ANY QUESTIONS FROM THE GUIDES CAN BE ASKED AT https://www.twitch.tv/skelly1, WITH TWITCH MESSAGES
General Moyun and Shuna is kind of complicated to explain in words so i'll try to sort by objects
-2 Melee tanks
-2 Ranged tanks
The Map will look like above, in which you can't be in the blue area or the red area (instant death)
the Left (모) is General Moyun
the Right (순) is General Shuna
4 People in the Center (Levers)
10 People in Moyun
10 People in Shuna
Each side should have at least 1 Melee tank and 1 Ranged tank, because each groups of 10 will be moving side to side
While Moyun requires only Ranged Tank and Shuna only Melee Tank
Watching the Videos below will help understand
Front Laser Beam - Shoots 3 Projectiles - Counter
Front Laser Beam: avoidable by sidestepping and doesn't really hurt.
Projectiles: if SUM, FM range protection will help and if WL it is blockable.
Counter: Does massive DMG but it is blockable, and it doesn't even use it if you give Moyun an unguardable state
(such as SUM's Briar Patch Form 2)
But doing that requires team calls because like if it uses it sometimes and doesn't sometimes it's likely many people will die because of it.
and if you get in melee range (<8.x meters), Moyun makes a Field of Fire that does intense damage so it is very important for the tank to stay in range.
AND ONE IMPORTANT THING, it will be described below that Moyun does not require a lot of DPS
so melee dealers could just sit and watch while minding only on surviving and Stuns and Airknock.
Still, doing enough damage while not stealing the aggro is necessary.
Front Attack (Daze) - Front Blow (Knockback) - 4-Hit (the 4th attack is AoE) - Ground Pummel-Pull
Front Attack: Nothing Special, it is guardable
Front Blow: Same as Front attack. guardable
4-Hit: 3 Blows to the front and the last 1 attack is AoE so the dealers must guard it or resist it.
Using Party iframe skills is good cause you don't use it anywhere else here.
Ground Pummel-Pull: it's consisted of two attacks - Pummelling the ground and Pulling it back up. Both is AoE
the first attack doesn't do CC so you can just get hit by it but block the 2nd one.
The Melee tank will tank between Shuna and the Wall, and everyone else in the oppisite side.
if the tanks goes out of range, Shuna goes into a Defensive State where he Heals Tons of HP so you really don't want to see him do that.
Shuna is the one you would want to do more DPS on, so try to save your Soulburn and Fighting Spirit for Shuna, not Moyun.
#Stun & Knockup
Each 70 Secs, each Boss starts "Weakness Analyze" Pattern and 1 Red Laser, 1 Blue Laser comes from the right or left randomly.
(The First one's timing is a little differerent:
Moyun starts at about 55 secs after engaging, and Shuna 1:20)
it becomes CCable and Analyzes the front area,
The Analyze dosn't do any DMG but it resets the hit person's aggro and gives a debuff that reduces Chi for a long time
(if you resist it, only the aggro gets reset without the debuff)
The Goal is to Stun (it has 6 CC sockets) and Knockup the boss so it doesn't get hit by the SAME COLORED LASER and hit the DIFFERENT COLORED LASER.
Doing this requires Timing and Practice, so the Order Line should be able to do orders properly
Each Laser Effects the Boss like this:
Red Laser: Gives 1 Stack of Charge. 3 Stacks makes Moyun Rampage and instant AoE Death.
Blue Laser: Gives intense Damage to Moyun
(this is why you don't have to do much DPS on Moyun)
Red Laser: Gives 1 Stack of Overheat. Overheat Stacks give continuous damage to Shuna.
Blue Laser: Gives 1 Stack of Defense to Shuna.
(1 Stack is tolerable but if it gets over 2 just redo it)
#Moving to the Other Side & Levers
This goes the same for each sides.
After Engaging, Each boss gives a Flame, and Frost Debuff to everyone in their area.
When this Debuff ends, it kills you instantly.
But if you step on the last plate going to the other side, it changes to "Extemely high/low Temperature" buff so it doesn't kill you.
So, it is necessary to go to the other side.
There Are 5 Plates to Step on that Lights up by Using the Levers on the Center.
The 4 People in the Center controls these Levers and Manually Light up the Plates so the Teammates can go across
(doing the Lever stuff is really easy so will not explain it thoroughly)
Going across goes like this:
You Stand on the first plate, and when it lights up you get a "Carving" Buff that lets you move outside the area
With the Carving Buff, you move to the next plate and refresh the Buff when it lights up
keep doing this until you get to the other side.
The important thing during doing this is you should ONLY USE SS between the plates in the picture above.
The 4 Lever People will each take care of the Green, Blue, Red, Yellow Levers in the Center.
in the center of the Center area, there will be a Main Lever that Starts Each Phase for the Levermen.
After engaging, you just start the first Phase by anyone using the Main Lever
Pressing each Lever lights up the same colored Plates.
(This is really easy to do without explanation)
after everyone goes across (about 2 minutes of pressing levers), the Levermen get a "Rearrange" Buff, and the Arrows in the Purple boxes will get Scrambled and the Main Lever will be Activateable
during the Rearrange Buff, you can move outside the center area
What you have to do during the Rearrange is to Rearrange the Arrows in the Purple Boxes, which is really easy to do if you played Naryu Foundry Last Boss.
The best route for doing this looks like above.
After Every 4 People Finished Rearranging and are at their places to Start the next Phase,
anyone presses the Main Lever and Starts the new Phase and everyone moves again.
#Main Problems to solve
So to sum things up, you just basically keep moving and keep Knocking up the Bosses
But it's not that easy because people keep moving and while many people are moving, there may not be enough people to knockup the boss.
Also, the Tank transferring is needed too, so putting orders for crossing is needed in most teams.
So Each Group's order should look like this.
Moyun→Shuna: Melee Tank→8→7→6→5→4→3→2→1→Ranged Tank
Shuna→Moyun: Ranged Tank→1→2→3→4→5→6→7→8→Melee Tank
Usually the People in the middle (1~8) doesn't really matter but for our team we did it backwards so we don't get confused.
Also, it's good to put Classes that can Stun/Knockup Easily at the First/Last 3 orders (uncluding the tank, 1,2 and 7,8)
Because there will be a situation that everyone's moving and the last 3 have to stay and do the Stun/Knockup by themselves
Especially, if the melee tank is KFM so it has only 1 Stun, so Putting a WL or DES near him will help because WL has 3 Stuns to cover it up
**Melee Tank Transfer**
The Ranged Tank doesn't matter cause as long as no melee dealer does DPS to Moyun, every tank will be out of range so the melee pattern will not happen.
but for the Shuna Tank, to step on the First Plate he must go out of range and this may trigger the Ranged Pattern of Shuna.
So After the Next Tank Comes to Shuna, the Tank waits and doesn't step on the First Plate until the Weakness Analyze Pattern,
and goes to the first plate when Shuna starts Analyzing
Getting the first Carving Buff will reset aggro, but analyzing also resets all aggro so it could help transferring the aggro too.
Also, one important thing is that any of the bosses (usually Moyun) reaches about low HP(I heard it's 2% HP but not accurate), it becomes uncontrollable and after that message it will wipe the team after 1 minute.
So, if the HPs of the bosses are too different you would want to slow up the other one, so it doesn't become uncontrollable.