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Alberich

SP • Footmens Support Commander • Back or/and Middle Row

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Special Mechanics Alert

Synergizes with multi-cast Footmen skill heroes (Ashoka, Nevsky, Zhao Yun) to proc Treasure Holder's undispellable Faltering.

Commander's Tactical Evaluation

Reviewed by Don
“Alberich is an Exclusive paid Footmen cooldown-accelerator and skill-damage amplifier. His Skill 5 (Hill Splitter) fires a 180% hit 4 times consecutively (1-round cooldown); if all surviving enemy squads are hit, it shortens all friendly squads' skill cooldowns by 1 round and increases enemy skill damage taken by +30% (stackable up to 2 layers). Every 5 combat skills cast by friendly Footmen, Skill 8 (Treasure Holder) inflicts undispellable Faltering on 2 enemy squads (causing them to take 180% bonus skill damage per hit, stacking up to 5 layers), while Skill 2 (Mithril Armor) cuts his damage taken by -50% in rounds 1–3 and grants 50% Lifesteal in round 4.”

Deployment Summary: Alberich is a Support commander introduced in SP (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

Lead a squad of troop; Dictator +90%

Skill 2 — Primary Combat Skill
Type: Status Range: 2 Targets: 1

[Mithril Armor] Alberich's damage taken and healing effect are both reduced by 50% in the first 3 rounds, and gains a 50% " Life Steal " effect in round 4.

Skill 3 — Squad Attribute Boost
Type: Passive

Might +30%

Skill 4 — Troop Training Boost
Type: Passive

Resist +30%

Skill 5 — Signature Combat Skill
Type: Combat Range: 5 Targets: 1

[Hill Splitter] Each round, 100% chance to deal 180% damage to 1 random enemy squad(s). The skill will be cast 4 times, followed by a 1 -round cooldown. If the skill hits all surviving enemy squads, immediately shortens the cooldown of all friendly squads by 1 rounds and makes all enemy squads take 30% more Skill Damage, stackable for up to 2 layers, lasting 2 rounds.

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: 5 Targets: 2

[Treasure Holder] For every 5 combat skills cast by friendly Footmen squads, 100% chance to put 2 random enemy squad(s) into the " Faltering " status (cannot be dispelled). Each time taking damage, takes an additional 180% Skill Damage, stackable for up to 5 layers, lasting till the battle ends.

Skill 1 — Command (Passive) Passive

Lead a squad of troop; Dictator +90%

Skill 2 — Primary Combat Skill Status • Range: 2 • Targets: 1

[Mithril Armor] Alberich's damage taken and healing effect are both reduced by 50% in the first 3 rounds, and gains a 50% " Life Steal " effect in round 4.

Skill 3 — Squad Attribute Boost Passive

Might +30%

Skill 4 — Troop Training Boost Passive

Resist +30%

Skill 5 — Signature Combat Skill Combat • Range: 5 • Targets: 1

[Hill Splitter] Each round, 100% chance to deal 180% damage to 1 random enemy squad(s). The skill will be cast 4 times, followed by a 1 -round cooldown. If the skill hits all surviving enemy squads, immediately shortens the cooldown of all friendly squads by 1 rounds and makes all enemy squads take 30% more Skill Damage, stackable for up to 2 layers, lasting 2 rounds.

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: 5 • Targets: 2

[Treasure Holder] For every 5 combat skills cast by friendly Footmen squads, 100% chance to put 2 random enemy squad(s) into the " Faltering " status (cannot be dispelled). Each time taking damage, takes an additional 180% Skill Damage, stackable for up to 5 layers, lasting till the battle ends.

Core Combat Kit Side-by-Side (Skills 2, 5 & 8)
Skill 2 R:2 • T:1
Status

[Mithril Armor] Alberich's damage taken and healing effect are both reduced by 50% in the first 3 rounds, and gains a 50% " Life Steal " effect in round 4.

Skill 5 R:5 • T:1
Combat

[Hill Splitter] Each round, 100% chance to deal 180% damage to 1 random enemy squad(s). The skill will be cast 4 times, followed by a 1 -round cooldown. If the skill hits all surviving enemy squads, immediately shortens the cooldown of all friendly squads by 1 rounds and makes all enemy squads take 30% more Skill Damage, stackable for up to 2 layers, lasting 2 rounds.

Skill 8 R:5 • T:2
Pre-Battle

[Treasure Holder] For every 5 combat skills cast by friendly Footmen squads, 100% chance to put 2 random enemy squad(s) into the " Faltering " status (cannot be dispelled). Each time taking damage, takes an additional 180% Skill Damage, stackable for up to 5 layers, lasting till the battle ends.

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 (Paid)

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