Werner Dime
(Estimated Global Release: 2021/3/11)
Talent: Mechanical Commander
After taking action, (2, 3, 3, 4) allies within (1, 2, 3, 3) blocks gain Movement +1 and [Guerilla]: "When moving through defensive terrain, unit may gain 1 chance of negating mobility reduction." Lasts 1 turn.
Level 70 Max Stats
Machine Commander: 4311HP|572ATK|233INT|288DEF|241MDEF|122SKILL
Royal Knight: 4632HP|541ATK|233INT|300DEF|270MDEF|122SKILL
Soldier Bonus
30%HP|35%ATK|20%DEF|15%MDEF
Awakening: Maneuver Shift
Cost: 3 / CD: - / Range: - / Span: -
[Active] Select one of the following effects, as well as gain a permanent "movement +1 and all stats +5% (except HP)". The latter effect may be stacked up to 3 times.
Speed Stance: [Assist] This unit gains +3 movement. If moving at least 4 blocks before entering battle, this unit will attack first.
Strike Stance: [Assist] Gain "For every block moved before battle, damage dealt +3% (Up to 15%)."
Defensive Stance: [Assist] This unit gains "Damage Taken -15%", cannot be displaced, and Counterattack Damage+20%. After taking action, restore 35% HP.
This unit may only have one Form active at a time. All Forms cannot be immunized against or dispelled.
Classes & Soldiers (Click here for upgrade materials)
Starting Class: Knight
Soldiers: Cavalry
Cavalry Class: Mechanical Knight → Mechanical Commander
Soldiers: Horned Dino, Warrior → Bone Dino, Guardian Infantry
Cavalry Class: Highlander → Royal Knight
Soldiers: Elite Cavalry, Paladin → Heavy Cavalry, Guardian Cavalry
Infantry Class: Swordsman
Soldiers: Elite Infantry, Elite Lancer
Training Ground Soldiers: Machine Rider, Scorpion, Royal Cavalry
Knight
Smash Cost: 2 / CD: 2 / Range: 1 / Span: Single
[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Pushes the target back 2 blocks, decreases DEF by 20%, and disables guard effects. Lasts 2 turns.
Ram Cost: 1 / CD: 2 / Range: 1 / Span: Single
[Physical Damage] Attacks a single enemy, dealing 1.2x damage and pushes the target back 2 blocks. Decreases Mobility by 2 and disables guard. Lasts 1 turn.
Mechanical Knight
Assault Cost: 2 / CD: 2 / Range: 1 / Span: Single
[Physical Damage] Attacks a single enemy, dealing 1x damage. Damage dealt increases by 20% with every block moved before combat, up to 60%. Inflicts "Cannot be healed". Lasts 1 turn.
Highlander
Precaution Cost: 1
[Passive] When attacking and entering battle, DEF+12%.
Swordsman
Detect Cost: 1
[Passive] Crit rate+10%. When dealing damage, 50% chance to disable enemy's passive skills. Lasts 2 turns. 100% chance to trigger when landing a critical hit.
Mechanical Commander
Drift Cost: 1
[Passive] When actively attacking, damage taken -10%. After battle, may move again in a straight line, equal to leftover movement +2. This effect has a 2-turn cooldown.
Quick Strike Cost: 2 / CD: 2 / Range: 1 / Span: Single
[Physical Damage] Attacks a single enemy, dealing 1.2x damage. For every one block moved before battle, damage dealt +3% (up to 15%). If this unit moves at least 10 blocks before battle, then this attack ignores guard.
Royal Knight
Onrush Cost: 2 / CD: 2 / Range: 1 / Span: Single
[Physical Damage] Attacks a single unit, dealing 1.5x damage. Before battle, increase DEF and MDEF by 30%.
Sprint Cost: 2 / CD: 3 / Range: Self / Span: 3
[Assist] Active use. Allies within range gain movement +1, ATK/INT +20%, and immunity to mobility reduction and passive disabling effects. Lasts 2 turns.
Heart Bond
Level 4
Machine Commander: AoE damage taken -10%.
Royal Knight: When attacking and entering battle, unit damage taken -10%.
Level 7
Machine Commander: When unit HP < 70%, damage dealt +10%.
Royal Knight: When physically attacked and entering battle, damage dealt +10%.
Level 10
+5% All Hero's Stats