Moon Knight

MK is one of the easiest heroes to start getting into MR with, since Ankh essentially provides semi-automatic aim.

As your experience with MK grows, he becomes less interesting to play, since there are more engaging and effective divers: Daredevil, Captain America; and far more effective shooters at various ranges:
Hela, Hawkeye, Bucky.

Nevertheless, there are situations where MK performs better than others. For example, against Loki or any choke point held by enemy team.

Pros and Cons

Pros:

  • Builds ultimate very quickly.
    He usually charges it first in a fight.

  • Vertical mobility.
    Looking up during gameplay is traditionally difficult. Abilities that let MK fly up, double jump, and glide give him an advantage over others.

  • High accuracy is not required.
    Ankh helps hit fast-moving targets.

  • Ultimate pierces enemy supports.
    Heroes in the center of the ult take ≈150 damage every 250 ms, or ≈600 per second. This damage is enough to kill even Luna during her ult, not to mention players around her.

Cons:

  • Weak against flying targets.
    They are hard to hit since Moon Knight is not hitscan. Even when you do hit, the damage is lower than against ground targets because the darts have nothing to bounce off.

  • Strong dependence on Ankh.
    When it’s on cooldown, MK becomes vulnerable to divers, has a harder time attacking, and struggles to get value from his ultimate. If enemies consistently destroy Ankhs, Moon Knight will have a tough time.

Gameplay loop

The gameplay cycle can be roughly divided into two phases:

  1. Farming ultimate on the frontline.

  2. Eliminating the backline.

Because his attacks bounce off enemies, the ultimate charges very quickly. So it makes sense to do this right in front of enemy tanks — they are easier to aim at. Other players are usually nearby, so attacks will likely hit them via bounces. The result of this strategy is either a fast ultimate charge or breaking the enemy formation, as they are forced to spread out more.

Once the ultimate is ready, it should be used on the enemy backline. Even if it doesn’t kill everyone, it forces the supports to back off from their tanks, making them easier to break through. Alternatively, it forces them to use their ultimates, giving MK’s team an advantage in support ult economy.

Positioning

While charging ultimate — position between your team’s tank and support. Vertical mobility allows you, on one hand, to bypass enemy tank shields, and on the other — to avoid enemy diver attacks and assist your supports “from above”.

Before using ultimate — position in the enemy backline. And if there is a second damage dealer on the team who can also play near the tank (for example, Bucky), Specter can play purely as a diver.

Abilities

Ability stats can be found on the game’s website.

Keep in mind that when a new season is released, the information on the site is not updated immediately. Especially team-up information.

Crescent Dart

  • Groups of enemies are always a higher priority than single targets, since the main damage comes from bounces.

  • This is the primary attack used to farm ultimate. The easiest way to do this is by shooting tanks.

  • Can crit. This is especially helpful in close combat.

    • However, crits do not carry over on bounces. Any bounced attack from MK always hits the body, not the head.
  • Performs poorly at long range because it is not hitscan. Sometimes it’s better not to even try.

  • The attack bounces not only off enemies, but off anything that can be considered “alive”: Namor’s squids, Loki’s clones, Magik’s demon. It does not bounce off Groot’s walls, Peni’s nests, etc.

  • The attack does not bounce into a target if they are protected by any kind of shield, such as Doctor Strange’s shield, Invisible Woman’s barrier, etc.

  • Attacks also do not bounce into invisible targets.

    • Exception — targets hidden by Invisible Woman’s ultimate. Bounces pass through the barrier and hit targets inside.
  • Bounced attacks follow enemies, no matter how fast they move. E.g. if you shot Ankh when enemy Spidey was flying near it, the bounced darts will follow them.

    • However, bounced darts does not follow enemies to portals. No matter what type of portals (built-in on maps, created by Dr. Strange or Black Cat).

Moon Blade

  • Cancels the animation of the primary attack. Whenever it’s available, you should first use Crescent Dart, and then Moon Blade, increasing DPS.

  • Cooldown is half of Ankh’s cooldown (see below). So after throwing an Ankh and immediately using this ability, you can use it again by the time Ankh is back.

  • Bounces off enemies and follows them just like the primary attack. So groups of enemies are preferable here as well.

  • Grants bonus health, so it shouldn’t be spammed mindlessly. It’s better to aim carefully first, since bonus health is granted for each blade hit (including bounces; within limits). This helps during aggressive play.

  • The bonus health cooldown is such that if you use on cooldown, MK will effectively sustain himself on bonus health constantly.

Ancient Ankh

  • The ability that defines Moon Knight’s playstyle. If available — MK plays aggressively. If on cooldown — more passively.

  • Ankh positioning is important. Ideally — outside the enemies’ line of sight: behind them, above them, or below them.

  • Helps during dives. Drop an Ankh under yourself and circle around it, shooting into it. Taking it to extremes, however, is not recommended.

  • Sometimes, after taking a position and expecting enemies to come to you, it’s worth placing an Ankh in advance. Keep in mind that no more than two Ankhs from one MK can exist at the same time.

  • Ankhs can bounce projectiles between each other. This is rarely useful, but it can let you hit a target outside your line of sight if they are near an Ankh that you also cannot see. If that Ankh is “visible” to another one, you can shoot into it to reach the target. However, the damage will be low due to multiple bounces.

  • When projectiles bounce between Ankhs, damage is reduced just like when bouncing off enemies.

  • Often, before using it, it’s worth baiting out enemy abilities that allow them to escape the Ankh (for example, Rocket’s dash).

  • Does not pierce shields. For example, if it hits Doctor Strange’s shield, it simply disappears.

  • Attaches to destructible surfaces, such as Yggsgard walls or Groot’s walls. So place it carefully — Groot can remove his wall, and the environment may be destroyed at the worst moment.

  • Deals a small amount of damage, and therefore can also destroy destructible surfaces. In that case, it will pass through the destroyed surface until it hits something more solid.

  • When thrown at short distances (roughly under 30 m), it reaches the target faster than your follow-up attacks. So you can shoot at its landing point without waiting. At longer distances, you should wait for it to land first, otherwise your attacks will go into empty space.

  • Like other abilities, it redirects attacks to the body, not the head. So if possible, it’s better to shoot enemies directly rather than the Ankh. For example, shooting Luna in the head while an Ankh is near her can kill her in two shots. Shooting the body or the Ankh — in three.

  • Helps deal with flying characters when they approach walls or ceilings.

  • Ankhs can be placed on the payload on maps that have one. When the payload moves, the Ankh moves with it.

  • Ankh has a fairly large hitbox, making it hard to shoot near it without hitting it. You need to aim significantly to the side. For the same reason, it’s hard to throw it while standing close to a wall — it may “catch” on it.

  • Since it deals small AoE damage on landing, it can reveal invisible characters. For example, throwing it roughly toward an invisible Sue can break her invisibility.

Moonlight Hook

  • If used straight down, MK will “launch” upward by pushing off the ground.

    • Together with the double jump, this is one of the main ways to avoid dives and enemy ultimates.

    • However, keep in mind that the hook is relatively slow, so you need to react in advance. For example, if you see Jeff’s ultimate, it’s already too late to escape it with the hook — only a double jump can save you.

    • Some ultimates have too large a radius to escape from at all. For example, Doctor Strange’s ult used right next to MK.

  • When playing Moon Knight, it’s important to use verticality as much as possible. The hook is the main tool for that.

  • Helps reach enemies hiding behind vertical obstacles, whether map geometry or tank shields. Using the hook under yourself lifts MK upward, after which a well-placed Ankh and a few shots into it mid-air can finish the target.

Rising Leap

  • A double jump that can be spammed whenever needed, since its cooldown is fairly short.

  • Together with the hook — the main way to avoid dives and enemy ultimates.

  • The cooldown starts refreshing upon landing, or upon using Night Glider. Therefore, if you double jump first and then use the glider, the jump cooldown will be almost refreshed by the time you land.

Night Glider

  • It’s important to remember that the glider’s horizontal speed is higher than normal ground movement speed. So using double jump + glider lets you reach the battlefield from spawn faster.

  • The third hit of the melee combo slightly knocks the enemy back. In general, this is almost never useful. At best, it can help finish someone off when you have no darts left, or break a tank’s shield. In most situations, the primary attack is more effective.

  • Sometimes it can work against MK. For example, when finishing off a Doctor Strange who is shielding, you might knock him away. So in such situations it’s better to keep moving toward him to immediately close the gap (which often happens naturally anyway).

Hand of Khonshu

  • Best used when enemies are stunned. See the combo section below.

  • Not worth using on enemies who have abilities that let them escape quickly (for example, Rocket or Black Panther). It’s better to target those who don’t have such options (for example, Luna).

  • An Ankh thrown into the center immediately after casting the ult increases the chance of kills, since enemies will be briefly pulled toward it. So using the ult without an Ankh is not recommended. During the ult, you should shoot into that Ankh with everything you have to maximize kill potential.

  • When MK is about to ult, it’s visible from afar — he holds the Ankh above himself. So you should minimize this time: first pick the target location visually, then cast as quickly as possible. Otherwise, enemies will have time to prepare.

  • The damage animation is very precise. Each “hand” deals damage exactly in the area where it lands. Damage is highest at the point of impact and decreases with distance.

  • Maximum damage is in the center — at the intersection point of the “hands’” damage areas. The center is always where your crosshair is (within cast range limits).

  • The ult cannot be cast farther than 30 meters from Moon Knight.

  • The targeting area pattern has nothing to do with where the “hands” will land. Two always land slightly to the right of MK, and one to the left. In rare cases, this knowledge can help. For example, if an enemy is running left, it’s better to cast slightly ahead so that the “right hands” can also hit them.

Team-Ups

As of S5.5, MK has no team-ups where he personally gains bonuses. However, he is the core for a team-up with Blade. If there is a good Blade on your team and you know how to play MK, it’s worth switching to MK for this team-up. It is available to Blade every 20 seconds and allows him to effectively clear groups of enemies.

However, if the Blade is not very good, you’ll be at a disadvantage, since in a standard 2-2-2 composition you won’t have a damage dealer who can deal damage at range — only dive and semi-dive. Therefore, this team-up works best for teams where Blade and MK coordinate their play.

Combos

  • Combo to kill heroes with 300 HP or less:

    Ancient AnkhCrescent DartMoon BladeCrescent Dart

  • Combo to kill heroes with 375 HP (Fantastic):

    Ancient AnkhCrescent DartMoon BladeCrescent DartMoon Blade

    It’s important to have both charges ready at the start of the combo.

Combo-Wombo

Since the ultimate deals the highest damage in its center, any character with AoE crowd control abilities helps maximize its effectiveness.

The classic combo-wombo is Groot’s ult + MK’s ult, since Groot’s ult pulls everyone into one point. It holds enemies for 3.5 seconds, which gives MK enough time to react even without additional communication — it’s enough to keep Groot in sight.

It’s also important to remember that despite having the same “energy” requirement for ultimates (2800 points), Groot charges his ult almost twice as slowly. A proactive MK will usually get his ult before Groot, meaning he may use it independently before the combo-wombo becomes available.

Less effective combo-wombo options:

  • Angela’s ult.
    Works on similar principles and holds enemies even longer. However, the “holding” construct can be destroyed by enemies. Those affected can still move away from the center, reducing damage. Moreover, they can use abilities, allowing supports to counter-ult.

  • Widow’s ult.
    Slows enemies, preventing them from leaving MK’s ult area.

  • Doctor Strange’s ult.
    In addition to the stun, it pulls out enemies’ “souls,” and damage dealt to them transfers to the heroes themselves, effectively accelerating MK’s ult damage.

  • Emma Frost’s ult.
    Provided that her movement is coordinated in advance, otherwise she might actually pull enemies out of MK’s ult area.

  • Spider-Man’s ult.
    On its own, it can only kill low-HP targets. But since it stuns enemies, MK’s ult can help finish off “tethered” tanks. However, it requires prior coordination, since Spider-Man’s stun is short.

  • The Thing’s ult.
    Essentially a weaker version of Doctor Strange’s ult. Slightly shorter, doesn’t pull out souls, works in a rectangular area instead of a spherical one — but can work if nothing better is available.

  • [Shift] The Thing.
    The most “budget” AoE stun option. But if you have a teammate playing The Thing, coordinating his stun with MK’s ult can help you dismantle the enemy backline more effectively.

Team compositions

MK performs well when:

  1. There is a shield tank you can follow to safely farm ultimate.

  2. Supports can take care of themselves and don’t require constant protection.

  3. There is at least one damage dealer who can deal mid-to-long range damage. Preferably hitscan.

Example 2-2-2 with MK: Strange, Magneto, Hela, MK, Invisible Woman, Rocket.

Example 2-1-3 with MK: Strange, Magneto, MK, Luna (for hitscan) and any two supports.

How to play against...

Adam Warlock

  • If you have the opportunity to ult into his ult — it’s excellent.

  • His Soul Bond distributes damage, and he can actively heal himself, so diving him directly is usually not a good idea.

Angela

  • Her shield absorbs damage and converts it into empowered attacks. So if she dives MK with her shield up, it’s better not to break it — run instead, because “charging” her only makes things worse.

  • Angela is very loud and constantly tries to flank from behind or the side to pull enemies into her team or knock them off the map. Just keep her in sight and be ready to jump at any moment. Fortunately, MK has plenty of mobility tools.

Black Panther

  • In a 1v1 against a good Black Panther, surviving is difficult. The classic “Ankh under yourself and shoot” doesn’t work due to his high mobility. It’s better to disengage.

  • An alternative is to catch him when he tries to dash and jump at that moment. A Black Panther who loses his dash reset is a half-dead Black Panther. After that, you can either finish him or reposition safely.

  • Keep in mind that he can dash in the air as well, so simply staying airborne is not a valid escape.

Black Widow

  • Do not get within melee range, as she can stun you.

Blade

  • Blade kills very quickly in close range, and can also reflect dart attacks from distance. So standard combos may not work on him, and you’ll likely need to finish him off. It’s better to avoid close range.

Captain America

  • Do not shoot him while his shield is up, as it reflects attacks. Moreover, reflected MK attacks behave as if MK himself fired them. In other words, if Cap is standing with his shield up in the middle of MK’s team, shooting him can end up damaging your own allies.

  • The shield only reflects attacks directly in front of him, not from the sides or behind. So you can safely shoot his back.

  • In close range, Cap can both hit and throw his shield, which can bounce to other targets. So 1v1 against him is generally unfavorable.

Cloak & Dagger

  • If Cloak blinds you, you should immediately disengage, as he is likely already draining your health and you won’t know his position.

  • If Dagger is inside her bubble (or any teammate is inside it), they take significantly longer to kill. It’s better to wait it out.

Daredevil

  • Broken character. Do not approach within his detection range.

Doctor Strange

  • You can jump over his shield to shoot behind it.

  • An Ankh placed above or behind him helps damage Strange directly.

  • At close range, he can “explode,” dealing 120 MK HP damage. So it’s better to keep distance regardless of his facing direction. The explosion is spherical, so it will hit even if MK is above him.

  • If he ults directly in front of MK, escaping is impossible. So you should avoid getting close if there is any chance he has ult.

Emma Frost

  • The biggest “choker” in the game. Do not approach. She can catch you even in the air.

  • Unlike Cap, whose shield fully covers his model, Emma’s shield shape is accurate, meaning enemies are vulnerable where their model is not covered.

Gambit

  • Can dash in close range, dealing damage to MK and healing himself. The dash is quite long — 12 meters. It’s better to engage him from range.

  • He can also hit with his staff in close range, again damaging MK and healing himself. In other words, it’s better not to get close to him at all.

Groot

  • Too much HP to reliably beat him 1v1. On top of that, he blocks space with walls. Worse, he can place walls behind enemies, increasing his own damage output. So whenever possible, it’s better to disengage by jumping or flying away.

  • Ankhs can be placed on Groot’s walls, but they disappear as soon as the walls are destroyed. However, sometimes this can be used to turn his walls against him and his team.

  • MK’s attacks do not reflect off Groot’s walls (or from them).

Hawkeye

  • Can one-shot from long range, knock back at close range, and destroy fights with his ultimate. If Hawkeye is good, it’s best not to appear in his line of sight.

  • Can reflect blade damage, so standard combos may fail if you engage him head-on.

  • However, approaching from behind allows you to execute a standard Ankh combo and kill him.

Hela

  • You generally should not appear in a good Hela’s line of sight at all, since a few headshots are enough to kill MK. And Hela players usually have solid aim.

  • In addition, Hela can stun and reposition herself, moving outside Ankh range.

Hulk

  • If he is on the enemy frontline, it’s worth targeting him for ultimate charge, since he is large and easy to hit.

  • In a 1v1, be careful. First, he can stun. Second, a classic Hulk tactic is to drop low HP, then ult, transforming into Monster Hulk with 1400 HP.

Human Torch

  • Like all flying heroes, he is easiest to catch using Ankhs placed on nearby walls.

  • One of his abilities allows him to slam into the ground like a meteor. If he releases multiple fireballs into the same spot, he will likely land there. You should leave that area due to high impact damage, but afterwards you can catch him there, since it takes him time to recover flight.

  • Ankhs burn in his fire zones within a few seconds, so they should only be used there for quick kills.

Invisible Woman

  • Her double jump allows her to escape Ankh setups. However, if you track her trajectory and shoot where she lands, she becomes visible again. This is especially effective if you place an Ankh there, since it deals AoE damage.

  • A strong Invisible Woman in this season won’t usually run — she will fight instead, since she has high survivability. So you either need to catch her by surprise or poke from range. Alternatively, track cooldowns: if her shield is broken, she becomes punishable. Otherwise she can heal herself, since her shield both protects and heals.

Iron Fist

  • The key is not to shoot when he activates his defensive stance.

Iron Man

  • Like all flying heroes, he is easiest to shoot down using an Ankh placed near him on a wall.

  • His main damage is splash-based, which cannot be avoided by cover. At close range he can use a beam attack which (when overcharged) can kill MK in a couple of seconds.

Jeff the Land Shark

  • If he was at full HP and managed to dive when the Ankh falls, he will likely escape. It’s not worth chasing him, since hitting his fin with darts is nearly impossible, and his healing is enough to outpace that damage.

  • Upon seeing Jeff’s ultimate, the only way to survive it is a double jump. Hook-based jumps from the ground are too slow.

Loki

  • A character that is countered by Moon Knight. His clones are essentially stationary Ankhs.

  • If his clones have runes above them, they must be destroyed. Otherwise, damage dealt to them will be converted into healing for the enemy team.

  • In 1v1 situations Loki usually goes invisible. You can force him out by firing randomly in all directions.

Luna Snow

  • If she has already used her “snowball” (key ability), she is vulnerable.

  • However, players on Luna usually have good aim and can land headshots consistently.

Magik

  • Magik players usually have strong combo execution and are hard to catch due to teleportation. Avoid 1v1 engagements.

  • MK’s attacks reflect off Magik’s demon and into other enemies, and vice versa.

Magneto

  • Damage dealt to his “bubbles” increases Magneto’s power. So if possible, it’s better to wait out the bubble instead of destroying it.

  • Magneto’s shield does not break, so there is no point shooting it.

  • All MK attacks during Magneto’s ultimate are pulled into the meteor and strengthen it. So attacking during his ult is not recommended.

Mantis

  • Can put MK to sleep, but cannot self-heal. If her sleep ability is on cooldown, she is vulnerable.

  • Her primary attack does not lose damage over distance, meaning she can land headshots from across the map.

Mister Fantastic

  • Extremely hard-to-kill damage dealer. Almost impossible to solo if the player knows what they are doing.

  • In “stretch” form he absorbs damage and reflects it when exiting. This shot can be lethal and should be avoided.

Moon Knight

  • Most MK players tend to struggle with aim. So if you avoid Ankhs, MK can often be beaten with a counter-combo.

Namor

  • His octopuses can reflect damage back into enemies and also catch reflections.
  • When Namor loses a 1v1, he retreats into his “bubble”. The bubble does not heal him. If supports don’t help, he is easy to catch — just wait.

  • Namor’s attacks have no damage falloff, so it’s better not to appear in his line of sight, as he can shoot across the entire map.

Peni Parker

  • Her nests do not reflect shots into other enemies, and do not catch reflected damage back into themselves.

  • Due to her playstyle (semi-dive) and vertical mobility, MK is one of the heroes expected to destroy her nests and help the team.

  • Peni’s webbing heals, which can interfere with attacks. It’s better to focus targets that are not standing inside her web zones.

  • Peni can stun from any range, making MK an easy target for the rest of the team. So it’s better not to enter her line of sight.

Phoenix

  • Can fly away or teleport out of Ankh range.

  • Her ultimate completely burns down bonus health.

Psylocke

  • She kills faster than MK, so direct 1v1 engagements should be avoided.

Rocket Raccoon

  • There is no point trying to chase him via walls.

  • However, finding and destroying his beacon is always useful. Keep in mind that if the enemy team also has Peni Parker, mines will be generated around the beacon and remain even after it is destroyed.

  • MK’s ultimate is very effective at destroying Rocket’s ultimate. So it’s worth saving it for that.

  • MK’s attacks do not reflect off or into the beacon.

Rogue

  • She cannot steal any abilities from MK.

  • When she is in defensive stance, she absorbs damage and converts it into empowered attacks. So the same tactic as with Iron Fist applies — wait and do not shoot.

  • In close range she is extremely hard to outplay due to high HP and defensive tools. It’s better to avoid her entirely.

Scarlet Witch

  • Her primary attack is most effective from above (up to 20 m downward). On the ground she can only attack about 3 m forward. So if she takes flight, it’s better to disengage and catch her after she lands.

  • While moving in her red orb form, she is invulnerable.

  • In addition to her main drain attack, she has several projectiles that can kill MK fairly quickly in a 1v1.

  • In a team-up with Doctor Strange, she deals massive damage, so it’s best not to approach her at all.

Spider-Man

  • On maps where he can pull enemies in, it’s important to save double jump and hook, as they can help escape those situations.

  • If Spider-Man fires a tracer, it can be worth responding by placing an Ankh under yourself and shooting it while he is mid-air.

  • In open areas, a good Spider-Man is very hard to outplay, but in enclosed spaces and narrow corridors he is vulnerable since he cannot escape easily.

Squirrel Girl

  • If she winds up a large acorn, she is preparing a stun. Usually, a double jump can avoid it. However, at close range she won’t miss, so it’s better not to stay too close.

  • In any unclear situation she tends to jump away — that is her main escape tool, so you can wait for her to land and continue the fight.

  • If the enemy team has Iron Man, she gains a homing projectile. This should be kept in mind, as it is hard to dodge in 1v1 situations.

Star-Lord

  • Given his full kit, it’s difficult to outgun him at close range. So it’s better to avoid getting too close.

Storm

  • Like all flying heroes, she is best dealt with using Ankhs placed on nearby walls. However, unlike Human Torch and Iron Man, Storm usually flies low (otherwise her team buffs become ineffective). Because of that, placing Ankhs on the ground also works.

  • Her primary attack pierces enemies, so when playing against her, it’s better not to group up.

  • At close range she can attack with homing lightning strikes. So while lightning storms are active, it’s better not to approach her.

The Punisher

  • At close range he destroys targets with his shotgun. Do not engage.

  • His turret can usually be destroyed by placing an Ankh next to it or behind it.

  • If you manage to get behind him while he is on his turret, you should shoot him, not the turret.

  • His smoke grenade also deals damage, and he can throw it over cover, including tank shields or similar barriers.

  • He can still see enemies for three seconds after they go behind a wall. So the “just go behind a wall and wait” trick does not work — he will follow you in with a shotgun anyway.

The Thing

  • If he is charging toward MK, he will stun at the end of the engage. In general, it’s better not to get close, as The Thing is a strong counter to MK.

  • His ultimate can be countered by a double jump.

  • Keep in mind that he can jump up to 20 meters toward a target.

Thor

  • It’s best to avoid Thor by any means necessary. He deals high damage and has a large health pool. He can easily push MK out of Ankh’s safe zone. At range, he can kill with lightning — or if not lightning, then with his hammer.

Ultron

  • Like all flying heroes, he is best dealt with using Ankhs placed on nearby walls.

Venom

  • If he grabs you with his tentacles, it’s better to disengage immediately, otherwise you risk losing a large chunk of HP.

  • A 1v1 against him is essentially unwinnable, since even if you bring him low, he can fully restore his health with a single ability.

Winter Soldier

  • One of the strongest anti-dive heroes. All of his abilities grant bonus health, and many also stun. In other words, MK cannot win a 1v1 against him.

  • His shots pierce through enemies, so you should not group up when fighting him.

Wolverine

  • From a bonus-health perspective, he is a “budget Venom.” However, Wolverine prefers tanks, so against damage dealers like MK he often tries to disengage. Still, due to his sustain, a 1v1 against him is not favorable.

Maps

Empire of Eternal Night: Central Park

MK is an excellent choice for flanking on the right side of this map during attack, jumping across the gap to get behind enemies.

Overall, this map has many opportunities for vertical mobility across all sections, making flanking very effective here.

Empire of Eternal Night: Midtown

The map has many high-ground positions MK can use for flanks and repositioning, which is generally good for him.

In particular, he works well as an anti-flanker here, since tracking and catching enemy flankers is relatively easy, especially in the first and last segments of the map.

Grand Garden

MK’s main goal in this mode and map is to find groups of enemies and farm ultimate from them while staying behind allies.

Engaging in 1v1 fights makes little sense.

Hellfire Gala: Arakko

This map relies more on portals than corridors or vertical structures, so MK doesn’t gain many advantages here.

Hellfire Gala: Krakoa

These maps do not give MK any particular advantage over other heroes.

Hydra Charteris Base: Hell’s Heaven

All versions of this map are fairly comfortable for MK due to verticality.

Because of enclosed areas on some variants and columns on others, MK can handle flying heroes reasonably well here.

Intergalactic Empire of Wakanda: Birnin T’Challa

Out of the three maps, only Stellar Spaceport offers any real advantage for MK, as the point is enclosed with walls that are ideal for placing Ankhs.

Intergalactic Empire of Wakanda: Hall of Djalia

Similar situation. The map has plenty of high ground, especially in the early and mid stages.

Flanking is fastest with characters that have vertical movement, so MK works well here.

K’un-Lun: Heart of Heaven

This map is fairly neutral and MK performs similarly to Star-Lord here.

Klyntar: Celestial Husk

Similar to Wakanda, only Celestial Codex is favorable for MK. The other maps are hard to flank on, and central structures tend to be a disadvantage.

Klyntar: Symbiotic Surface

Despite having many tight corridors, the map does not give MK any major advantages.

On the first point, it’s easy to farm ultimate in the frontline and safely access the backline.

After that, flanks are either too obvious or take too long. Most fights happen in relatively open areas (especially at the end), so enemies can spread out, spot the Ankh, and destroy it before it provides value.

In other words, this is not an ideal map for MK. The only advantage is that mid-map fights against flying heroes are easier since there are always nearby walls.

Klyntar: Throne of Knull

Overall, this map is only suitable for MK as a flanking hero. Playing directly on objectives is usually suicidal.

Tokyo 2099: Shin-Shibuya

MK performs very well at the start and end of this map due to strong vertical mobility.

At the beginning, he can easily reach all high ground positions, including jumping over the central choke point to the objective without drawing attention.

At the end, he has access to all flanks and many hiding spots, as well as good Ankh placements.

In particular, early and late stages are favorable against flying heroes.

However, the mid section requires caution, as all flanks are exposed and it is very hard to stay hidden there.

Tokyo 2099: Spider-Islands

One of MK’s best maps. Every section has plenty of high ground and alternative routes.

On defense, MK can quickly reach the first point by jumping across the gap on the right side.

Despite being quite open, the map still allows effective play against flying heroes, especially in the first and third sections.

Yggsgard: Royal Palace

Odin’s Archive — a good map for MK with proper execution, since the left and right balconies are separated from the point by gaps that not all heroes can cross. At the same time, the point itself is partially blocked from those balconies, which can hinder attacks.

Bifrost Garden — also good, since the point is open, and both flanks can be accessed via movement tools faster than most heroes.

Throne Room — has no notable characteristics for MK.

Yggsgard: Yggdrasill Path

MK performs very well on the first and third sections of the map. He is weaker in the mid section, but becomes useful again toward its end (when defending choke exits around the gate).

How to play with Moon Knight

In any unclear situation, you should draw enemy attention away from Moon Knight, since his main strength lies in the “stealthiness” of the Ankh.

If the enemy does not see where the Ankh is placed or where the damage is coming from, Moon Knight gets the job done.

Otherwise, he has a lot of damage, but not many actual kills.

How to play against Moon Knight

Moon Knight fears three things the most:

  1. Snipers who can aim at him across the entire map.

  2. Flying enemies in open sky.

  3. 1v1 fights against tanks.

If the enemy team has an MK who is carrying, you can neutralize him using any of these methods.

Otherwise, it’s important to remember that if the enemy team also has Groot, they will likely perform combo-wombo setups. Otherwise, MK will ult as soon as it is ready.

It is relatively easy to escape his ultimate if you stay calm. For flying characters, it is especially easy — you can simply rise above the ult area.

How to tell if you are good at Moon Knight

The main illusion with MK is high damage numbers and multi-kill ultimates. It may seem that if you have either of these, you are performing well and your team is not.

In reality, as with all damage dealers, damage does not matter as much as final kills. Unfortunately, you cannot reliably see this during a match. However, over time, a “sense of impact” develops if you consistently try to finish fights.

In other words, simply spamming attacks and dealing a lot of damage is not effective. A good Moon Knight plays dive fights similarly to Black Panther: choose a target, wait for the right moment, eliminate the target.

Yes, you can also play purely for distraction. In that case, statistics won’t make much sense. But then your team must understand what you are doing and why.

For example, against a triple-support composition, Moon Knight without Groot struggles. Even his ultimate won’t help, because supports will outheal it. However, he can be so disruptive that supports don’t have time to heal their tanks. No kills, but still impact.

The downside is that your team may be unhappy with a damage dealer who has no kills. So playing a “distraction” style should either be communicated beforehand or done with a coordinated stack.

Otherwise, like with all dive heroes: the less you die, the less you rely on supports, and the more you secure kills yourself — the better you are performing.

En Ru