Coming soon
Commanders
Coming soonA commander leads one army. Their 3 talents boost that army's dragons or weaken the enemy, and their rank (the sum of their talent ranks) raises the army's troop capacity, up to +25%. The army builder already knows how to play them: as soon as they are available, it will tell you which one to put on each army.
Commanders are on their way: talents, power and store are ready in the game, but they aren't switched on yet.
- Complete quests and events to awaken legendary Commanders in the Grove.
- Upgrade Talents to permanently strengthen each Commander across every Reign.
- Assign Commanders to lead armies to activate their bonus power, troops, and Talents.
The essentials
- Commander rank: the sum of their 3 talent ranks, from 0 to 60 (20 per talent).
- Troop capacity of the army they lead: +1% at rank 1, up to +25% at rank 60.
- Power: each talent adds to your account power, 230 at rank 1 and 38,210 at rank 20.
- Cost: each talent rank costs more than the last; rank 20 costs 20 times rank 1. Taking a talent from 1 to 20 costs 210 times the price of rank 1.
- Up to 5 commander slots: one commander per army.
- Stamina: every commander action uses some, and it refills over time.
Their rarity rises with their rank:
Traits: what triggers the talents
Every dragon has one trait, and there are 8 of them. Most talents get stronger, or only switch on, if your army contains a dragon with the right trait: before picking a commander, check which traits you have in your armies. Trait names stay in English until the game translates them.
Once you have your commanders, mark the ones you own and each of their talents' rank: it's saved to your account, and the army builder will use it.
- The Realm's Delight — Start of combat: 3 ally dragons take less damage until the end of combat (−8% at rank 20, −12% against beasts). They also gain Strength (+12.5% at rank 20).
- Swift Counsel — Start of combat: +12.5% Initiative for 3 ally dragons at rank 20 (double if your army has a Nimble or Stalwart dragon). Each round, a chance to shield the ally with the fewest troops (less damage taken for 2 rounds). Bonus: +12.5% Intelligence for 3 allies.
- Heir's Reckoning — Each round, a chance to weaken the enemy with the most troops (less damage dealt) and slow the one with the highest Initiative (acts last), for 2 rounds. If your army has a Nimble or Stalwart dragon, your slowest ally may also strike first. Bonus: +12.5% Instinct for 3 allies.
- The Sea Snake — Round 1: a chance to make 3 enemies Vulnerable for 2 rounds (+5% damage taken per stack, 4 stacks). 1.5× chance if your army has a Cunning dragon, 6 stacks with a Relentless dragon. Bonus: enemies recover fewer troops (−15% at rank 20).
- Blockade — Start of combat: 3 ally dragons take less damage (−5% at rank 20, ×1.5 with a Cunning dragon) and gain Initiative (+10%, ×1.5 with a Relentless dragon). Bonus: 3 enemies deal less physical damage (−12% at rank 20).
- Driftmark's Snare — Start of combat: marks one enemy (preferably one whose command boosts its attacks). Each time it deals damage, it has a chance to weaken a little more (up to 25 stacks). Bonus: 3 enemies deal less tactical damage (−12% at rank 20).
- The Rogue Prince — Round 2, when attacking: your dragon with the highest Intelligence launches a fire attack on 3 enemies. Bonus, when attacking other players: 3 ally dragons deal more damage (+5% at rank 20).
- Cloaked in Gold — Round 1: 3 ally dragons take less damage for 4 rounds (−12.5% at rank 20), 8 rounds if your army has a Volatile dragon. Bonus, when attacking other players: +5% damage for 3 allies.
- No Quarter — Each round: the enemy with the fewest troops takes more fire damage (+20% at rank 20, +30% if your army has a Ruthless dragon). Your right-flank dragon deals more fire damage (+15%), and even more if it is Ruthless. Bonus, when attacking other players: +5% damage for 3 allies.
- The Kingmaker — Start of combat: your vanguard gains Reflect against commands and talents (part of those hits bounces back to their source). Each round it deals more damage (+6% at rank 20, ×1.5 below 75% troops, ×2 below 50%). Bonus: it takes less damage for the first 3 rounds (−20% at rank 20).
- Vanguard's Challenge — Start of combat: your vanguard gains Initiative (+20% at rank 20). If it is Stalwart, the enemy vanguard deals less damage (−20%); if it is Dominant, the enemy vanguard takes more (+20%). Bonus: both your flanks recover more troops (+25% at rank 20).
- Strike and Vanish — Rounds 1 and 6: a chance to grant Advantage to both your flanks for 2 rounds (+5% damage per stack, 2 stacks; 2× chance if your army has a Dominant dragon). Rounds 3 and 8: your flanks gain Evade (×2 with a Stalwart dragon). Bonus: your flanks take less damage in rounds 1 and 6 (−10% at rank 20).
- The Seven's Grace — Rounds 3 and 6: your dragon with the fewest troops heals itself (×1.5 if your army has a Willful dragon). A chance to cleanse 2 negative effects from 3 allies. Bonus: a chance to make that dragon immune to Bleed, Panic and Burn.
- Steel Beneath Silk — Round 1: a chance to grant Resistance to 3 allies for 2 rounds (−5% damage taken per stack, 4 stacks; 6 if your army has a Cunning dragon). Bonus, round 3: a chance to grant Advantage to 3 allies (+5% damage per stack, 2 stacks).
- Hightower's Beacon — Each round: when your vanguard stuns, staggers, overwhelms or confuses an enemy, a chance to inflict the same effect on another enemy for 2 rounds. Your vanguard also takes less damage (−16% at rank 20). Bonus, round 2: a chance for it to strike first.
More commanders will appear here as soon as the game gives them their real talents.
Good to know: on 09/29 the game rewrote the description of several talents (new trait conditions, different values) without changing their actual effect yet. The values shown here are the ones that apply today; we'll update them if the rebalance lands.
