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New Class: Muji

Muji is back on the roster and fully playable. It's a pure ranged magic class built around astral procs: your damage-over-time spells light up your nukes, and your nukes light up your finisher. Play it well and you're chaining free instant casts on the move; play it badly and you're a 2-second cast bar waiting to be interrupted.

The fantasy

A moon-touched war-druid in a hooded mantle, carrying a lunar aegis shield on the left arm and throwing moonlight instead of steel. Silver-lavender palette, constellation-wrapped starbolts, and a signature meteor shower that falls around you as you walk. It reads instantly at a glance in a 3v3 - no mistaking a Muji for a Warlock.

Core loop - the proc engine

A procced spell is instant and free - no cast time, no mana, and it ignores the cooldown. Unused procs linger for 12 seconds, so you can bank one through a pillar and dump it the moment you get line of sight.

Astral Surge is proc-gated. It is greyed out by default and can only be cast while its proc is live. That's deliberate - it's a finisher you earn, not a button you mash. With a 50% proc rate off both nukes, it fires often, and Star Shower into a packed 3v3 can light it repeatedly.

The kit

Default six

- Wrath 🌿 - 1s cast, 25m, 137 damage. Your filler. 50% → Astral Surge.
- Starbolt ⭐ - 2s cast, 25m, 284 damage. Your hard hitter. 50% → Astral Surge.
- Lunar Flame 🌙 - instant, 326 arcane damage over 12s. 10% → instant Starbolt.
- Solar Flame ☀️ - instant, 326 nature damage over 12s. 15% → instant Wrath.
- Astral Surge 💫 - instant, 210 damage, 6s cooldown, proc-gated.
- Star Shower 🌠 - instant, 15s cooldown. 97 damage per second for 6s to every enemy within 10m, centered on you and it follows you as you move. 582 total damage into a single target, and it triples into a stack.

Picks

- Cosmic Flare ✨ - instant, 187 damage over 8s. Third dot for pressure builds.
- Gale Blast 🌪️ - 9m, 18s cooldown. 77 damage, hurls everyone within range 7 metres backward and slows them 40% for 3s. Your peel button.
- Sunbeam 🔆 - 25m, 15s cooldown. 3s silence, interrupts the cast. The enemy healer's problem.
- Vortex 🌀 - 1.2s cast, 22m, 15s cooldown. Removes a target from the fight entirely for 3s - they can't act, but they also take no damage and receive no healing. Interruptible, so land it from cover.
- Grasping Roots 🌱 - 30m, 13s cooldown, 3s root. They can still cast.
- Bark Ward 🛡️ - 25s cooldown. Absorbs the next 400 damage for 15s. Counts as healing.
- Dash 💨 - 18s cooldown, +50% move speed for 5s. Physical - it still works while you're silenced.

How it plays

Opening. Both dots go up first - they're instant, they cost almost nothing, and they're your proc generators. Then start casting. You want dots ticking on as many targets as the round allows.

Mid-fight. Never stand still for a 2-second Starbolt in the open. Cast from cover, bank procs, and burn them while repositioning. The class rewards you for moving with a pocket full of instants.

Burst. Star Shower plus both dots plus a procced Astral Surge is a very sudden amount of damage on a clumped team, and every pulse is rolling for another free Surge.

Defense. Gale Blast is the panic button - a melee on you gets thrown seven metres and slowed 40%. That plus Dash is usually enough to reset. Bark Ward soaks the opener.

Weaknesses - be honest about these

- Everything except Dash is magic. A silence shuts down the entire kit. Sunbeam-for-Sunbeam trades matter.
- Starbolt's 2s cast is the longest bar in your kit and it's the one that's worth interrupting.
- No hard escape. Dash is speed, not a blink. Once a melee closes and eats your Gale Blast, you're in trouble.
- Star Shower is self-centered, 10m - to get value on a spread team you have to walk into them.

Damage abilities cost 15% less mana than baseline, so you can sustain a long round, but you cannot sustain a bad position.

Cosmetics

Muji skins are back in the shop and armory. No weapon cosmetics for the class yet.

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