Mo is a very useful card for many reasons. He is legendary, and he requires no specific orbs to be summoned, making him very easy to add to any deck. Mo has a very high attack power for a tier three unit, but against tier four XL creatures he will most likely die unless supported. He has three useful abilities, including the stampede ability, just the same as any Juggernaut, but also has the ability to increase the damage of allies and heal himself. The only bad drawbacks to playing Mo is the expensive power cost at 350 and the fact that there can only be one in the game at once as per all legendary cards.
- Activate to heal Mo. The overall heal amount depends on how many friendly units are surrounding Mo. The higher the amount of maximum life points of nearby friendly units is the more powerful will this spell become. A maximum of 3000 life points may be healed while there is a minimum heal of at least 500. Reusable every 30 seconds.
Mo's better blues
- Activate to increase the damage of nearby friendly units by 30% for 15 seconds. Reusable every 30 seconds.
- Power: 100
- Activate to rush towards the target dealing 170 damage to enemies along the way, up to 7750 in total. Reusable every 30 seconds.
Mo and the promo Mo are considered to be different creatures, and therefore you can have both a promo Mo and a normal Mo in the same game at the same time. In some PvE scenarios, there can even be 3 Mo's! (Normal, map and promo)
|Mo II||Legendary||Slave Master||Advanced|||
|Card Upgrade||Type or Ability||Effect|
|Mo I||Stampede||+10 damage per target, 350 in total|
|Mo I||Mo's better blues||+10% Damage bonus|
|Mo II||Stampede||+20 damage per target, 900 in total|
|Mo II||Mo's better blues||+10% Damage bonus|
|Mo III||Stampede||+20 damage per target, 900 in total|
|Mo III||Mo's better blues||+5 Seconds duration|