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Marvel Rivals: How to Play Moon Knight

Set up Ancient Ankh pulls, exploit projectile ricochets and reposition with Moon Knight’s hook, leap and glide. Includes his current 2026 balance context.
Length4 min Posted Quest giverVGSources Team
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Play Moon Knight as a setup-and-reposition Duelist: place Ancient Ankh where enemies may bunch up, fire Crescent Dart and Moon Blade to take advantage of the cluster and their ricochets, then change position before opponents can focus you. His hook, double jump and glide help him find a new angle or retreat to cover. This guide reflects official information available on October 8, 2026; the announced October 9 patch was not live yet.

How Moon Knight’s kit fits together

Moon Knight’s strongest opportunities come from combining his abilities rather than standing still and firing from one exposed angle. Ancient Ankh pulls nearby enemies toward its center, potentially bringing them close enough for his bouncing projectiles to connect. That grouping-and-ricochet sequence follows from the official ability descriptions; it is a tactical interpretation, not a guaranteed result or a claim based on playtesting.

Think in two complementary phases: create an attack opportunity with the Ankh and projectiles, then reposition with Moonlight Hook, Rising Leap or Night Glider. Use the ultimate when enemies are clustered or otherwise constrained, and reserve the melee combo for moments when close-range pressure is safe.

Use Ancient Ankh to set up projectile damage

Place the Ankh where a pull can matter

Ancient Ankh pulls nearby enemies toward its center. Its official profile lists a 5 m pull-in radius and a 12-second cooldown. Aim it into a useful approach or objective lane where opponents may be within range, rather than placing it where enemies can simply avoid the area. Grouping can also give teammates an opening to act.

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The profile lists a 7 m bouncing range for attacks interacting with the Ankh. Use Crescent Dart or Moon Blade when opponents have been drawn close to it, but do not assume every shot will ricochet or that the Ankh guarantees a hit.

Fire Crescent Dart at useful ranges

Crescent Dart fires a triple shot along a straight trajectory. The official profile lists 25 damage per round, with damage falloff beginning at 30 m and reaching 50% at 50 m. It can bounce up to three times, with a maximum 7 m bounce distance. The August 7, 2026 balance update sets its bounce damage decay at 20% per bounce. The 25-damage value was restored in the July 10, 2026 update after an earlier reduction.

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Because the shots travel straight and lose damage at long range, look for a clear line and a setup that gives bounces a chance to connect. The bounce values describe the mechanic, not a promise that shots will find targets.

Spend Moon Blade charges with the same setup in mind

Moon Blade has two charges, deals 70 damage, and has a six-second cooldown, according to the official profile and balance history. It can bounce up to three times, with a maximum 7 m bounce distance. The August 7, 2026 update sets its bounce damage decay to 20% per bounce; use that later update rather than the older 30% figure still shown on the static profile.

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Reposition instead of lingering in danger

Moonlight Hook pulls Moon Knight toward its target, Rising Leap is a double jump, and Night Glider lets him glide. The profile lists a 12-second cooldown for the hook and a six-second cooldown for Rising Leap; it lists the Ankh’s cooldown as 12 seconds. These tools offer different ways to change angle, move toward cover or avoid a predictable ground-level approach.

After an Ankh setup or a volley, consider whether staying in the same sightline leaves you exposed. Use the hook, jump or glide to move before enemies can focus their attention on your position. This recommendation is based on the stated functions of the abilities, not on a tested performance guarantee.

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Choose a useful moment for Hand of Khonshu

Hand of Khonshu opens a portal and bombards an area with Khonshu’s talons. The official profile describes a delayed spherical spell field that lasts 4.5 seconds. A cluster created by Ankh, or a situation where opponents have limited room to move, can provide a more promising moment to commit the ultimate than an area enemies can freely leave. The ability description does not establish that any placement will secure a hit.

Use Triple Eclipse only when close range is safe

Triple Eclipse is Moon Knight’s melee combo, with a maximum distance of 3 m; its third hit slightly launches the enemy. It can add pressure when you are already close and not putting yourself in unnecessary danger. The kit’s projectile setup and mobility are more central to his described play pattern than treating him as a melee-first Duelist.

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What changed in the 2026 balance updates

Moon Knight’s static profile and dated balance notes do not always show the same values. The official updates reviewed for this guide establish the following sequence:

  • June 12, 2026: Crescent Dart’s single-shot damage fell from 25 to 23, Moon Blade damage fell from 80 to 70, and bounce attenuation changed from 80% to 70%.
  • July 10, 2026: Crescent Dart damage per hit returned from 23 to 25; Hand of Khonshu’s energy cost increased from 2,800 to 3,100; Team-Up Anchor bonus damage was removed.
  • August 7, 2026: Bounce damage decay for both Crescent Dart and Moon Blade changed from 30% to 20% per bounce. The update also changed Luminous Moon with Cloak & Dagger: its cooldown fell from 15 to 12 seconds, its base dash duration and distance increased, and its enhanced effect gained healing over time after leaving the phased state.
  • October 6, 2026: The balance post for the patch scheduled for October 9 at 09:00 UTC listed no Moon Knight change. As of October 8, that patch was still upcoming; its status should not be treated as live in this guide.

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