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King Cnut

Sx17 • Footmens Support Commander • Front or/and Middle Row

Commander's Tactical Evaluation

Reviewed by FedeSack
“King Cnut is a frontline or middle-row footman support hero who combines suppression, continuous healing, and a late-battle damage buff. His Skill 5 has a 40% chance to damage and suppress two random enemy squads for 1 round, while his Skill 8 restores troop power for two friendly squads (115% recovery rate per round) and gives them a 50% chance to be immune to Silence, Disarm, Suppression, and Confusion for 2 rounds. Starting on round 5, his Skill 2 boosts the damage of all friendly footman squads by 40%, so he ends up being a well-rounded support for durable footman formations.”

Deployment Summary: King Cnut is a Support commander introduced in Sx17 (rated Medium Tier). Commands Footmens in the Front row (with secondary flexibility in the Middle row), following an unlock priority of 6th - 8th - 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: 3 Targets: 3

Starting round 5, all your footman squads' damage increases by 40%.

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 damage to 2 random enemy squads (rate: 267%) and suppress them, making them unable to move for 1 round.

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: 3 Targets: 2

60% chance to apply the effect to 2 random squads: restores troop power each round (rate: 115%), with a 50% chance to be immune to silenced/disarmed/suppressed/confused status, lasting 2 rounds.

Skill 1 — Command (Passive) Passive

23,100 bonus marching capacity for hero’s squad

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

Starting round 5, all your footman squads' damage increases by 40%.

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 damage to 2 random enemy squads (rate: 267%) and suppress them, making them unable to move for 1 round.

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: 3 • Targets: 2

60% chance to apply the effect to 2 random squads: restores troop power each round (rate: 115%), with a 50% chance to be immune to silenced/disarmed/suppressed/confused status, lasting 2 rounds.

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

Starting round 5, all your footman squads' damage increases by 40%.

Skill 5 R:5 • T:2
Combat

40% chance to deal damage to 2 random enemy squads (rate: 267%) and suppress them, making them unable to move for 1 round.

Skill 8 R:3 • T:2
Combat

60% chance to apply the effect to 2 random squads: restores troop power each round (rate: 115%), with a 50% chance to be immune to silenced/disarmed/suppressed/confused status, lasting 2 rounds.

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.