Passive - Shingetsu & Mangetsu Shingetsu & Mangetsu is a simple stim passive and while it is certainly helpful, it doesn't require much thought and isn't something you're going to play around. The cleave certainly comes in handy when clearing camps and fighting in waves but for the most part this is just free stats.
1 - Dark Moon ShurikenThis is going to be your main ability to clear and will be what you level up first. It has the shortest cooldown of all your abilities and can reduce the cooldown if he retrieves it from a hit god. This shortened cooldown (6 seconds potentially), high damage, and movement speed stealing on the follow up basic makes this a perfect ability for ganks and using it multiple times in fights will be the key to early success with
Tsukuyomi. The range on this ability and on the follow up auto is also great when looking to poke or when dancing around objectives to keep your opponents honest. The auto after this ability provides a powerful movement speed slow and is a wonderful tool for gap closing.
2 - KusarigamaThis is your main crowd control ability and has both offensive and defensive upside. It is a three stage ability and does require some thought on your part to get the most value out of. It first swings to the left, then the right, then down the centre. The first and second swing deal damage and disarm enemies hit, while the third strike stuns. This gives
Tsukuyomi excellent boxing potential against hunters and assassins and provides him with lockdown on ganks. Being able to hit all three swings is fundamental to getting the full value out of this ability. For the intermediate and advanced players it is important to note that this ability grants movement speed and knockback immunity. Holding this ability until the right movement can be the difference between getting kills and getting killed.
For advanced
Tsukuyomi players this ability can often be leveled first. If you are to hit all three parts it does deal more damage and the crowd control length is increased. The trade off however is that you have to be all in to get value out of this ability, where as
Dark Moon Shuriken is going to be used much more often and from range. A professional or high level player will often make this trade off, but I prefer the safer and rangier option and if you're unfamiliar with the character you should as well.
3 -Silver Moon Caltrops Silver Moon Caltrops is an ability that can have a large impact or be almost completely useless depending on how you place it. This ability provides a good area slow, making it extremely valuable as an area denial ability (similar to
Shifting Sands) and also can be useful in ganks to slow the target and allow time to close the gap. In jungle based fights, this ability can often cut off an entrance or escape. A single tick slows for 1.5 seconds and this is more than enough time to chase someone down.
4 -Piercing MoonlightHere you go! The moment you've all been waiting for. This ability is arguably the best ultimate in the game right now. By the time you're reading this Hi Rez will hopefully have nerfed it. An ability that can potentially deal 3600 base damage in a fight on top of 780% scaling. Not to sound too simplistic or flippant but the only advice I can offer is "Don't miss". If you hit your ultimate beams in the late game, everyone dies. It is important to note that each beam can only hit 3 targets although an individual can be marked by all 4 beams.
If I do try to provide you with some advice, your last person hit is where you will end up so make sure you are thinking ahead or you can end up in the middle of the enemy team and end up being the one who is dead. Any beam that is immuned (
Aegis Amulet,
Undying Love,
Crushing Wave, etc) will not get a dash. The dash will hit people who were once marked regardless of if they fly (
Anvil of Dawn,
Hovering Death, etc) or float (
Astral Barrage,
Somersault Cloud). However, the dash will not affect gods who have been marked but have since become immune (
Into Darkness,
Feather Step).
As if there wasn't enough to this ability, it also has a 30% damage reduction while firing the beams. If you are about to take a large amount of damage it might be worth using your ultimate and intentionally missing your shots in order to attempt to survive. While this situation would be rare it might help you survive a predictable high damage ultimate such as
Release The Kraken!,
I'm a Monster, or
Fire Shards that otherwise would have killed you.
Finally killing an enemy with ultimate grants
Tsukuyomi both of his ranged attacks which synergizes very well with
Arondight and
Hydra's Lament for an excellent kill option.
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