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John I

Sx13 • Cavalries Support Commander • Back or/and Middle Row

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Special Mechanics Alert

Skill 2 can randomly deal 95% self-damage to 2-3 of your own squads, and Skill 8 reduces troop recovery for both enemy and friendly squads.

Commander's Tactical Evaluation

Reviewed by Don
“John I is a backline or middle-row cavalry support hero who acts as a hybrid skill-damage carry and anti-healing specialist. Each round, his Skill 2 triggers two out of three effects (+25% skill damage buff, 382% AoE damage to all enemies, or 95% self-damage to your own squads), while his Skill 5 expands from 2 targets to all 3 enemy squads if one of them is under a healing cut. Meanwhile, his Skill 8 reduces his damage taken and stacks a -10% healing reduction across all squads as your troop power drops below 80% and 50%. Because of this, he has strong synergy with The Warhammer and Alfred against sustain teams.”

Deployment Summary: John I is a Support commander introduced in Sx13 (rated Medium Tier). Commands Cavalries 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: Combat Range: 5 Targets: 3

2 of the effects below will be triggered each round: a) the hero's squad and 1 random squad of yours gain 25% skill damage for 1 round; b) deals 382% damage to all enemy squads; c) deals 95% damage to 2-3 of your squads randomly.

Skill 3 — Squad Attribute Boost
Type: Passive

Resistance +50%

Skill 4 — Troop Training Boost
Type: Passive

Might +50%

Skill 5 — Signature Combat Skill
Type: Combat Range: 5 Targets: 2

40% chance to deal 421% damage to 2 random enemy squads within the valid range. If 1 of them is already subjected to a status that curbs troop power restoration, the skill will hit 3 enemy squads the subsequent time.

Skill 6 — Awakening Boost
Type: Passive

Might +15%; Resist +15%, Dictator +250%, Damage: 15%

Skill 7 — Mastery Boost
Type: Passive

Might +40%

Skill 8 — Ultimate Combat Skill
Type: Pre-Battle Range: 3 Targets: 3

When all your squads' troop power drops below 80% for the first time, John I's squad will take -20% damage; when their troop power drops below 50% for the first time, John I's squad will take -30% more damage, and make all enemy and friendly squads have -10% power restoration effect (stackable), lasting till the battle ends.

Skill 1 — Command (Passive) Passive

23,100 bonus marching capacity for hero’s squad

Skill 2 — Primary Combat Skill Combat • Range: 5 • Targets: 3

2 of the effects below will be triggered each round: a) the hero's squad and 1 random squad of yours gain 25% skill damage for 1 round; b) deals 382% damage to all enemy squads; c) deals 95% damage to 2-3 of your squads randomly.

Skill 3 — Squad Attribute Boost Passive

Resistance +50%

Skill 4 — Troop Training Boost Passive

Might +50%

Skill 5 — Signature Combat Skill Combat • Range: 5 • Targets: 2

40% chance to deal 421% damage to 2 random enemy squads within the valid range. If 1 of them is already subjected to a status that curbs troop power restoration, the skill will hit 3 enemy squads the subsequent time.

Skill 6 — Awakening Boost Passive

Might +15%; Resist +15%, Dictator +250%, Damage: 15%

Skill 7 — Mastery Boost Passive

Might +40%

Skill 8 — Ultimate Combat Skill Pre-Battle • Range: 3 • Targets: 3

When all your squads' troop power drops below 80% for the first time, John I's squad will take -20% damage; when their troop power drops below 50% for the first time, John I's squad will take -30% more damage, and make all enemy and friendly squads have -10% power restoration effect (stackable), lasting till the battle ends.

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

2 of the effects below will be triggered each round: a) the hero's squad and 1 random squad of yours gain 25% skill damage for 1 round; b) deals 382% damage to all enemy squads; c) deals 95% damage to 2-3 of your squads randomly.

Skill 5 R:5 • T:2
Combat

40% chance to deal 421% damage to 2 random enemy squads within the valid range. If 1 of them is already subjected to a status that curbs troop power restoration, the skill will hit 3 enemy squads the subsequent time.

Skill 8 R:3 • T:3
Pre-Battle

When all your squads' troop power drops below 80% for the first time, John I's squad will take -20% damage; when their troop power drops below 50% for the first time, John I's squad will take -30% more damage, and make all enemy and friendly squads have -10% power restoration effect (stackable), lasting till the battle ends.

Development System (Standard)

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.