L96.APP ROE Rise of Empires Tactical Hub
⚔️ L96 Community Database

Inquisitor

S2 • Archers Ranged Commander • Middle or/and Front Row

Commander's Tactical Evaluation

Reviewed by Don
“Inquisitor is a middle- or front-row archer hero who bridges early archer damage and crowd control. His Skill 5 boosts archer damage by 50% for the first 3 turns, while his Skill 2 disarms all enemy squads for 2 turns. When paired with a hero who applies Flammable or Ignite (such as Witch Hunter or Hunk), his Skill 8 gains a 50% chance to suppress 2 enemy squads for 2 turns.”

Deployment Summary: Inquisitor is a Ranged commander introduced in S2 (rated High Tier). Commands Archers in the Middle row (with secondary flexibility in the Front 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: 4 Targets: 3

1 turn prep, 30% chance to attack all squad for 246% damage within the range and give the disarm status to the enemy squad, enemy unable to perform a normal attack, last for 2 turn.

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: 4 Targets: 3

For the first 3 turns, increase damage caused from archers by 50% to all enemy squads.

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: Combat Range: 4 Targets: 2

35% chance to deal 315% damage to 2 random squads within the range, If the target is in Flammable status, there is 50% chance put it into Suppress states, unable to take actions for 2 turns.

Skill 1 — Command (Passive) Passive

23,100 bonus marching capacity for hero’s squad

Skill 2 — Primary Combat Skill Combat • Range: 4 • Targets: 3

1 turn prep, 30% chance to attack all squad for 246% damage within the range and give the disarm status to the enemy squad, enemy unable to perform a normal attack, last for 2 turn.

Skill 3 — Squad Attribute Boost Passive

Resistance +50%

Skill 4 — Troop Training Boost Passive

Might +50%

Skill 5 — Signature Combat Skill Pre-Battle • Range: 4 • Targets: 3

For the first 3 turns, increase damage caused from archers by 50% to all enemy squads.

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 Combat • Range: 4 • Targets: 2

35% chance to deal 315% damage to 2 random squads within the range, If the target is in Flammable status, there is 50% chance put it into Suppress states, unable to take actions for 2 turns.

Core Combat Kit Side-by-Side (Skills 2, 5 & 8)
Skill 2 R:4 • T:3
Combat

1 turn prep, 30% chance to attack all squad for 246% damage within the range and give the disarm status to the enemy squad, enemy unable to perform a normal attack, last for 2 turn.

Skill 5 R:4 • T:3
Pre-Battle

For the first 3 turns, increase damage caused from archers by 50% to all enemy squads.

Skill 8 R:4 • T:2
Combat

35% chance to deal 315% damage to 2 random squads within the range, If the target is in Flammable status, there is 50% chance put it into Suppress states, unable to take actions for 2 turns.

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.