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Desert Storm

S4 • Footmens Ranged Commander • Back or/and Middle Row

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Commander's Tactical Evaluation

Reviewed by Don
“Desert Storm is a backline footman ranged hero who combines three separate damage-over-time effects with late-battle healing and prep interruption. His Skill 2 applies Cursed, Burning, and Poisoned to all enemy squads on turns 1, 3, and 5 for the rest of the battle, while his Skill 5 heals two friendly squads from turn 5 onward and his Skill 8 has a 100% cast rate to interrupt enemy channeling (prep) skills. Because he guaranteed-applies both Burning and Poisoned, he has strong utility alongside carries that scale off those statuses, such as Belisarius, Darius I, and Arslam.”

Deployment Summary: Desert Storm is a Ranged commander introduced in S4 (rated High Tier). Commands Footmens in the Back row (with secondary flexibility in the Middle row), following an unlock priority of 8th - 6th - 7th.

Hero Skills Inspector (1–8)

Skills 2, 5 & 8 (★) are main combat skills; Skills 1, 3, 4, 6 & 7 are passive stat/troop multipliers.

Skill 1 — Command (Passive)
Type: Passive

23,100 bonus marching capacity for hero’s squad

Skill 2 — Primary Combat Skill
Type: Pre-Battle Range: 5 Targets: 3

On turn 1, 3, and 5, Have all enemy squads enter Cursed, Burning and Poisoned, and dealing 24%, 29% and 34% damage on corresponding turns, lasting till end of the battle.

Skill 3 — Squad Attribute Boost
Type: Passive

Resistance +50%

Skill 4 — Troop Training Boost
Type: Passive

Might +50%

Skill 5 — Signature Combat Skill
Type: Pre-Battle Range: 5 Targets: 2

On the Beginning of turn 5, 2 random friendly squads will recover units each turn (84% recovery rate)

Skill 6 — Awakening Boost
Type: Passive

Might +15%; Resist +15%, Dictator +250%, HP +15%

Skill 7 — Mastery Boost
Type: Passive

Resistance +40%

Skill 8 — Ultimate Combat Skill
Type: Combat Range: 5 Targets: 1

100% Chance to deal 243% damage to an enemy squad within range, interrupting channeling skills.

Skill 1 — Command (Passive) Passive

23,100 bonus marching capacity for hero’s squad

Skill 2 — Primary Combat Skill Pre-Battle • Range: 5 • Targets: 3

On turn 1, 3, and 5, Have all enemy squads enter Cursed, Burning and Poisoned, and dealing 24%, 29% and 34% damage on corresponding turns, lasting till end of the battle.

Skill 3 — Squad Attribute Boost Passive

Resistance +50%

Skill 4 — Troop Training Boost Passive

Might +50%

Skill 5 — Signature Combat Skill Pre-Battle • Range: 5 • Targets: 2

On the Beginning of turn 5, 2 random friendly squads will recover units each turn (84% recovery rate)

Skill 6 — Awakening Boost Passive

Might +15%; Resist +15%, Dictator +250%, HP +15%

Skill 7 — Mastery Boost Passive

Resistance +40%

Skill 8 — Ultimate Combat Skill Combat • Range: 5 • Targets: 1

100% Chance to deal 243% damage to an enemy squad within range, interrupting channeling skills.

Core Combat Kit Side-by-Side (Skills 2, 5 & 8)
Skill 2 R:5 • T:3
Pre-Battle

On turn 1, 3, and 5, Have all enemy squads enter Cursed, Burning and Poisoned, and dealing 24%, 29% and 34% damage on corresponding turns, lasting till end of the battle.

Skill 5 R:5 • T:2
Pre-Battle

On the Beginning of turn 5, 2 random friendly squads will recover units each turn (84% recovery rate)

Skill 8 R:5 • T:1
Combat

100% Chance to deal 243% damage to an enemy squad within range, interrupting channeling skills.

Development System (Exclusive)

Standard: Classic hero development requiring 3 duplicate medals to max.
Exclusive: Modern/SX hero tree requiring 34 duplicate medals to fully max.

Recruitment Pool (Standard)

Standard: Recruited via Super/Seasonal Banners.
Paid / Royal: Special bundle or Royal Prestige store commanders.