Shademoon is a free spirit, a warrior without a home. Every night of new moon, this faceless being moves to a new city with a new secret mission he accomplishes quietly before leaving. No one knows his ultimate objective.

Stats and Information

At the monster's highest level at each rank:

25 Power 25 Life 25 Speed 25 Stamina
30 3,630 38,001 3,454 140
30 3,795 41,876 3,611 140
30 3,960 45,939 3,768 140
30 4,125 50,191 3,925 140
30 4,290 54,633 4,082 140
30 4,620 64,083 4,396 140
Trait(s) Icono oro.png Max GPM
30 Immune to Ignite and BurnStatus Caster - Self Dodge Area (Effect): Will evade all area skills (1 turn) 244
30 Immune to Ignite and BurnStatus Caster - Self Dodge Area (Effect): Will evade all area skills (1 turn) 268
30 Immune to Ignite and BurnStatus Caster - Self Dodge Area (Effect): Will evade all area skills (1 turn) 292
30 Immune to Ignite and BurnStatus Caster - Self Dodge Area (Effect): Will evade all area skills (1 turn) 317
30 Immune to Ignite and BurnStatus Caster - Self Dodge Area (Effect): Will evade all area skills (1 turn) 341
30 Immune to Ignite and BurnStatus Caster - Self Dodge Area (Effect): Will evade all area skills (1 turn) 366
Book(s) Relic(s) Role
SpiritsAdventurersRace SwordMask Attacker
20 Price 20 Exp 20 Sell 20 Breed 20 Hatch
N/A 35,000 10,000 N/A 2d 2h

Obtention

  • Unbreedable
  • First released in the Winter Citadel Grand Prix (2018)
  • PZ Ronin Maze (2020)

Skills

Special
Magic Possessed Armor
Multiple Enemies Warm Up -
Damage 60 Accuracy 120
Stamina Cost - Cooldown -
before damage: Guard Down: Incoming attacks will always hit (2 turns)
after damage: Curse: Removes 10% Life and Stamina (double on the next turn) (3 turns) Possessed: Next turn will attack its teammates (1 turn)
Default
Physical Piercing Thrust
Single Enemy Warm Up 0
Damage 25 Accuracy 100
Stamina Cost 23 Cooldown 0
Default
Magic Spirit Of Dispell
Single Enemy Warm Up 0
Damage 30 Accuracy 100
Stamina Cost 24 Cooldown 0


Group 1
Magic Experimental Ritual
Single Enemy Warm Up 0
Damage 30 Accuracy 95
Stamina Cost 21 Cooldown 1
Curse: Removes 10% Life and Stamina (double on the next turn) (3 turns) 50% chance
Group 1
Special Concussion Bomb
Multiple Enemies Warm Up 0
Damage 25 Accuracy 90
Stamina Cost 32 Cooldown 3
Stun: Monster loses its next turn (1 turn) 50% chance
Group 1
Magic Rooting Essence
Single Enemy Warm Up 0
Damage 30 Accuracy 95
Stamina Cost 21 Cooldown 1
Guard Down: Incoming attacks will always hit (2 turns)


Group 2
Magic Ancient Ritual
Single Enemy Warm Up 0
Damage 35 Accuracy 95
Stamina Cost 18 Cooldown 2
Curse: Removes 10% Life and Stamina (double on the next turn) (3 turns)
Group 2
Special Concussion Blast
Single Enemy Warm Up 0
Damage 30 Accuracy 95
Stamina Cost 28 Cooldown 1
Stun: Monster loses its next turn (1 turn)
Group 2
Special Essence Of Clumsiness
Multiple Enemies Warm Up 1
Damage 0 Accuracy 95
Stamina Cost 21 Cooldown 3
Guard Down: Incoming attacks will always hit (2 turns)
self: Extra Turn: Gains an extra turn (1 turn)


Group 3
Magic Ritual Of Decay
Multiple Enemies Warm Up 0
Damage 30 Accuracy 90
Stamina Cost 24 Cooldown 3
one enemy: Curse: Removes 10% Life and Stamina (double on the next turn) (3 turns)
Group 3
Magic Faceless Vengeance
Self Warm Up 1
Damage 0 Accuracy 100
Stamina Cost 24 Cooldown 3
latest?cb=20181211224956&format=original Extra Turn: Gains an extra turn (1 turn)
restore all stamina
Group 3
Special Vanishing Threat
Single Enemy Warm Up 0
Damage 50 Accuracy 90
Stamina Cost 32 Cooldown 2
self: Evasion: Dodges the first attack received within the next turn (1 turn)

Trivia

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