Denethor II

Denethor II

Legendary
Supp/Heal/DD
Men

Level 50 reference

Damage

9-10

Health

3069

Command

48

Attack

9

Defense

19

Focus

49

Initiative

22

From Epic to Legendary: 30 Epic, 10 Legendary

From Legendary to Mythic: 100 Legendary, 40 Mythic

Unique

Stewards Coronet

Stat 1

[Commander] HP +145

Stat 2

[Commander] Attack +4

Stat 3

[Unit] Attack +6

Stat 4

[Unit] Defense +6

Reduces damage received by this formation’s Militia, Spearman, and Guard of the Tower by 25.0%

Skills

Ally

Cooldown

Passive

When Medium Unit in 3 allied formation(s) launch normal attacks, gain Follow-Up Healing: has a 35.0% chance to recover 9.0% → 90.0% HP (effect modified by the Commander’s Focus stat).

Level 5

The chance of restoring HP increases to 50.0%.

Level 10

[Unit] HP (Man) +1.0.

Palantir Scryer

Cooldown

2 Rounds

25.0% chance to succumb to Madness for 1 round(s). Damage received by 2 allied formation(s) -1.0% → 10.0% for the next 2 instance(s) of damage (effect modified by Command stat).

Level 5

Chance to succumb to Madness decreases to 15.0%.

Level 10

Also immune to Madness.

Ruling Steward

Cooldown

Passive

Deals 15.0% → 150.0% Physical Damage to 2 enemy formation(s) once each round. Cannot initiate normal attacks.

Level 5

[Commander] Focus +3.0.

Level 10

Target's Initiative -5.0 for 1 round(s).

Mad Steward

Cooldown

Passive

Attack of 2 allied formation unit(s) +3.0 → 30.0 (effect modified by Command stat), but they have a 20.0% chance of succumbing to Madness each round. The Madness effect lasts for 1 round.

Level 5

The chance of succumbing to Madness decreases to 10.0%.

Level 10

Damage received -30.0% when affected by Madness.