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Witch Hunter

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

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Commander's Tactical Evaluation

Reviewed by Don
“Witch Hunter is a backline archer ranged hero who combines early crowd control with AoE burning damage. His Skill 5 is his main highlight: for the first 3 turns, it cuts the damage of 2 enemy squads by 75% and has a 90% chance to silence them, which shuts down enemy skill casters early. Meanwhile, his Skills 2 and 8 apply Ignite across all 3 enemy squads, so he has natural synergy with Inquisitor and other fire-based archer heroes.”

Deployment Summary: Witch Hunter is a Ranged commander introduced in S2 (rated High Tier). Commands Archers 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

1 turn prep, 30% chance to attack all squad for 347% damage within the range and give the ignite status to the enemy squad, inflict 50% ignite damage, 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: 5 Targets: 2

For the first three turns, reduce 2 enemy squad damage for -75%, also have 90% chance to put the enemy to (silence) state, unable to use combat skills.

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: 5 Targets: 3

35% Chance to attack all squad for 135% damage within the range and give the ignite status to the squad, receive 142% damage, last for 2 turn.

Skill 1 — Command (Passive) Passive

23,100 bonus marching capacity for hero’s squad

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

1 turn prep, 30% chance to attack all squad for 347% damage within the range and give the ignite status to the enemy squad, inflict 50% ignite damage, 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: 5 • Targets: 2

For the first three turns, reduce 2 enemy squad damage for -75%, also have 90% chance to put the enemy to (silence) state, unable to use combat skills.

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: 5 • Targets: 3

35% Chance to attack all squad for 135% damage within the range and give the ignite status to the squad, receive 142% damage, last for 2 turn.

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

1 turn prep, 30% chance to attack all squad for 347% damage within the range and give the ignite status to the enemy squad, inflict 50% ignite damage, last for 2 turn.

Skill 5 R:5 • T:2
Pre-Battle

For the first three turns, reduce 2 enemy squad damage for -75%, also have 90% chance to put the enemy to (silence) state, unable to use combat skills.

Skill 8 R:5 • T:3
Combat

35% Chance to attack all squad for 135% damage within the range and give the ignite status to the squad, receive 142% damage, last for 2 turn.

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.