SP Zhui Yue could replace Qian Ji in some situations, but it did not completely replace her character. In terms of PVE, Chiaki performed well in long-term dungeons, while SP Chasing Moon was more suitable for one-wave or short-term dungeons. In addition, Chiaki had a unique ability to ignite fire and increase damage, while SP Chasing Moon had a stronger punishment ability to interfere with Spirit-branded Retainers and counter attack. However, the specific situation still needed to be decided based on the player's team configuration and needs. In general, SP Chasing Moon could be used as a substitute for Chiaki in some situations, but it did not completely replace her character.
Chasing Moon Goddess could replace Qian Ji in certain situations, but she couldn't completely replace her. Qian Ji performed well in PVE, especially in long-distance dungeons. Her damage output and duration were stronger. However, Chasing the Moon Goddess performed better in One-Wave or short-term dungeons, and the banner was responsible for these missions. Therefore, although Chasing Moon Goddess could be used as a substitute for Qian Ji, in certain PVE situations, Qian Ji was still irreplaceable.
SP Light Moon Chaser can replace Inabayuki's position. Moon Chaser was very strong in the battle technique environment, with excellent damage buffs and fire energy supply. She also had a strong counter-attack when facing Thousand Wood Charm Princess. However, whether it could completely replace Bright Night Ji was still controversial. Some players felt that the long-term events still required Chiaki's support, while the short-term and one-wave games were handled by Inabata Teruaki. Therefore, even though the SP Moonlight Chasing Moon Goddess performed well in the fighting technique, she still needed the cooperation of Bright Night Ji and Thousand Ji in other aspects.
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.
SP Chasing Moon Goddess had a few options for matching souls. One of them was the type of soul control that used Moneymaker + Fire Spirit, which was suitable for the quick attack and brainless three attacks in PVE. The other option was to use Moneymaker + Hidden Soul Control, which was suitable for PVP fighting techniques and could provide continuous fire. Another method was to use Moneymaker + Clam Spirit, which was also suitable for PVP fighting techniques, mainly to increase health and speed. Other than that, there were other soul control combinations, such as Moneymaker + Remnant Fire, Fire Spirit + Effect Resistance, and so on. In general, SP Chasing Moon Goddess's soul control could be matched according to the player's needs and gameplay.
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.
Chasing Moon Goddess could be a substitute for Zashiki Chodi, but it couldn't completely replace him. Chasing Moon God could increase the survivability of the party, especially when the difficulty of obtaining and nurturing the seat was high. However, Azashiki Boy's ability to provide fire without animation was suitable for one-round dungeons, while Chasing Moon God's stable fire supply and attack buff were suitable for PVE events that required multiple rounds of attacks. Therefore, based on the actual situation, players could choose to use Moon Goddess Chaser or Zashiki Boy according to their own needs and resources.
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.
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.