Mojo Champion Guide

Mojo

Mojo Summary

Mojo is a mystic champion that excels at removing buffs with a duration and has strong offensive and defensive capabilities. In this section, I’ll talk about a few fundamental aspects of Mojo’s kit that are important to understand before diving into the rest of his kit.

Prompts System

Mojo’s prompt system is really simple: complete a prompt, activate Anti-Life Field, and repeat. Playing Mojo as well as possible involves having Anti-Life Field (and therefore, your giant fury buff) up as much as possible.

Damage Ramp-Up

Note: This section assumes that Mojo is awakened.

Mojo can ramp in two ways: within fights and across fights. Mojo can achieve his maximum damage potential in a single fight, but completing multiple fights allows him to get to that potential quicker and more permanently.

Within a fight, Mojo ramps by completing prompts. For every prompt he finishes, he gains 1 million followers. While he can gain as many followers as he wants, he gains his maximum benefit at 5 million followers, including a massive fury buff.

If Mojo wins a fight and has more followers than he started with, he gains persistent subscribers. These subscribers place a floor on his ramp, where followers start at that value and cannot decrease below it. If Mojo loses a fight, he loses 1 million subscribers. This means that if Mojo wins 4 fights in a row, he starts each fight fully ramped.

Full Champion Abilities

Signature Ability – Big Mojo Energy

Passive

  • When Mojo activates his Anti-Life Field, if he has at least 5 million Followers, he also gains a Fury Buff for the duration of his Anti-Life Field, increasing Attack Rating by +8008.
  • Additionally, Mojo starts each Quest with 1 million Persistent Subscribers, up to 5 million.
  • At the beginning of the fight, each Subscriber gives him a Follower. His Followers can never fall below his Subscribers.
  • When Mojo wins a fight, if he has more Followers than Subscribers, he gains 1 million Subscribers. When Mojo loses a fight, he loses 1 million Subscribers.

Abilities

Passive

  • Mojo gains 30% less Power from landing Hits.
  • Physical Resistance decreased by -397.06.

Audience Prompts

  • After the start of the fight, Mojo receives a random Prompt from his audience that lasts for 8 second(s).
  • If either Champion completes the Prompt, Mojo gains 1 million Followers.
  • If a Prompt expires without being completed, Mojo loses 5 million Followers.
  • When a Prompt is completed, Mojo activates his Anti-Life Field for 7 second(s).
  • Mojo receives a new Prompt when his Anti-Life Field expires or a Prompt is failed.
  • Prompts are paused during any Special Attack and are unaffected by Ability Accuracy.

Anti-Life Field – Passive

  • Any Buff triggered on the Opponent has 90% reduced duration.
  • Any time a Buff is Nullified or Expires off the Opponent, Mojo Passively Degenerates them for 3083.08 Damage over 6 second(s).
  • The Anti-Life Field is paused during any Special Attack.

Audience Adoration

  • Mojo gains additional Passive abilities based on how many Followers he has.
  • 1 million – Any time a Buff expires or is Nullified off the Opponent, Mojo heals for 3% of his Missing Health over 2 second(s). This does not stack.
  • 3 million – When a Prompt is completed, Mojo gains up to 50% of a Bar of Power based on how many Followers he has.
  • 5 million – Completing a Prompt has a 100% chance to place a Hater Buff on the Opponent for 20 second(s). Basic Attacks have a 15% chance to place one. Haters have no effect.

Heavy Attacks

  • If a Prompt is active, Mojo replaces it with a new Prompt. This does not affect his Followers.

Special Attacks

Special 1 – What’s Up Guys?!

  • 100% chance on the first hit to Nullify one Buff from the Opponent.

Special 2 – You Won’t Believe It!

  • If the Anti-Life Field is not active, trigger its Degeneration.
  • If the Anti-Life Field is active, trigger its Degeneration for every million Followers Mojo has, up to 5 million.

Special 3 – Smash That Dislike Button!

  • Completes the current Prompt.
  • Triggers the Anti-Life Field Degeneration for every million Followers Mojo has, up to 5 million.

Possible Audience Prompts

  • Activate a Special Attack.
  • Charge a Heavy Attack.
  • Dash backwards.
  • Block a Hit.
  • Use Dexterity to avoid a Hit.
  • Hold Block for 1.5 second(s).
  • Inflict a Stun.
  • When any Buff expires or is Nullified.
  • Back into the corner.
  • Idle for 1 second(s).
  • Punish a Special Attack by striking the Opponent while they’re recovering.
  • Knock down a Champion.

My Thoughts on Mojo

I have enjoyed Mojo ever since he came out back in 2020. When he was initially released, the Science class didn’t have much in terms of buff immunity or dex replacements, so he was a very scary defender for a long time. At that point in the game, his atrophy was a completely unique effect but it struggled to find a place in attacking the Cosmic class because nullify, fate seal, and stagger were comparatively better. Since then, the evolutions of the Science and Cosmic classes have shifted Mojo into being more of an attacker than a defender. In the Science class, buff immunity and dex replacements have become incredibly common, making Mojo a much weaker defender in many cases. Over time, the Cosmic class has evolved such that every way of dealing with buffs doesn’t work for every defender (Serpent is immune to fate seal, Dark Phoenix punishes neutralize, etc.). In this era of the game, atrophy has remained relatively untouched as an answer to the Cosmic class, making Mojo a significantly more valuable attacker.

In the modern game, Mojo is an excellent attacker, especially now that he is ascendable. While his defensive value has decreased, he can still be very threatening on certain nodes and against many attackers.

Does Mojo Need to Be Awakened?

TL;DR: Yes, and it does significantly increase his damage and ramp potential.

Just having Mojo at sig 1 unlocks the benefit of his cross-fight ramp (see the Mojo Summary section). In addition to this ability, more sig levels increase the potency of his fury buff and allow him to deal quite a bit more damage. I find sig 200 for Mojo to be a very worthy investment.

Best At?

Strongest and Most Consistent Atrophy

While a few other Mystic champions now have atrophy, Mojo has both the highest uptime and potency of the effect. All he needs to do is keep his Anti-Life Field active, which he can even pause during special attacks.

Additionally, atrophy is one of the most powerful forms of Mystic buff control in the game right now and has very few counters (besides indefinite buffs). This makes Mojo especially viable against a number of Cosmic defenders.

Overlooked Interactions

Decreased Physical Resistance

Mojo has much lower physical resistance as a base stat. Because of this, I like to use the physical resistance stat focus on defense.

Complete a Prompt with the Special 3

While the SP3 is not Mojo’s best special, having a lot of power gain can frequently push you to it. Using the SP3 can allow you to complete your current prompt, which can help with difficult prompts or just keeping Mojo’s damage flowing. If your Anti-Life Field is expiring and you are at your SP3, you may want to wait to let it expire, get a new prompt, and immediately complete it.

Buffs with Added Duration

Occasionally, some buffs may have extra additive duration. In this case, Mojo reduces the base duration of the buff before the additional duration is calculated. For example, if a fury buff is normally 10 seconds and gets an additional 2 seconds of duration, Mojo would reduce the buff duration to 1 second and then 2 seconds would be added, resulting in a 3 second fury buff. This is most frequently seen in Hyperion, whose sig ability adds flat duration to all his buffs.

Matchup Summary

This is a list of matchups I wanted to highlight because they are good, bad, or tricky and force you to modify your normal loop.

Serpent

Mojo can be good against Serpent, but the fight will usually take a long time and you will take a lot of block damage. However, because Mojo’s regeneration is based on missing health, it gets stronger as Serpent starts to deal more block damage to you. It’s also important to have your Anti-Life field up when Serpent is close to his power gain or death immunity buff, which makes them much less threatening.

I also always try to start a fight against Serpent by using my SP1, which will nullify his fury buff and remove it for the rest of the fight.

Dark Phoenix

Dark Phoenix is most vulnerable to atrophy buff control as it can help remove her threatening buffs very quickly. Combined with the degeneration when a buff expires, Mojo can deal a lot of damage to Dark Phoenix. However, Mojo struggles to deal with Nova Flames and will take significant damage from them. In this case, your only hope is to end the fight quickly.

Here is a Battlegrounds fight as an example. Both Mojo and Dark Phoenix are rank 4 and Mojo is getting a significant damage boost from the node.

Maestro

Maestro is specifically vulnerable to atrophy and Mojo can exploit this weakness very well. Even when Maestro gets his passives instead of buffs, Mojo’s damage comes from his special attacks or buff expiry and won’t be glanced.

Heimdall

Atrophy is one of the best answers to Heimdall and makes his buffs much less threatening. Make sure that you have the Anti-Life Field up when he throws his SP1.

Hulkling

Hulkling has a ton of buffs, so Mojo cuts through him like a hot knife through butter. Expect to throw a lot of SP3s in this fight if you have Rank 4 or 5 in mystic dispersion.

Wow, Mojo Can Take...?

Ant-Man (Future)

Mojo can be an excellent counter for Future Ant-Man with one exception. Generally, his armor up buffs are protected from Mystic abilities but are subject to duration reduction from atrophy. This means that Mojo has no problem with keeping buffs off of Ant-Man because they expire so quickly and turn into degens. Keep in mind that because atrophy only applies to new buffs and Ant-Man’s buffs expire one at a time, letting Ant-Man gain armor ups without the Anti-Life Field active means you'll need to wait out that buff's full duration before atrophy can work through the remaining ones.

Now for the exception: because the awakened Ghost Rider relic (which is great for Mojo) occasionally applies a stagger effect, any staggered armor ups will turn into passives and last their full duration, slowing down the fight. For this reason, I try to avoid awakening my 6 star Ghost Rider relic.

Defender Summary

Historically, Mojo has been a pretty scary defender but has evolved into more of an attacker in recent years. Rather than review all of Mojo’s counters (there are a lot), I’ll just discuss his threats and the utility pieces you can use to answer them.

Degen on Buff Expiry

This is the primary threat of Mojo’s kit. While Mojo has Anti-Life Field up, any buffs that expire on you turn into degen passives. One way to answer this is by not completing his prompts, which is not always possible depending on the prompt. Champions that are immune to buffs are the best answers to this threat, as they make Mojo’s defensive kit a non-issue. Alternatively, characters that do not gain the dexterity buff are also strong against Mojo, as this is the buff that presents the biggest threat. If you don’t have either of these utility pieces, champions that are resistant to degeneration effects can also counter Mojo.

Placing Hater Buff on You

This can only happen when Mojo gets to 5 million followers by completing 5 prompts or beating you repeatedly while completing his prompts. Buff immune champions completely counter this, but it can be a problem with characters with a dex replacement. You can avoid this by frequently failing Mojo’s prompts.

High Base Health

Mojo has the 13th highest base health in the game but doesn’t have much in terms of resistances or armor to protect him otherwise.

Dexing Mojo’s SP2

Gamemode Summary

In this section, I’ll cover the general rotation first, then highlight the game modes where you may need to adjust your approach or pay attention to additional details to perform effectively.

General Rotation Summary

In my experience, Mojo is an incredibly simple champion to play. Put simply, his loop is: complete his prompts and throw whatever special attack you need.

Complete Mojo’s Prompts

Mojo has a pre-set list of prompts that you will be occasionally asked to complete. Luckily, the list is coded in a way that avoids impossible prompts coming up (like stun an opponent when they are stun immune). This works almost all of the time, but if it isn't possible for you to complete your prompt, you can use your heavy attack to change it.

Additionally, it doesn't matter if the prompt is completed by you or your opponent, which allows you to have more flexibility. Here are some best practices to navigate Mojo’s prompts successfully:

Throw the Right Special Attack

In most circumstances, your SP2 is your best special attack. It places several degens on the opponent and does a lot of damage. However, the SP1 can be helpful because it nullifies one buff and can help you control an opponent’s indefinite buffs, such as Serpent’s fury. I only use the SP3 when I get too much power too quickly (which happens a lot when you run Rank 4 or 5 in mystic dispersion). It places degens as well, so it doesn’t feel too bad to use.

Incursions

Mojo is really fun in Incursions. He can fully ramp in just a few fights and can quickly tear through opponents. I find that hacks that boost his degens are the most helpful, followed by buffs that boost furies and provide immunities.

Battlegrounds Rotation

I like to play Mojo a little differently in Battlegrounds to try and get to 5 million followers as quickly as possible. In most fights, I try to avoid special attacks being used because they pause the Anti-Life field and slow down gaining new prompts.

There is a suprising lack of Mojo content on YouTube. If you find any videos you like or would be worth featuring here, mention it in the Discord!

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