Mojo

Hero Wars: Alliance

Mojo

Mage

Overview

Description

Mojo at a glance

Mojo is a Nature Mage combining a channelled missile attack, limited healing, reactive control and a Health-dependent damage echo. His Wrath charges connect these parts of the kit. Hex continuing after death is useful insurance, but a living Mojo can contribute substantially more than its minimum post-death fraction and can still generate recovery and control.

Balance charges with channel time
Look at whether Healing Spirits is creating full-restoration events before judging Wrath generation. A longer Totem of Wrath channel can increase pressure, but it also keeps Mojo occupied instead of using other abilities. In manual play, consider whether a sustained channel or another opportunity for healing and retaliation is more useful in the immediate matchup.

Recovery partners and Nature bonuses
The publisher recommends Mojo with another healer because full restoration enables bonus energy, and names the Mushy & Shroom, Mojo and Alvanor core. That is a mechanical starting point: recovery helps summon activation and helps Mojo reach his own full-heal condition. A second healer should still be evaluated against the damage or control slot it replaces.

Health and interruption are real limits
Hex loses strength as Mojo's Health percentage falls, so keeping him barely alive is not equivalent to maintaining a healthy caster. The totem also demands time spent channeling. An opponent who interrupts or quickly removes him can undermine the broader plan even if a small Hex contribution continues. Do not turn an anti-energy retaliation into a claim that energy interference is harmless.

Development without a universal Hydra promise
Magic Attack supports missiles, healing caps and the printed retaliation expressions; penetration affects the magic damage that must pass defenses. Health and appropriate defenses can help preserve a stronger Hex fraction. Test in the intended mode because boss rules and available targets differ. Neither a community Hydra lineup nor post-death Hex is a guarantee of a particular damage total.

Artifacts and the magic team
Mask of Anger provides team Magic Penetration. Manuscript of the Void develops personal Magic Penetration and Magic Attack, while Ring of Intelligence improves the primary attribute. Decide whether the team needs a stronger shared penetration window or Mojo needs personal scaling and survival. A theoretical maximum weapon bonus does not establish its availability or activation rate on an unfinished artifact.

Glyphs and skins

The reported glyph set is Magic Penetration, Health, Magic Attack, Intelligence and Magic Defense. Examples include Stellar for penetration, Lunar for Health, Winter and Cybernetic for Magic Attack, and Devil for Magic Defense. These are stat choices rather than a shopping list. Health preservation can matter offensively through Hex, so a rigid damage-only order may miss the actual bottleneck.

Talismans and competing needs
The official list identifies Spirits with Intelligence and Shaman with Armor. Community slot descriptions add Magic Attack to Spirits and Magical Critical Hit Chance to Shaman. Compare the full items, not just the main-stat names: the Armor route still has an offensive component, and the primary-stat route does not solve every physical burst problem. Hero-level eligibility is separate from skill caps.

Additional progression and attribution
The Mage class adds its own energy effects; it is separate from energy awarded by Healing Spirits and from Wrath charges. Keep class level and any Relic enhancements in the test record, particularly when comparing first-ultimate timing. A new skin announcement is not a change to Hex's two-second rule, and Realm skills should not be inserted into these four base cards.

Faction
Nature

Skills

Skills

Skill 1

Totem of Wrath

White · Ultimate: channelled magic missiles

Mojo channels a totem against the two closest enemies. During the channel he cannot perform ordinary attacks or other skills, so this is a commitment rather than free extra damage layered on an unchanged rotation. Wrath of the Spirits charges extend the channel and increase the potential time spent firing.

Numbers and timing
The reviewed capped card gives a four-second base duration plus 0.15 seconds per Wrath charge. Each missile has a printed magic-damage expression of 0.20 × A + 1,800. The listed opening animation is one second.

Limits and verification
The missile rate, charge-consumption rule and behavior when a target dies are not established here. Do not multiply the per-missile expression by an invented hit count or promise the full channel under interruption.

Numerical scope: A means this hero’s Magic Attack, P means Physical Attack and H means Health, except where a recipient or battle-start snapshot is explicitly identified. The formulas are reviewed community maximum-skill expressions, not certified current-client values or equations for every level. This white skill caps at 120; skill level, hero level and promotion rank are distinct. Timers are baseline reports, not guaranteed schedules under control or speed changes. Reviewed 4 November 2026; no invented level rows.

No per-level data provided.

Skill 2

Healing Spirits

Green · Automatic: capped recovery and conditional energy

Mojo heals allies. Fully restoring a recipient grants that ally energy and gives Mojo a Wrath charge; Nature recipients have an additional energy benefit. Another healer can therefore help Mojo reach the full-restoration condition, rather than merely competing with him for healing totals.

Numbers and timing
The reported heal is 5% of each recipient's maximum Health, capped at 0.50 × A + 4,600 at maximum skill level. Full restoration grants 10% energy. The publisher confirms an additional 10% energy for Nature heroes. The community baseline cooldown is 12.5 seconds, with a 0.5-second animation.

Limits and verification
The cap is based on Mojo's Magic Attack; the percentage uses the recipient's maximum Health. Do not treat the capped expression as an unconditional heal for every ally. The precise energy award when a Nature recipient is not fully restored needs a client readback.

Numerical scope: A means this hero’s Magic Attack, P means Physical Attack and H means Health, except where a recipient or battle-start snapshot is explicitly identified. The formulas are reviewed community maximum-skill expressions, not certified current-client values or equations for every level. This green skill caps at 120; skill level, hero level and promotion rank are distinct. Timers are baseline reports, not guaranteed schedules under control or speed changes. Reviewed 4 November 2026; no invented level rows.

No per-level data provided.

Skill 3

Cursed Bones

Blue · Automatic and reactive: magic damage and stun

Mojo normally selects a random enemy for a damaging stun projectile. An enemy burning or stealing allied energy can provoke a retaliatory use against that enemy, with extra damage tied to Wrath charges. The reactive target rule differs from the random ordinary cast.

Numbers and timing
The capped tooltip prints 0.20 × A + 3,600 base damage and the same amount as extra damage per Wrath charge. The ordinary timer is reported as 21 seconds and the animation as 0.5 seconds.

Limits and verification
The reviewed entry does not give a dependable stun duration or internal limit for reactions. Those remain unknown rather than invented. A retaliation mechanic does not imply immunity to energy loss, and the ordinary cooldown is not a limit on all reactive uses.

Numerical scope: A means this hero’s Magic Attack, P means Physical Attack and H means Health, except where a recipient or battle-start snapshot is explicitly identified. The formulas are reviewed community maximum-skill expressions, not certified current-client values or equations for every level. This blue skill caps at 100; skill level, hero level and promotion rank are distinct. Timers are baseline reports, not guaranteed schedules under control or speed changes. Reviewed 4 November 2026; no invented level rows.

No per-level data provided.

Skill 4

Hex

Violet · Passive: damage echo with health-dependent strength

At repeated intervals, Hex selects the opponent who took the most damage during the observation window. It echoes part of that damage, with the fraction depending on Mojo's current Health percentage. Killing through Hex supplies Wrath charges. The effect continues after Mojo dies, but at its lower damage fraction.

Numbers and timing
The window is two seconds. The damage fraction is bounded between 20% and 80%; a Hex kill grants three Wrath charges. After Mojo's death, the reported fraction is 20%.

Limits and verification
Current Health percentage is not maximum Health, and 80% is not a promise at every cast. Do not infer that all damage types, summons or special bosses are eligible in exactly the same way. Post-death continuation does not make keeping Mojo alive irrelevant.

Numerical scope: A means this hero’s Magic Attack, P means Physical Attack and H means Health, except where a recipient or battle-start snapshot is explicitly identified. The formulas are reviewed community maximum-skill expressions, not certified current-client values or equations for every level. This violet skill caps at 80; skill level, hero level and promotion rank are distinct. Timers are baseline reports, not guaranteed schedules under control or speed changes. Reviewed 4 November 2026; no invented level rows.

No per-level data provided.

This content is not associated with NEXTERS, is not supported, sponsored or approved by NEXTERS, and NEXTERS is not responsible or liable for it

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