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Return to IndexFind below: Also watch the Video on how to play mogu.
Tour: Basics Overview | GAMEPLAY: In MoGu two players fight each other with small armies, called guards.
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| SETUP: In the preparation step, each player places his units on a grid without detailed knowledge of the other guard.
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| LOBBY: Players offer fights, wait for opponents to engage or engage other opponents.
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| BATTLE: After both players have placed their units, the battle is automatically performed to determine the winner.
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| SHOP: Units gain experience and level up to become better. Units fallen in battle can be revived and new units can be purchased by paying money.
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| HIGHSCORE: Players gain experience and level up in ranks. For each rank the players with the highest win ratio are honored.
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| MAP: Players can decide in which region to stay. The region will define which units can be bought.
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| COLLECTION: The game has a total of nearly 900 units. Players can try to collect each of them, but this is not necessary to win. But it is good gameplawise to focus collecting one or a few races.
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Detailed Explanations | ScoreWINNER: The player with the least fallen units in a battle wins. Exhausted units do not count as fallen.
MONEY: After each battle, players gain money for all their units gained EXP. Money can be spend after battles to revive fallen units and buy new ones.
PLAYER RANK: All money a player gained over time is summed as the players EXP. Depending on this player EXP a rank is reached and a title assigned.
WIN RATIO: Together with the win-(lose-)ratio the rank determines a players total rank in the highscore. The win-lose-ratio is determined by dividing wins by total count of battles played (without draws).
|  | CollectionCOLLECTION: The game has a total of nearly 900 units. Players can try to collect each of them, but this is not necessary to win. But it is good gameplawise to focus collecting one or a few races.
COLLECTING: Collect units by playing many battles against different opponents to see=collect all their units. Also the resulting visit to the shop will show you more units. All those units count as collected.
SORTING: The collection page displays all units sorted by races and racegroups. Furthermore the most expensive and seldom units are displayed first.
COLLECTED: A question mark means you never saw the unit. When you see it in battle it is displayed without further informations. See them in shop or even buy them, so that you are able to see its details.
VIEW DETAILS: Click on the units where rarity is displayed to view their details. Mouse over the stats to see further informations.
COLLECT MORE: To collect units more controlled, do it race by race. Visit different locations on the Map to see local races in the shop.
| MapMAP: Players can decide in which region to stay. The region will define which units can be bought.
CHANGES: After each battle, the shop will present races from the current region (local area) on the map. Locations mix multiple race groups, to find specific races, travel farer.
TRAVEL: To plan a travel click the dot of a location near your current one. Click "do travel" to pay and instantly travel to the region.
COST: The travel cost depends on the distance from your current location and the region. Central regions have cheaper ways to travel towards them.
| PlacementBATTLEFIELD: The battlefield is divided in the middle, where the front rows of the two armies will clash (between your guard on the left side and the enemy on the right side).
FOLLOW UP: If units fall in the front rows, units at the far end will move forward to take up the fallens places in the front.
RANGE BASED: There are close range and ranged units available. Place close range units at the front, ranged units behind them.
SKILLS: There are attacking and non-attacking units (i.e. healers). Place attackers at the front and non-attacking support units in the back.
|  | SetupTOOLTIPS: The boxes with unit information, battle actions, unit images - all contain detailed information if you point the mouse cursor over them.
AVAILABILITY: Units are not available for new battles if they are currently involved in a battle (or waiting in a battle currently on offer).
BOOST STATS: The setup page displays the total amounts of stat-boosts your units gain. The stat-boosts are displayed accumulated for all units currently placed, but independantly for each boost category.
LEVEL UP: Left of each unit you can chose to level up or sell units. Select how much money you want to pay for gaining exp, and then click on SAVE & PREVIEW. You can also sell units this way.
SWITCH GUARDS: Below the cancel button, you can choose to switch between previously done guard setups. This is only usefull with more than one guard. Listed are old setups you had before.
|  | Unit RarityGENERAL: Units are grouped by their cost into rarities (Commons, Uncommons, Rares, Epics, Colorfuls). More valuable units are more expensive and also appear less often.
UNCOMMONS: Uncommons are identical in their average stats (HP, AT, RNG, MVS, SPD) to Commons but have a cheaper cost (special bargain offer).
RARES: They start with better values than commons but have similiar level up gains.
EPICS: They are like rares, but additionally with better level up value gains.
COLORFULS: They are like rares, but with many colors, especially suited for color boost.
| BattlePLAYBACK ANIMATIONS: In the battle screen all actions which happen during the battle are logged. These log entries are highlited and the action is animated.
PLAYBACK NUMBERS: Additionally to the animations, numbers are displayed on units. Red for losing HP, green for gaining HP, blue for gaining AT.
PLAYBACK ZONES: To easily show current battle state, dead Units are moved to the top row above the battlefield. Exhausted units are moved to the bottom row below the battlefield.
PLAYBACK CONTROLS: Battle starts automatically. Disable continuous playback to stop after each round. Change speed if you want to follow more precisely what is happening. Music can be stopped, muted, volume changed.
| ShopNEW UNITS: After every battle the units available for sale in the SHOP screen are newly randomized and sold to the player.
RESERVE: If something good is on sale but you don't have enough money (yet), it can be saved for later. It will the be available after the next battle (and will not become exchanged against a randomized).
DEPT: By reviving units, one can spend more money than one had. With less than zero money the player is in dept and can't buy any new units, etc. until money is back above zero. Reviving is still possible.
ONCE: There is no direct way to access the shop. Shop is only available once, directly after each battle.
COLORS AND RACES: Top left the shop displays the number of units that have a certain color and number of units that are of a certain race. Try to collect what you already have to get more boosts.
BUY SLOTS: Top right you can buy additional unit slots. This allows for more units to be reserved and more units to be randomized. Buy more slots to find faster what you're collecting for boosts.
EXCHANGE MONEY: Top right you can spend left over money to gain player exp in order to gain higher player rank levels. This is for advanced players that have much money left over.
|  | UnitsMOVES: The battle is happening turnbased. Each units action or movement will cost it one move. When an unit has no MVS (move points) left, it is exhausted and is removed from the battlefield.
HEALTH: When units attack each other, their HP (health points) go down. A unit falls (killed in action) when its HP drop to zero and is thus removed from the battlefield.
SPEED: Units are compared before doing their actions. Quick units with most SPD (speed points) will move first. (This compare happens for all units in each pair of player-row and enemy-row.)
ATTACK: Units do damage or heal others based on their AT (strength / power).
RANGE: Units with lowest range 1 can act to adjacent fields (not diagonally). Higher RNG (range points) allow to act farer (including diagonally).
EXP: Units gain experience for all actions. Also their sole appearance in a battle, the count of other units in battles and the fact that they survive (exhaust) gives them EXP (experience points).
LVL: When units have gained enough EXP they level up and their base stats increase (HP, AT, RNG, MVS, SPD).
=COST: Units have a value depending on their initial stats and level up. This value is the price you need to pay in order to buy them.
GUARD RATING: All unit costs summed define what your guards rating value is. Opponents can only engage if they can setup a guard with a similiar rating.
REVIVE: Units not exhausted but fallen in battle, can be revived after each battle in order to use them further. This revive cost is relative to the units full cost.
RACE: A units race defines the units base stats (HP, AT, RNG, MVS, SPD).
COLORS: Units can have one or more colors. They modify the units base stats (White: +MVS, Gray, Green, Brown: +HP, Orange: +AGIL, Red: +AT, Purple: +EXP, Blue: +RNG). Multiple colors have effects combined.
CLASS: o A units class influences the units base stats (HP, AT, RNG, MVS, SPD) and also provides a skill (battle action) for the units.
| Unit SkillsUPFRONT ATTACK: Unit will attack the next enemy in front of it (if in Range and only in the same row). Units AT will be the enemies Damage.
DEFEND: Defenders are Upfront Attackers, with less attack power. Additionally they can protect their buddies. Each round when someone gets attacked in a defenders range, the defender diverts the attack.
PUNCH THROUGH: The unit is a madman! It will attack many enemies in one row, up to its RNG. Its AT distributed evenly to them will be their Damage. It can only attack from the front row, will never hurt friends.
BERSERK: One word: Insane! Unit will go berserk, dealing itself RNG as damage. Then its RNG will be added to its AT for a more violent close range attack. (It will only attack enemies in same row).
RANGED ATTACK: Magic Attacks, Arrows and heavy things thrown far! Unit will attack one enemy in RNG. Units AT will be the enemies Damage. Ranged Attacks are independant of rows and can also overjump friends.
LEECH: Just call them Bloodsuckers! First the unit will use its AT for Damage. Afterwards it will use the dealed damage for healing itself.
HEAL: To protect the country (and your money)! Unit will have holy light shine on one friend in Range. Units AT will be the Healing-Amount for the friend.
DEFLECT: The unit will wait until its attacked: If its faster (more SPD) and stronger (more AT) than the enemy, it will block and reflect the attack onto another enemy. Else it does a ranged attack.
PREPARE AT: They don't fight, they prepare! Unit will help one friend in its RNG. Units AT will be added to friends AT for his next move.
SUPPORT HP: They never fight but support! Unit will help one friend in its RNG. Units AT will once be added to his HP.
| BoostsBOOST BASICS: Placing certain units on the battlefield together will make them stronger. The effects are newly determined for each battle, do not change during battle and end after each battle.
COLOR BOOST: If units with matching colors are placed as neighbours (not diagonally), they provide each other with a boost (the colors stat value is increased by one level up).
MULTI COLOR: Units with multiple colors can mix and match with others with not identical patterns. Each matching color will be boosted, non matching do not matter.
IDENTICAL BOOST: If a guard in battle contains identical units, their 5 stats will become a boost depending on their count. (e.g. 3 identicals will be boosted each 3 times).
RACE BOOST: Each players most present races gain a race boost. (e.g. having mostly orcs provides each with boosted stats). If your enemy has more of them, your next most present race counts.
PLACEMENT: Where units are placed on the battlefield does only matter for Color Boosts. Identicals and Races count independent of their neighbours. Also all boosts are not lost when units move, exhaust nor die.
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