The SP Flowing Light Chasing Moon God's skills included the normal attack-Flowing Brightness, the second skill-Damask Dance, and the third skill-Flying Color Congealing Light. Normal Attack-Flowing Brightness is a ray of golden light that appears and attacks the enemy target, causing 100% damage. Skill 2-Damask Dance's effect is to dance under the moonlight. After your turn ends, you will be able to advance 3 additional bars of will-o'-the-wisps, and all friendly units will receive 2 layers of illumination. If a friendly unit's Will-o'-the-wisp overflows, and the user is not affected by any control or banishment effects, all friendly units will be stimulated and encouraged. For every additional Will-o'-the-wisp, all friendly units will receive a layer of illumination. Skill 3-Flying Color Congealing Light: Grants Gathering Light to all non-summoned allies for 1 round. In general, SP Light Chasing Moon God's skills were powerful and diverse, suitable for playing an important support and damage output role in battle.
The skills of the Onmyoji SP Flowing Light Chasing Moon God included the normal attack-Flowing Brightness, the second skill-Damask Dance, and the third skill-Flying Color Congealing Light. Normal Attack-Flowing Brightness is a golden ray of light that appears and attacks the enemy target, causing 100% damage. Skill 2-Dance of the Damask is the only effect. After the end of the turn, the player will be able to push forward 3 additional bars of will-o'-the-wisps and give all allies 2 layers of Radiance. When the will-o'-the-wisps of allies overflow, if the player is not under the control effect or banishment, the player will be encouraged by all allies. Every point of will-o'-the-wisps that overflows will give all allies 1 layer of Radiance. Skill 3-Flying Color Congealing Light is a skill that radiates light when the clothes are fluttering. All non-summoned allies will receive a gathering light. Lasts for 1 round. In general, the [SP Flowing Light Chasing Moon God] skill was very powerful. It could provide attack bonuses and encouragement effects, and was suitable for PVE and PVP.
SP Moonlight Chaser was very strong in the fighting technique environment. He was an excellent damage increasing support Spirit-branded Retainer, able to provide continuous firepower output and team bonuses. His ignition mechanism was similar to that of PR's Chasing the Moon God. He would naturally fire back the fire by pushing the Will-o'-Wisps action bar. In a fighting technique, as long as the player had the first opportunity and ended his turn, he could advance the Ghost Fire action bar. The passive restriction of the seal was rarely used in the current environment, so it would not affect his performance too much. The damage increase of the [SP Light Chasing Moon God] was no less than that of [Inari] or [Yukari]. It could be used in both PvP and PvE. His three skills, Barrier, could turn the fire into ghost fire, so he was not very afraid of Qian Ji and Wood Demon. In addition, if the other party did not have any means to suppress the fire, he could also disperse it through the end of the barrier. In short, the SP Moonlight Chasing Moon God was very effective in the fighting technique environment.
[SP Flowing Light Chasing Moon Goddess is worth nurturing in Onmyoji.] She had a very good damage buff and could replace Bright Night Ji's position. She also had a strong performance in both the first move and the second move. She also had a strong counter-attack when facing the mainstream Wood Charm Goddess, Qian Ji. Although her skill animation might be a little slow, she could provide a maximum of 100% attack bonus. In terms of employment, she was suitable for Spirit Taming/Sea of Eternal Life, Fire Tower Climbing, and fighting techniques. The corresponding soul control combination was Spirit Control/Eternal Kelp Buddha, Karmic Origin Fire with Fire Spirit, Tower Climbing with Fire Spirit/Buddha, Fighting Technique with Clam Spirit or Money-making/Wood Charm/Fire Spirit. All in all, SP Light Chasing Moon God had a certain value and potential in the game.
There were a few options to consider when it came to matching the spirits of the SP Flowing Light Chasing Moon Goddess. The first option was to use the lucky cat Spirit Control x4 and the Speed Spirit Control x2. As for the positions of the spirit, position 2 was speed, and positions 4 and 6 were health bonuses. This combination was suitable as a support for the Spirit-branded Retainer and could increase the Spirit-branded Retainer's HP. The second plan was to use Tu Fo's Soul Control x4 and Attack Soul Control x2. As for the positions of the spirit, the second position was an attack bonus, and the fourth and sixth positions were also an attack bonus. This combination could increase the output of the Spirit-branded Retainer. In addition to these two plans, there were other spirit combinations that could be chosen according to the specific situation. I hope this information will be helpful to you.
SP Chasing Moon God's skills included Common Attack-Flowing Brightness, Skill 2-Damask Dance, and Skill 3-Flying Color Congealing Light. Normal Attack-Flowing Brightness is a ray of golden light that appears and attacks the enemy target, causing 100% damage. Skill 2-Damask Dance will increase the number of Will-o'-Wisps by 3 after the end of her turn. All allies will receive 2 layers of illumination. When an ally's Will-o'-the-wisp overflows, if the user is not under the control effect or banishment, all allies will be encouraged. Every time a Will-o'-the-wisp overflows, all allies will gain 1 layer of illumination. The Radiance was a type of buff mark. It had a maximum of 10 layers, and each layer increased the attack by 5%. Skill 3-Flying Colored Light grants all non-summoned allies a gathering light. Lasts for 1 round. The Gathering Light was a type of buff. When the Will-o'-Wisp of an ally was deducted, the Will-o'-Wisp action bar would be pushed forward by the same number of squares as the Will-o'-Wisp was deducted, and the mark would be consumed. At the same time, the target at the front of the enemy's action bar would be affected by the loss of color, lasting for one round. Losing Color was a debuffing mark. After the end of the turn, the Ghostfire action bar could not be pushed. In general, SP Chasing Moon God's skills had both attack and support effects. It could increase the attack and movement speed of all allies and reduce the damage of enemies.
The skills of the Onmyoji SP Chasing Moon God included the normal attack-Flowing Brightness, the second skill-Damask Dance, and the third skill-Flying Color Congealing Light. Normal Attack-Flowing Brightness is a golden ray of light that appears and attacks the enemy target, causing 100% damage. Skill 2-Dance of the Damask's effect is to dance under the moonlight. At the end of your turn, you will be able to advance 3 additional Will-o'-Wisp action bars, and all friendly units will receive 2 layers of illumination. If a friendly unit's Will-o'-the-wisp overflows and they are not affected by any control or banishment effects, all friendly units will be stimulated and encouraged. For every additional Will-o'-the-wisp, all friendly units will receive a layer of illumination. When the number of layers reached the upper limit, this effect would not be triggered. Skill 3-Flying Colored Light grants all non-summoned allies a gathering light, lasts for 1 round. The effect of Gathering Light was that when the Will-o'-Wisp of an ally was deducted, the Will-o'-Wisp action bar would advance by the same number of squares as the Will-o'-Wisp was deducted, and this mark would be consumed. At the same time, the target at the front of the enemy's action bar would be affected by the loss of color, lasting for one round.
[Moon God Chasing Light's skill description is as follows: 1 skill has a 50% chance of repelling an enemy's ghost fire bar. It is not effective against monsters.] The second skill was a passive skill. After the end of the round, the player would gain an additional 3 points of ghost fire. If the player did not have 3 points of ghost fire in the round, the player would immediately gain 1 point and the buff mark [Radiance] would be added. The third skill consumes 2 points of will-o'-the-wisps to add a buff imprint [Gathering Light] that lasts for one round to all of us, excluding summoned creatures. [Radiance] increases allies 'attack by 100% and speed by 30 points. The effect of [Gathering Light] was that when the shikigami with this mark had their ghost fire deducted, they would push forward the ghost fire bar that was equal to the number of ghost fire deducted, and the target at the front of the enemy's action bar would not be able to push forward the ghost fire bar for two rounds. If it is not consumed, it will increase the target's attack by 30% and speed by 30 points. When the duration ends, it will dispel an additional 1 bar of debuffs or crowd control effects.
SP Flowing Light Chasing Moon Goddess and Bright Night Ji were both Spirit-branded Retainer characters in Onmyoji. According to different needs and preferences, which one was better would be different. Luminous Moon Chaser was better at attacking first and controlling, so it was suitable for PvP battles. Bright Night Ji, on the other hand, had higher damage output, so it was suitable for PvE battles. Therefore, the choice of shikigami depended on one's personal needs and preferences.
Moon God Chasing Light and Moon God Chasing Light had their own advantages and applications. Chasing the Moon Goddess was more suitable for PVE scenarios like Encountering Demons, Secret News, and Monster Seal, while Bright Night Ji was more suitable for PVP scenarios like Fighting Techniques and Dojo. SP Light Moon God Chasing was an upgraded version of the PR Moon God Chasing. Its skill mechanism was similar to Moon God Chasing, and it could be used to manipulate the Ghost Fire's action bar. The Moon Goddess had a pretty good damage buff and could replace Bright Night Ji in many lineups. Her first move could provide a stable supply of Fire Energy, and she was also very strong in counterattacking. It was best to choose one based on the player's needs and personal preferences.
We can get some information about SP Chasing Moon God's skills. SP Chasing Moon God's skills included Common Attack-Flowing Brightness and 2 Skill-Damask Dance. Normal Attack-Flowing Brightness is a golden ray of light that appears and deals 100% damage. There is a 50% chance of repelling the opponent's ghost fire. Skill 2-Damask Dance will push forward 3 additional squares of Will-o'-Wisp action bar after your turn ends, and all friendly units will receive 2 layers of illumination. If a friendly unit's Will-o'-the-wisp overflows and SP Chasing Moon God is not affected by any control effects or banishment effects, it will activate and inspire all friendly units. For every additional Will-o'-the-wisp, all friendly units will receive a layer of illumination. According to the information provided, there was no clear indication of how much of SP Chasing Moon God's skill could be used. Therefore, I don't know the exact answer to this question.