Moon Knight Blood Hunt Build: Nightmare 300 Guide
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Adam HayesAdam Hayes

Moon Knight Blood Hunt Build: Nightmare 300 Guide

6 min read27 July 202688

Moon Knight Blood Hunt Build: Nightmare 300 Guide

This Moon Knight build clears Nightmare 260 without much effort and Nightmare 300 with proper gear only. The entire loop revolves around Lunar Glide enchantment, permanent flight, and Ankhs stacked in one spot. Moon Knight will never die during this rotation, he just refuses to hit hard enough without the right gear, which is the tragedy of playing a hero built on style over substance.

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Moon Knight sits in an odd place in the current Blood Hunt tier list, well below Blade, Squirrel Girl, and Thor in raw output, but nearly untouchable in survivability. The Moon Knight Ankh placement trick of stacking every Ankh in one spot generates far more damage than spreading them out in solo queue, though squads should spread Ankhs since other players will scatter aggro anyway. He can fly indefinitely, dodge almost every ground threat, and only flying enemies or a lucky Kingpin clone will interrupt the vacation.

Boss Matchups

Every boss dies quickly once all Ankhs land on the target, since damage scales as the Ankhs level up mid fight. Cap Wolf occasionally strips an Ankh off, which is annoying but not fatal, you simply reapply it. Kingpin's clone summon is dangerous and demands active dodging. Dracula is the one fight this build cannot solo, since Moon Knight kills swords slower than almost any hero in the roster, so bring a squad or skip him entirely.

The single mandatory requirement for this entire build is bringing your Lunar Glide firing interval down to 0.05 seconds, everything else is optional decoration.

Traits

TraitPriorityReason
Ability cooldown reductionMandatoryReturns Ankhs faster, primary attack speed traits are dead weight since darts fire from the glider, not your left click
Primary weapon damage bonusMandatoryAll dart damage counts as primary damage, not ability damage
Fist of Khonshu (one point)MandatoryPulls every mob on the map into your Ankh cluster, including flyers
Moon God's Chosen (one point)OptionalMakes the alt itself deal respectable damage on its own
Any alt tree investment beyond one pointSkipThe alt never scales into meaningful damage no matter how many points you dump in

The Moon Knight traits spread naturally leaves a dead node in the middle of the tree since Moon Rise offers nothing without max Ankh upgrades already secured, so accept the wasted point and move on with your life.

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Gear Priorities

  1. Lunar Glide enchantment must reach S tier at level 10 paired with any second tier including D, or an A tier paired with a C tier, anything that pushes the firing interval to 0.05 works.
  2. Total damage bonus outranks bonus boss damage for most players since boss phases already melt fast enough.
  3. Critical damage should be refined over bonus boss damage whenever your critical hit rate is already high but critical damage lags behind.
  4. Waxing Moon adds bounce count to crescent darts and translates directly into extra output.
  5. Healing room cooldown reduction matters more than armor level since you barely take damage while airborne anyway.

Perfect gear is not a suggestion for Nightmare 300, it is the entry fee, since a hero like Thor or Blade clears the same content on mediocre rolls while Moon Knight demands near flawless stats to keep pace.

Arcana

Most heroes benefit from damage reduction Arcana after recent patches, Moon Knight does not, because he almost never struggles to survive and constantly struggles to output enough damage. Prioritize total damage bonus, then chain lightning and deep freeze for their spread tick damage, then lethal strike, then indomitable if points remain. Skip close range and boss damage Arcana entirely on this build.

Nightmare 260 vs Nightmare 300

A Nightmare 260 clear is genuinely easy and does not require perfect gear, enhancement level 10 across your loadout is close enough. Nightmare 300 is where the build falls apart without ideal rolls, DPS output drops noticeably in that range and Moon Knight becomes the slowest clear on the leaderboard rather than the fastest. If units are your only goal, stop grinding at 260 and save yourself the suffering.

Core Rotation

  • Stack all Ankhs in a single cluster during solo queue for maximum mob damage output.
  • Take flight immediately and stay airborne for the entire fight to trigger the passive Lunar Glide firing loop.
  • Use the alt ability to pull scattered mobs and flyers into the Ankh cluster whenever they drift out of range.
  • Reapply Ankhs onto bosses the moment Cap Wolf removes one.
  • Bring a squad for Dracula since solo sword clearing on this hero is painfully slow.

This entire Marvel Rivals Blood Hunt guide approach only works because Moon Knight's flight uptime is nearly permanent, rotating grapple and double jump keeps you airborne almost constantly, and the longer you stay up there, the more passive damage the crescent darts rack up without any extra input from you.

The build rewards patience over mechanical skill, it is boring to execute and that is precisely the appeal, you fly in circles while numbers tick upward and nothing on the ground can touch you.

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Moon Knight Blood Hunt Build: Nightmare 300 Guide FAQ

Can Moon Knight solo Nightmare 300 in Blood Hunt?

Yes, but only with near perfect gear and full Lunar Glide investment, otherwise the run will be painfully slow.

What is the mandatory gear requirement for this build?

Lunar Glide enchantment must reach a 0.05 second firing interval, typically S tier plus one supporting tier.

Which boss can Moon Knight not clear solo?

Dracula, because Moon Knight kills the summoned swords too slowly, a squad is required for that fight.

Should Ankhs be stacked in one spot or spread out?

Stack them solo for maximum damage, spread them in squads since other players pull mob aggro elsewhere.

Is damage reduction Arcana good on Moon Knight?

No, prioritize total damage bonus, chain lightning, and deep freeze instead, since survival was never the problem.

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