Classes
Every Moga has a class: how many times it can use each kind of move before a rest, what it is good at, and a passive.
Striker
Momentum: Its first hit each battle does 15% more damage.
Balanced
Attunement: Its Zodiac matchups count 20% more, good and bad.
Tank
Bulwark: Takes 5% less damage from every hit; critical hits do 50% less of their extra damage to it.
Mage
Mana: Starts a battle with 50 of 100 mana, gains 25 each round and 10 when hit. A spell takes the turn.
Any Moga can be a Mage; Mages are found only in the Chaos Realm. Some wild Mogas there are Mages (and every guardian band ends with one): catch one and it stays a Mage. Later, the Oracle's Awakening Rite makes a Moga of level 60 or more a Mage, for 60 Chaos Shards. It cannot be undone.
A Mage's stats come from its species' stars and rarity on a neutral base, shaped by its class: more HP and defense, less Zodiac defense; whatever class the species had before does not count. It keeps its rank and stars (the rite lets it place them all again once, for free), and each rank gives it 20 more mana to start with and 5 more a round at rank X (see Ranks). In place of Zodiac attacks it casts spells; Silence stops them. A Chaos Bolt hits another Mage 1.5x as hard.
| Spell | Mana | Effect | Learned |
|---|---|---|---|
| Chaos Bolt | 40 | A Zodiac attack at 1.3x the damage. Every Mage knows it. | Known by every Mage |
| Arcane Ward | 30 | A Barrier of 30% of its max HP, for 3 turns. | Chaos story: A Ward of Embers |
| Hex | 35 | Weaken and Zodiac Weaken on the enemy, at its rank less 3, for 3 turns. | Chaos story: The Stone Gaze |
| Element Shift | 60 | Takes the sign that hits the enemy hardest, for the rest of the battle. | Chaos story: Shifting Signs |