Ironblood Commander
Talent: Ironblood Formation
Damage Dealt +(10, 15, 20, 30)%. Before ending action, may use one Stratagem skill: Offensive Formation: When there are 2 allies within 1 diagonal block of this unit, usage of this skills grands this unit and those 2 units [Offensive]: "Soldier ATK +25%", "Movement increases by 5-that unit's base movement". Lasts 3 turns. Defensive Formation: Use on 3 allies who form a line. Restore 70% of those units' soldier HP, and they gain [Defensive]: "Soldier DEF and MDEF +15%", "Cannot be displaced". Lasts 3 turns. [Offensive] and [Defensive] applies to this unit cannot be dispelled or stacked. After using one of these Strategem skills, must wait (4, 3, 3, 2) turns before one can be used again.
Bond Requirement:
Related Bonds
Level 70 Max Stats:
HP: 3,998 | ATK: 267 | INT: 585 | DEF: 299 | MDEF:313 | SKL: 172 | |
HP: 3,695 | ATK: 295 | INT: 585 | DEF: 265 | MDEF:324 | SKL: 172 |
Soldier Bonus:
HP: 30% | ATK: 40% | DEF: 20% | MDEF: 25% |
Exclusive Equipment: Marshal's Cap
HP +10% Each time you use a formation buff, the duration of the buff increases by 1.
Awakening: Ironblood Glory
Cost: ••• / CD: 5 / Range: 2 / Span: Single
[Magic Damage] Attacks a single enemy, dealing 1.7x damage, and after battle, permanently inflict [Collapse]: "Soldier healing received -80%. Cannot be dispelled." Melee soldiers will also attack. If this unit has [Offensive], then this skill will attack first, and before battle, dispel 5 buffs. If this unit has [Defensive], then after battle may move 3 blocks, and after taking action, all allies within 1 ring gain "Damage Taken -15%", "After battle, restore 30% of soldier HP". Lasts 2 turns. This skill is not affected by melee range penalties.
Magic Sword Master
Soldiers: Amazon Champion, Heavy Infantry
Ark Commander
Soldiers: Exorcist, Templar Knight
Training Ground
Soldiers: Unicorn, Zealot, Highland Warrior, Sand Sea Mercenary, Aegis Garde
Commander's Ferocity
Cost: •• / CD: 2 / Range: 2 / Span: Single
[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Melee soldiers will also attack. If this unit has [Offensive], then this attack will ignore 30% of the enemy's DEF and MDEF. If this unit has [Defensive], after battle restore HP to all allies equal to this unit's INT x2 and get CD -1 for this skill. This skill is not affected by melee range penalties.
MDEF Break
Cost: • / CD: - / Range: - / Span: -
[Passive] Before battle, 50% chance to reduce enemy MDEF by 25%. Lasts 1 turn.
Tenacity
Cost: • / CD: - / Range: - / Span: -
[Passive] When attacked, gain "DEF+5%". Lasts 1 turn. Can be stacked.
Scarlet Awakening
Cost: • / CD: 4 / Range: Self / Span: Single
[Active] After use, this unit gains [Command]: Units within 3 blocks are 20% less like to be critically hit and take 35% reduced fixed damage. Lasts 2 turns. After use may move 3 blocks and attack. When using this skill, buffs on this unit will not decrease in duration.
DEF Support (L)
Cost: •• / CD: - / Range: - / Span: -
[Passive] After taking action, 2 friendly units within 2 blocks by gain "Damage Taken -15%" and Immunity to: DEF & MDEF down and Cannot be Healed. Lasts 1 turn.
Discipline
Cost: •• / CD: 1 / Range: 2 / Span: Single
[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Melee soldiers will also attack. After battle, restores HP to self equal to 20% of damage dealt.
Mass Attack
Cost: •• / CD: 2 / Range: 3 / Span: 3
[Assist] Allies within range gain "ATK/INT +20%" and "Immunity to ATK/INT Down, Silence". Lasts 2 turns.
Consecration
Cost: • / CD: - / Range: - / Span: -
[Passive] After battle, 40% chance to restore HP of all other allies (15% of their Max HP).