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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

  • Longbow
    Standard 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 Shot
    Control

    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 Shot
    Burst

    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 Arrow
    Control

    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 Shot
    Control

    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

  • Eclipse
    Control

    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 Shot
    Control

    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

🏹 Bow · 3/6 (faces 1, 2, 3)👣 Foot · 2/6 (faces 4, 5)🌙 Moon · 1/6 (faces 6)

Level I abilities

  • Longbow
    Normal
    Dice requirement:
    3× 🏹 Bow
    Damage/healing:
    4 damage
  • Demising Shot
    Normal
    Dice requirement:
    3× 🏹 Bow + 2× 🌙 Moon
    Damage/healing:
    4 damage
    Key effects:
    targeted
  • Covered Shot
    Normal
    Dice requirement:
    2× 🏹 Bow + 3× 👣 Foot
    Damage/healing:
    7 damage
  • Exploding Arrow
    Normal
    Dice requirement:
    1× 🏹 Bow + 3× 🌙 Moon
    Damage/healing:
    about 7 damage
    Key effects:
    blind
  • Entangling Shot
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    7 damage
    Key effects:
    entangle
  • Eclipse
    Normal
    Dice requirement:
    4× 🌙 Moon
    Damage/healing:
    7 damage
    Key effects:
    blind, entangle, targeted
  • Blinding Shot
    Normal
    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 mechanic
    Targeted 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 mechanic
    Missed 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?

  • Longbow
    Level II
    • Damage: 5 damage instead of 4 damage
    • Dice requirement: 4× 🏹 Bow instead of 3× 🏹 Bow
  • Longbow
    Level 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

  • Seraph

    Seraph adds the healing that Moon Elf lacks.

  • Gambit

    Gambit adds the healing that Moon Elf lacks.

  • Wolverine

    Wolverine adds the healing that Moon Elf lacks.

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

  • Druid

    Druid keeps Moon Elf tied up with Wound, and Moon Elf already needs tight rolls.

  • Storm

    Storm pushes damage through that Moon Elf barely stops with Missed Me.

  • Huntress

    Huntress keeps Moon Elf tied up with Bleed, and Moon Elf already needs tight rolls.

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