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Elk

Sx01 • Archers Ranged Commander • Middle or/and Back Row

Commander's Tactical Evaluation

Reviewed by Don
“Elk is a middle- or back-row archer ranged support hero who brings early control immunity and frontline counterattack. For the first 3 turns, her Skill 8 gives two friendly squads a 70% chance to enter Sober status (immune to Silence, Disarm, Suppression, and Confusion) along with +55% Might, while her Skill 2 puts your front-row archer squad into a 250% counterattack state. She is a solid early-SX support for archer formations that need protection against heavy crowd control in the opening rounds.”

Deployment Summary: Elk is a Ranged commander introduced in Sx01 (rated Medium Tier). Commands Archers 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

23,100 bonus marching capacity for hero’s squad

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

First 3 turns, the front row Archer squad has 70% chance to enter counterattack state, which deals 250% return damage to the source when basic attacked.

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: 3

1 turn prep, 35% chance to deal 306% damage to 3 random enemy squads within range, lower their Might, Resistance, Tactical Might, Tactical Resistance by -38%, lasting 1 turn.

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: 2 Targets: 2

The first three turns, 2 random friendly squads have 70% chance to be sober, immune to Silence, Disarm, Suppress, Confuse, and 55% increased might.

Skill 1 — Command (Passive) Passive

23,100 bonus marching capacity for hero’s squad

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

First 3 turns, the front row Archer squad has 70% chance to enter counterattack state, which deals 250% return damage to the source when basic attacked.

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: 3

1 turn prep, 35% chance to deal 306% damage to 3 random enemy squads within range, lower their Might, Resistance, Tactical Might, Tactical Resistance by -38%, lasting 1 turn.

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: 2 • Targets: 2

The first three turns, 2 random friendly squads have 70% chance to be sober, immune to Silence, Disarm, Suppress, Confuse, and 55% increased might.

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

First 3 turns, the front row Archer squad has 70% chance to enter counterattack state, which deals 250% return damage to the source when basic attacked.

Skill 5 R:5 • T:3
Combat

1 turn prep, 35% chance to deal 306% damage to 3 random enemy squads within range, lower their Might, Resistance, Tactical Might, Tactical Resistance by -38%, lasting 1 turn.

Skill 8 R:2 • T:2
Pre-Battle

The first three turns, 2 random friendly squads have 70% chance to be sober, immune to Silence, Disarm, Suppress, Confuse, and 55% increased might.

Development System (Standard)

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.