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Julian

Sx25 • Any Support Commander • Middle or/and Back Row

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Special Mechanics Alert

Dual-troop support for Footmen and Archers; grants guaranteed 100% per-round Combo to 2 squads when leading Archers.

Commander's Tactical Evaluation

Reviewed by Don
“Julian is an Sx25 dual-troop (Footmen & Archers) mitigation and Combo support. Like Olive, his Skill 2 (Battle Master) grants +35% troop counter advantage and -35% counter disadvantage (vs Footmen/Cavalry when leading Footmen, or vs Footmen/Archers when leading Archers). Skill 5 (Battle Ender) halves all damage dealt in round 1 (-50%, decaying by half each round) and from round 3 onward has a 40% chance each round to cut all enemies' physical damage and skill damage by -35%. Skill 8 (Oath of Dominion) triggers every round (100% chance): granting -20% crit damage taken to 2 squads (Footmen) or granting Combo status to Julian and 1 random ally (Archers).”

Deployment Summary: Julian is a Support commander introduced in Sx25 (rated High Tier). Commands Any in the Middle row (with secondary flexibility in the Back 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

[Battle Master] Triggers different effects when Julian takes different unit types in battles. Footman: +35% countering effect against Footmen and Cavalry. -35% countering effect from them. Archer: +35% countering effect against Footmen and Archers. -35% countering effect from them.

Skill 3 — Squad Attribute Boost
Type: Passive

Might +30%

Skill 4 — Troop Training Boost
Type: Passive

Resist +30%

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

[Battle Ender] At the start of the battle, damage dealt by both friendly and enemy squads is reduced by 50%. This effect decreases by 1/2 each round. Starting round 3, the system determines each round whether to apply the following effects: 40% chance to reduce the Physical Damage dealt by all enemy squads by 35%, with a 40% chance to reduce the Skill Damage dealt by all enemy squads by 35%.

Skill 6 — Awakening Boost
Type: Passive

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

Skill 7 — Mastery Boost
Type: Passive

Might +25%; Resist +25%

Skill 8 — Ultimate Combat Skill
Type: Pre-Battle Range: 2 Targets: 1

[Oath of Dominion] Different effects are triggered when Julian takes different unit types in battles. Footman: Each round, 100% chance to reduce Fatal Blow and Destructive Strike damage taken by the hero's squad and 1 random friendly squad(s) by 20%. Archer: Each round, 100% chance to grant a Combo effect to the hero's squad and 1 random friendly squad(s).

Skill 1 — Command (Passive) Passive

Lead a squad of troop; Dictator +90%

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

[Battle Master] Triggers different effects when Julian takes different unit types in battles. Footman: +35% countering effect against Footmen and Cavalry. -35% countering effect from them. Archer: +35% countering effect against Footmen and Archers. -35% countering effect from them.

Skill 3 — Squad Attribute Boost Passive

Might +30%

Skill 4 — Troop Training Boost Passive

Resist +30%

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

[Battle Ender] At the start of the battle, damage dealt by both friendly and enemy squads is reduced by 50%. This effect decreases by 1/2 each round. Starting round 3, the system determines each round whether to apply the following effects: 40% chance to reduce the Physical Damage dealt by all enemy squads by 35%, with a 40% chance to reduce the Skill Damage dealt by all enemy squads by 35%.

Skill 6 — Awakening Boost Passive

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

Skill 7 — Mastery Boost Passive

Might +25%; Resist +25%

Skill 8 — Ultimate Combat Skill Pre-Battle • Range: 2 • Targets: 1

[Oath of Dominion] Different effects are triggered when Julian takes different unit types in battles. Footman: Each round, 100% chance to reduce Fatal Blow and Destructive Strike damage taken by the hero's squad and 1 random friendly squad(s) by 20%. Archer: Each round, 100% chance to grant a Combo effect to the hero's squad and 1 random friendly squad(s).

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

[Battle Master] Triggers different effects when Julian takes different unit types in battles. Footman: +35% countering effect against Footmen and Cavalry. -35% countering effect from them. Archer: +35% countering effect against Footmen and Archers. -35% countering effect from them.

Skill 5 R:5 • T:3
Pre-Battle

[Battle Ender] At the start of the battle, damage dealt by both friendly and enemy squads is reduced by 50%. This effect decreases by 1/2 each round. Starting round 3, the system determines each round whether to apply the following effects: 40% chance to reduce the Physical Damage dealt by all enemy squads by 35%, with a 40% chance to reduce the Skill Damage dealt by all enemy squads by 35%.

Skill 8 R:2 • T:1
Pre-Battle

[Oath of Dominion] Different effects are triggered when Julian takes different unit types in battles. Footman: Each round, 100% chance to reduce Fatal Blow and Destructive Strike damage taken by the hero's squad and 1 random friendly squad(s) by 20%. Archer: Each round, 100% chance to grant a Combo effect to the hero's squad and 1 random friendly squad(s).

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.