Rune Moore on a Rage set when your Summoners War World Arena (RTA) team needs a first-turn buff stripper that doubles as a burst damage threat against squishy speed-contest drafts. While traditional builds equip Despair to fish for random stuns, Rage Moore capitalizes on opponent expectations. Enemy players often ignore Moore's damage output to focus on primary threats, allowing his multi-hit area-of-effect (AoE) skill to strip buffs and decimate fragile targets in a single rotation.
Core Stat Benchmarks and Rune Setup
Building a successful Rage Moore requires maintaining enough Speed and Accuracy to perform his primary stripping and turn-cycling duties. Do not build him as an immobile glass cannon; he must stay combat-tuned to your team's turn order.
| Stat | Target Benchmark | Role and Priority |
|---|---|---|
| Speed (SPD) | +130 to +160 | Ensures early turn order and cuts enemy rotations |
| Critical Rate (CR) | 85% to 100% | Eliminates glancing variance and secures burst |
| Critical Damage (CD) | 150% to 190%+ | Maximizes multi-hit damage on Skills 1 and 2 |
| Accuracy (ACC) | 40% to 50%+ | Strips through standard base resistance |
| Attack (ATK) | +1,000 to +1,400 | Elevates base damage into lethal kill ranges |
Rune Slots and Offsets
- Primary Slots (2/4/6): Run Speed on Slot 2, Critical Damage on Slot 4, and Attack% on Slot 6.
- Offset Selection: Pair Rage with a Will offset if your rune substats already provide near-capped Critical Rate. Will protects Moore against turn-one silence and cooldown reset effects. If you cannot reach the 85% Critical Rate threshold through substats, use a Blade offset instead.
- Artifact Properties: Prioritize Skill 2 Critical Damage, Increased Damage Dealt on Fire/Water, and Added Damage proportional to Speed or Attack to amplify each hit of his multi-strike attacks.
Draft Strategy and Turn-Cycling
Rage Moore functions best when drafted alongside secondary control threats and turn-one speed leads that conceal his offensive build.
- Draft Enablers: Pair Moore with speed-contest leads or boosters such as Chiwu or Eshir, alongside secondary controllers like Sagar, Cheongpung (CP), or Robo. This setup pressures the opponent's ban phase, as banning your secondary damage dealer leaves them completely vulnerable to Moore's unmitigated burst.
- Exploiting Subtle Border: Moore's passive skill, Subtle Border, grants him an immediate turn and temporary invulnerability when attacked. While a Despair build uses this turn for light chip damage, a Rage build turns this defensive mechanic into an immediate counter-cleave against unprotected enemy attackers.
- Skill Priority Order:
- Open with Shadowless Kick (Skill 2) to strip enemy Will runes and apply heavy AoE damage across fragile speed units.
- Follow up with Rolling Punch (Skill 1) on subsequent turns. Rolling Punch absorbs attack bar per landed hit, allowing Moore to lap slower bruisers while finishing off low-health targets.
When to Avoid Rage Moore
Trading Despair for Rage removes Moore's 25% passive stun chance. Do not draft Rage Moore into team compositions that resist or exploit multi-hit burst damage:
- Heavy Wind Bruisers: High-HP Wind units such as Riley, Leo, and Feng Yan reduce Moore's damage through elemental glancing checks and strong passive damage mitigation.
- Triple Nemesis Teams: Multi-hit AoE attacks can push enemy Nemesis healers or cleansers to 100% attack bar, allowing them to interrupt your rotation before your team can secure eliminations.
- Control-Dependent Setups: If your team relies strictly on Despair stuns to lock down the enemy when burst damage fails to kill, stick to a conventional utility build.
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Player Comments
147 players commented on this guide.
This helped me understand strategy much better.
This guide answered the exact question I had.
Can you add more details about strategy in a future update?
Nice guide. I am checking the other Summoners War articles next.