equally. Asta is the F2P substitute, providing SPD buff and Fire DMG contribution. Gallagher as sustain (free from Standard Banner) provides SP-positive healing that complements Moze’s SP-neutral status, ensuring Asta/Robin have SP to use their Skills.

COUNTER TEAM

🪶 Yunli / Clara — Counter FUA

🪶 Moze (Sub-DPS + Vulnerability) ⚡ Yunli / Clara (Counter DPS) 🌸 Robin (Buffer) 🌿 Lynx / Huohuo

An alternative FUA team using Yunli or Clara as the counter-based main DPS. KQM notes this composition as viable: “Yunli or Clara can also work, but it’s a little trickier since their Counter based gameplay can be difficult to account for in AoE scenarios.”

The theoretical synergy: Yunli and Clara generate counters when hit by enemies — Moze’s FUA vulnerability (+25% FUA DMG to Prey target) amplifies Yunli’s and Clara’s counter attacks directly. Lynx can apply aggro buff to Clara, increasing her counter frequency — and every counter trigger activates Moze’s Additional DMG (since Clara attacks the Prey). The tricky part: in AoE scenarios, enemies may attack targets other than the Prey, reducing Additional DMG frequency compared to single-target scenarios. This team is best in fights where the enemy focuses a single target (aggro-controllable content).

Prydwen’s note: For players who want to experiment with Moze outside the Feixiao and Dr. Ratio standard teams, Clara / Yunli compositions are the creative alternative — just understand the AoE limitation caveat.

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Eidolons Guide

Moze is a 4-star on the Standard Banner — eidolons accumulate naturally through standard pulls on any banner. His E2 is the single most impactful eidolon for FUA team performance and is worth targeting specifically.

Eidolon Effect Priority
E0 Full base kit — Prey mark (2 debuffs), 9 Charge per Skill, Talent Additional DMG on every ally attack, 3 FUAs per Skill cycle, Ultimate FUA, A6 FUA Vulnerability (+25%), A4 action advance (no SPD needed), A2 SP neutrality. Moze is a powerful, complete FUA sub-DPS at E0. All endgame single-target content is clearable. S-Tier rating is based on E0 performance. Complete Sub-DPS
E1 “Eaglefeather Pursuit” — After entering battle, Moze regenerates 20 Energy. Each time the Additional DMG from his Talent is triggered, Moze regenerates 2 Energy (up from the base Talent’s energy generation).

Faster Ultimate cycles mean more frequent Ultimate FUA procs, which trigger the Talent FUA for additional damage. The 20 Energy at battle start enables a Turn 1 Ultimate in many rotations — particularly impactful in fights where the opening damage window is critical. A quality-of-life eidolon for Ultimate frequency.
Energy QoL
E2 “Spectral Predation” — When all allies deal DMG to the Prey target, CRIT DMG dealt by those allies increases by 40%.

This is a team-wide +40% CRIT DMG buff specifically to attacks on the Prey target — the most powerful team utility eidolon for Moze. In Feixiao teams, +40% CRIT DMG to Feixiao’s attacks on the Prey is a massive Ultimatelate damage increase. This applies to Robin, Aventurine, Dr. Ratio, and every other ally — not just Moze’s own damage. E2 transforms Moze from a strong personal sub-DPS into a team multiplier. The only eidolon worth specifically farming for.
Priority Target — Team Multiplier
E4 “Tailwind and Eagle” — When using Ultimate, increases the DMG dealt by Moze by 30% for 2 turns.

A personal damage boost to Moze after Ultimate — the subsequent FUA proc from his Ultimate benefits from this +30% DMG window. Straightforward but meaningful for Moze’s personal damage ceiling, particularly in teams where his Ultimate cycles quickly via E1’s energy generation. Not a priority over E2 but a natural accumulation milestone for invested players.
Personal DMG Boost
E6 “Shrouded Feather” — Increases the DMG multiplier of the Talent’s follow-up attack by 25%.

Directly increases the FUA multiplier from Talent — from 160% ATK to an effective 200% ATK per FUA hit (at base level, scaling further with higher trace investment). Since every 3 Charge consumed fires one of these FUAs, E6 multiplies every FUA proc throughout the Departed window. A significant personal damage increase for dedicated Moze players; less dramatically transformative than E2’s team-wide CRIT DMG buff but a meaningful floor upgrade.
FUA Multiplier Upgrade
🪶 Getting Moze’s E2 — Your Priority Target

Moze is a 4-star on the Standard Banner — every 10-pull on any rate-up banner has a guaranteed 4-star drop, and standard 4-stars like Moze appear regularly. E2’s +40% CRIT DMG to all ally attacks on the Prey target is a disproportionate power jump — one of the strongest eidolon effects for a 4-star character in the entire game. Check the Character Shop for Moze copies (Undying Starlight exchange) when available. In the interim, E0 Moze is still competitive — the jump to E2 is an upgrade, not a prerequisite. Once you have E2, the team CRIT DMG buff makes Moze a meaningful amplifier even in teams where he would otherwise contribute primarily personal damage.

Should You Build Moze?

✅ Build If:

  • You own Feixiao — Moze is Feixiao’s most accessible high-quality sub-DPS partner. His lore connection (retainer to Feixiao) and mechanical synergy (FUA stacks for Flying Aureus, Prey vulnerability for Feixiao’s FUAs) make him the natural second FUA unit in Feixiao teams when you don’t have Topaz or Robin filling that slot.
  • You own or plan to build Dr. Ratio — Moze’s 2 native debuffs make Dr. Ratio’s FUA trigger condition trivial to meet with just 1 additional LC or teammate debuff source. The pairing is among the most synergistic in the game.
  • You want a SP-positive FUA sub-DPS that doesn’t compete with your main DPS for SP — Moze funds the SP economy, Robin and Feixiao spend it.
  • You appreciate the unique Departed mechanic — being effectively invincible while contributing damage is a genuinely satisfying gameplay loop that no other character in the game replicates.
  • You want a 4-star character who performs at 5-star levels in his niche — Prydwen’s “How is this a 4-star?” assessment is genuine. E2 Moze with good relics in a Feixiao team is remarkably powerful.

⚠️ Consider Skipping or Deprioritising If:

  • Your primary content focus is Pure Fiction AoE — Moze has no AoE in his kit. In Pure Fiction, his Prey locks him to one target while enemies flood the field; teams with Himeko, Herta, Jade, or The Herta will outperform in wave-clearing scenarios.
  • You don’t have and don’t plan to build a FUA-focused main DPS (Feixiao, Dr. Ratio, Yunli) — Moze’s design is specifically as a sub-DPS for FUA compositions. In Break teams, Acheron teams, or DoT teams, Gallagher, Pela, or dedicated supports are better investments.
  • You’re competing with another Topaz or Cipher who also wants the FUA sub-DPS slot — Topaz’s Numby and Cipher’s multi-hit Ultimate provide different but comparable FUA contributions in Feixiao teams. Choose based on who you have built and who benefits more from team synergies.

Final Verdict: Moze is a masterclass in 4-star character design — a reticent Shadow Guard who contributes more to a FUA team from the shadows of the Departed state than most characters contribute standing in the spotlight. His kit uniquely allows him to deal consistent single-target FUA damage while being untargetable, maintain SP-neutrality that funds the team, and apply a 25% FUA vulnerability debuff that amplifies Feixiao’s Ultimate, Robin’s Concerto procs, and every other FUA in the composition. Build him for Feixiao teams. Max his Talent. Get E2 when you can. Let him hunt from the shadows.

Moze vs Other FUA Sub-DPS Characters

vs Topaz & Numby: Topaz provides her own Numby FUA sub-DPS and Fire Weakness exploitation via her debuffs. Prydwen notes Topaz has been sliding: “Topaz’s previous niche alongside Feixiao has been eroded over time with many Feixiao players opting to play alongside double Harmony or bring one of the newer Follow-Up attackers.” Moze is more accessible (4-star vs limited 5-star) and provides the Prey vulnerability debuff that Topaz does not. In teams where the second slot is Moze, freeing Topaz’s slot for Robin or another buffer is a net DPS gain.

vs Cipher: Cipher is the newer FUA sub-DPS specifically designed for Feixiao teams — her Ultimate deals True Damage (bypasses elemental resistance) and scales with consecutive hits. Cipher provides higher single-target ceiling in Feixiao teams in optimal conditions but is a limited 5-star. For players without Cipher, Moze is the best accessible alternative and is not dramatically behind in practice.

vs Jade: Jade is an AoE Erudition FUA DPS (S+ Tier) — a different role entirely. Jade handles AoE wave-clearing content; Moze handles single-target boss content. They don’t compete for the same team slot or content type. Build both if possible for different teams.

Last Updated: February 2026

Honkai: Star Rail Version 4.0 · Moze Build Guide · S-Tier 4-Star Lightning Hunt FUA Sub-DPS

Based on February 2026 data (Versions 2.5–4.0, Prydwen January 29 2026 update, KQM May 2025, Mobalytics, IcyVeins, Game8, GameRant, dbltap, MisterMenPlays, lootbar), community research from Prydwen, KQM, Mobalytics, IcyVeins, Game8, GameRant, dbltap, and MisterMenPlays.

The Prey has been marked, Trailblazer — the Shadow Guard never misses. 🪶

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