Moon Elf
Playstyle: Offensive · Complexity: 2/6 · Season 1
Who is this character?
A control archer: blind, entangle and targeted lock the enemy down while arrows fly.
How to play Moon Elf
If after roll 1 5× Moon for Lunar Eclipse! are reachable. Keep 5× Moon and reroll all dice not needed, aiming at Lunar Eclipse! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Eclipse. Lunar Eclipse! deals a documented 12 damage and applies Blind/Entangle/Targeted, so the 5 committed dice stay on the table.
Early game: Set Targeted via Demising Shot or Eclipse.
Mid game: Run Longbow and Covered Shot with the Targeted bonus; use Entangling Shot on an open straight for control.
Late game: Aim for Eclipse or Lunar Eclipse! for maximum status stacking and damage.
If after roll 1 4× Moon for Eclipse are reachable. Keep 4× Moon and reroll all dice not needed, aiming at Eclipse (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Lunar Eclipse!. Eclipse deals a documented 7 damage and applies Blind/Entangle/Targeted, so the 4 committed dice stay on the table.
Set blind before the opponent's strongest attack: a 1/3 chance the whole ability fizzles.
Exploding Arrow also drains 1 CP per moon – strong against CP hoarders (Shadow Thief, Paladin).
Entangle costs the opponent a reroll: most valuable against heroes that rely on 4- or 5-symbol combos.
Chasing Eclipse (only 1 moon face) without a second moon after roll 1 – the odds are too low.
Spending Evasive on 2–3 damage and having none left for the 8-damage hit.
Strengths
- Longbow lands almost every turn with 3 of 6 bow faces
- Blind makes enemy attacks fail completely a third of the time
Weaknesses
- No armor: Missed Me only halves on 2+ feet (~54%)
Key attacks
- LongbowStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 🏹 Bow is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 🏹 Bow · 4 damage
- Demising ShotControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (32% across all three rolls): the effect beats a few extra damage points there.
3× 🏹 Bow + 2× 🌙 Moon · 4 damage · targeted
- Covered ShotBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 2× 🏹 Bow + 3× 👣 Foot is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.
2× 🏹 Bow + 3× 👣 Foot · 7 damage
- Exploding ArrowControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (25% across all three rolls): the effect beats a few extra damage points there.
1× 🏹 Bow + 3× 🌙 Moon · about 7 damage · blind
- Entangling ShotControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (59% across all three rolls): the effect beats a few extra damage points there.
Small straight (4 in a row) · 7 damage · entangle
- EclipseControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (10% across all three rolls): the effect beats a few extra damage points there.
4× 🌙 Moon · 7 damage · blind, entangle, targeted
- Blinding ShotControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (25% across all three rolls): the effect beats a few extra damage points there.
Large straight (5 in a row) · 8 damage · blind
- Lunar Eclipse!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× 🌙 Moon (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× 🌙 Moon · 12 damage · blind, entangle, targeted
Key statuses & resources
- Evasive: Spend when damaged and roll: 1–2 avoids everything (max 3 tokens). Covered Shot and Blinding Shot grant 1 each, as does Lunar Eclipse!. Against hits of 6+ damage or when your health drops below 15 – never against chip damage.
- Blind: negative, inflicted by Exploding Arrow, Eclipse, Blinding Shot and the ultimate.
- Entangle: negative, inflicted by Entangling Shot, Eclipse and the ultimate.
- Evasive: Covered Shot and Blinding Shot grant 1 each, as does Lunar Eclipse!.
- Evasive: Against hits of 6+ damage or when your health drops below 15 – never against chip damage.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- LongbowNormal
- Dice requirement:
- 3× 🏹 Bow
- Damage/healing:
- 4 damage
- Demising ShotNormal
- Dice requirement:
- 3× 🏹 Bow + 2× 🌙 Moon
- Damage/healing:
- 4 damage
- Key effects:
- targeted
- Covered ShotNormal
- Dice requirement:
- 2× 🏹 Bow + 3× 👣 Foot
- Damage/healing:
- 7 damage
- Exploding ArrowNormal
- Dice requirement:
- 1× 🏹 Bow + 3× 🌙 Moon
- Damage/healing:
- about 7 damage
- Key effects:
- blind
- Entangling ShotNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 7 damage
- Key effects:
- entangle
- EclipseNormal
- Dice requirement:
- 4× 🌙 Moon
- Damage/healing:
- 7 damage
- Key effects:
- blind, entangle, targeted
- Blinding ShotNormal
- Dice requirement:
- Large straight (5 in a row)
- Damage/healing:
- 8 damage
- Key effects:
- blind
Ultimate
- Lunar Eclipse!Ultimate
- Dice requirement:
- 5× 🌙 Moon
- Damage/healing:
- 12 damage
- Key effects:
- blind, entangle, targeted
Defense
Missed Me The defense roll is made whenever you are attacked. The prevented damage is not sufficiently verified. Avoiding the attack is also possible. Missed Me: 5 dice – 2+ feet halve the incoming damage (rounded up), each bow retaliates 1.
Special mechanics
- Targeted team mark Board mechanicTargeted is a mark on the opposing target: +2 applies to every attack against that target, regardless of which teammate attacks. · Maximum: 1
- Conditional Missed Me defense Board mechanicMissed Me rolls 5 dice: 2+ feet halve incoming damage rounded up, bows deal 1 counter-damage each. No fixed prevention value.
Resources
- EvasiveSpend when damaged and roll: 1–2 avoids everything (max 3 tokens). · Covered Shot and Blinding Shot grant 1 each, as does Lunar Eclipse!. · Against hits of 6+ damage or when your health drops below 15 – never against chip damage.
Upgrades & cards
What changes?
- LongbowLevel II
- Damage: 5 damage instead of 4 damage
- Dice requirement: 4× 🏹 Bow instead of 3× 🏹 Bow
- LongbowLevel III
- Damage: 7 damage instead of 4 damage
- Dice requirement: 5× 🏹 Bow instead of 3× 🏹 Bow
Hero-specific cards
Not sufficiently verified
Works well with
Good matchups
- Loki
Moon Elf pushes damage through that Loki barely stops with Tip the Scale.
- Scarlet Witch
Scarlet Witch lands spikes up to 12 damage off Crackle without a long ramp – more than Moon Elf can shut down.
- Tactician
Tactician lands spikes up to 12 damage off Tactical Advantage without a long ramp – more than Moon Elf can shut down.
Tough matchups
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