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.