Emerick
Emerick
HelmetHP +10%. After taking action, all enemies within 2 blocks receive 1 random debuff*.
*Mobility-1, ATK/INT -15%, DEF -15%, MDEF -20%, Damage dealt -15%, Damage taken -15%.
Awakening Skill: Devious Strategy (Estimated Global Release: 2021/6/3)
Cost: 3 / CD: - / Range: - / Span: -
[Active] Choose one of the following effects:
Smokescreen: [Assist] Active use. Target unit gains [Smokescreen]: "[Command]All enemy units within 1 block have movement-1 and cannot guard." Lasts 2 turns.
Reassess: [Assist] Active use. Target unit gains [Reassess]: "Before entering battle, dispel up to 4 debuffs from self. For every debuff dispelled this way, restore 15% HP." Lasts 2 turns, cannot be dispelled.
After using one of the above skills, set the cooldown of Devious Strategy to 3 turns. If this unit has a special effect from a Fusion Buff, then after use may move another 3 blocks and attack. When using this skill, buffs on this unit will not be decreased in duration.
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%.
Ram COST: 2
Category: Physical damage / Cooling: 2 rounds / Range: 1 grid
[Physical Injury] attacks a single enemy, dealing 1.2 damage and knocking the target 2 squares back, while reducing its movement to 2 and unable to guard for 1 round.
General
DEF Break Cost: 1
[Passive] Before entering combat, 50% chance to inflcit DEF-20% for 1 turn.
Highlander
Move Again Cost: 1
[Passive] When actively attacking and entering combat, damage+10%. After battle, may move again using any leftover movement.
Bow Knight
Defense Intimidate Cost: 2
[Passive] At the end of the action, DEF-15% to all enemy units within 2 squares. Lasts 1 turn.
Grand Marshal
Heavy Shield COST: 2
[Passive] Being attacked by melee, with a 25% probability of entering the battle, the damage taken by the unit is reduced by 50%.
Parry Cost: 1
[Passive] Takes physical attacks for allies within 1 space. When attacked, adds 7% of ATK to DEF.
Knight Master
Charge COST: 1
[Passive] Attacks increase by 5% (up to 15%) for every 1 move before the attack.
Rout Cost: 2
[Physical Damage] Attacks a single enemy, dealing 1x damage. Pushes the target back 2 blocks and renders them unable to act for 1 turn.