Moon Hunters Guide

Class Summary and Build for Moon Hunters

Class Summary and Build

Overview

Class Summary and Build

Introduction

Classes in Moon Hunters follow a similar design.

  • Each class has one standard attack. This attack does not require any energy to use.
  • Each class has one secondary attack. This attack requires energy to use.
  • Each class has a mobility skill. Mobility skills generally allow a class to move faster allowing them to avoid hits. The skill either requires energy to use or drains over time. Some classes’ mobility skill can also deal damage.

Attacks are separated into two damage types; physical and magical. Physical damage is improved by the Strength stat, magical damage is improved by the Intellect stat.

Class skills can be upgraded from merchants. A merchant sells a choice of four randomly selected upgrades in exchange for Opals. Upgraded skills can do more damage, last longer, be used be more frequently, etc. Better upgrades require more Opals to unlock.

Spellblade


Dumuzi the Spellblade is a melee oriented class.


A standard melee attack. Hit three times to trigger a tornado. Hit range is somewhat limited but can put out good DPS.


Wasn’t particularly impressed with this compared to the other classes secondary skills


Mobility skill that does physical damage.

The Spellblade feels a little lacking to me. Slash’s hit range felt too short. Dealing with big groups and tough minions was a real pain. Shield plants are simply impossible to deal with. Shockwave didn’t feel as useful as other classes’ secondary attack skill.

You’ll want endurance for more health so you can tank more damage and strength for more physical damage so you can kill things faster.

Maybe avoid forests on this char so you can avoid fighting shield plants. Try to take thing on in limited number if possible.

Ritualist


Heduanna the Ritualist is a magical ranged class


A magical damage attack. The Ritualist can have a limited number of orbs on ‘standby’ at a time. The limit can be increased by a merchant upgrade. Using the attack uses up one of the ‘standby’ orbs. Orbs regenerate naturally over time.


Magical attack that is basically a gravity well. Fire and enemies will be mostly held in place. Primarily used for CC instead of damage.


Mobility skill that lets you teleport a short distance away. Does not do damage.

You can use teleport to escape enemies and dodge big hits. You should be able to avoid most enemies with Void Pull. The Ritualist is really good at dealing with most normal enemies. Void pull locks them down letting you burn them down with orbs. The Ritualists disadvantage is that you can only fire orbs when they are on standby. Therefore her attack can not be spammed infinitely. Once all the standy orbs are gone you’ll only fire them when they regenerate. They regenerate every second or two but this does hurt DPS.

Spirit, Intellect and Faith should be increased.

Druid


Enkidu the druid is a physical ranged class with physical melee option


Physical damage ranged attack. Fires 3x projectiles in a wide cone. The number of projectiles can be increased to 5 and the cone can be narrowed.


Does a bit of physical damage to enemies under it. Covers a decent amount of area. Primarily used to slow down enemies allowing you to spam Leaf Barrage at them from safety.


The druid’s mobility skill is pretty interesting. Activating it shapeshifts you into a wolf. While in wolf form you have increased speed, can do a standard melee attack and your secondary attack is charge. The form has no upfront cost but drains energy over time. Using the skill again returns you to human form.

I rather enjoyed the class. Leaf Barrage is an effective ranged attack and Vines can keep you save from enemies. Wolf form can give you a melee option but I personally find ranged better. With projectile increase and narrow cone upgrades you can shred large enemies apart. Even after screwing up and upgrading Intellect instead of Strength the druid was able to spam large amounts of DPS.

Upgrade Strength primarily for more physical damage. Spirit for energy regen and faith for more energy also useful.

Witch


Kubele the Witch is a physical melee / magical ranged hybrid


Standard physical attack. Has pretty good hit range.


Magical laser beam. Knocks opponents backwards when hit. Hold down to fire, energy drains as you hold down fire.


Mobility skill. Charging enemies deals physical damage.

Stab has good range so you can engage enemies without letting them get too close which is one advantage over the spellblade. Blood Beam is a cool ass laser, can be useful for burning down shield plants from behind. It can burn through your energy pretty quick through.

If you want to use Blood Beam you’ll need Intellect for more magical damage, Faith to increase energy and Spirit for more regen between lasering. If you want to melee instead, you’ll need Strength to increase physical damage, maybe Endurance for more health (you should still use blood beam against certain annoying enemies)

Sun Cultist


Sargon the Sun Cultist is a physical melee / magical hybrid class


Standard melee attack. Hit range is so-so. Holding down the attack will throw a chakram that will fly forwards a bit, hit enemies and turn the ground on fire (with upgrade).


Calls down a meteor to your current location. Turns the ground on fire. Anything standing on the fire will take damage.


Mobility skill. Charging enemies will deal physical damage. Holding will turn the ground on fire.

As you can see this class is all about fire. The fire can hurt you as well so you need to watch where you are standing. Activate Solar Prayer and immediately move away to avoid the fire that gets generated. The fire will hurt you as well as your enemies. Kite enemies over the fiery ground. Chakram Swipe can be used to do some physical damage, hold down for extra range, hit multiple enemies in a line, light the ground on fire.

Meteors are hard counters for shield plants. When they walk over the flames they enter their immobile form and can be easily killed. The Sun Cultist has by far the best ability to deal with these annoying enemies.

Get lot of endurance. You’ll be in the thick of things and you can easily hurt yourself with your own fire. Strength for extra physical damage.

Snowdancer


Ninlil the Snowdancer is a physical melee / magical ranged / summon class


Physical damage attack. Attack can be charge by holding down button to do extra damage.


Magical damage attack. Freezes enemies on hit. Attack is charged by holding down button. The longer you charge the most ice you fire. At max charge you create an ice summon. It will explode on contact with enemies and freeze everything within range.


Mobility skill. Activating will create ice under your feet. Anything on the ice will get a movement buff. This includes not only you and your teammates but also enemies.

Inner Storm is seriously amazing. Enemies that are frozen are stationary and can’t fight back. Frozen targets that die explode and freeze enemies within the blast radius. This lets you chain freeze enemies by freezing a group of enemies, killing one to trigger a freeze blast, killing the next to trigger another blast and so on. Split Ice is best used to finish off a frozen target. As frozen targets can’t fight back this lets you max out the charge on Split Ice to do a big blow.

I’d strongly suggest going magical to buff Inner Storm. Intellect, Spirit, Faith. Split Ice is just used to finish off frozen targets.

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