
Steel Maneuver
When commanding armored units, damage dealt is increased by X%. After each attack, the unit restores HP equal to 10% of the damage dealt. While any buff is active, the armored units' critical hit chance increases by 10% and its attacks ignore 30% of the enemy’s defense. Units can move unimpeded by enemy blocking. If a target survives an attack, the unit may make one additional attack (once per turn).
📖 Description
When commanding armored units, damage dealt is increased by X%. After each attack, the unit restores HP equal to 10% of the damage dealt. While any buff is active, the armored units' critical hit chance increases by 10% and its attacks ignore 30% of the enemy’s defense. Units can move unimpeded by enemy blocking. If a target survives an attack, the unit may make one additional attack (once per turn).
A general-specific skill. "Steel Maneuver" scales up to level 5. At max level (5), the skill applies the following effect: "When commanding armored units, damage dealt is increased by 35%. After each attack, the unit restores HP equal to 10% of the damage dealt. While any buff is active, the armored units' critical hit chance increases by 10% and its attacks ignore 30% of the enemy’s defense. Units can move unimpeded by enemy blocking. If a target survives an attack, the unit may make one additional attack (once per turn).". A signature tied to a specific card, worth levelling whenever you invest in that general.
The « X » placeholder is replaced by the real value at each level (table below).
📈 Progression L1 → L5
| Lvl. | Effect | Chance | Cost | Effective description |
|---|---|---|---|---|
| 1 | 7 | 100% | 🎖 160 | When commanding armored units, damage dealt is increased by 7%. After each attack, the unit restores HP equal to 10% of the damage dealt. While any buff is active, the armored units' critical hit chance increases by 10% and its attacks ignore 30% of the enemy’s defense. Units can move unimpeded by enemy blocking. If a target survives an attack, the unit may make one additional attack (once per turn). |
| 2 | 14 | 100% | 🎖 240 | When commanding armored units, damage dealt is increased by 14%. After each attack, the unit restores HP equal to 10% of the damage dealt. While any buff is active, the armored units' critical hit chance increases by 10% and its attacks ignore 30% of the enemy’s defense. Units can move unimpeded by enemy blocking. If a target survives an attack, the unit may make one additional attack (once per turn). |
| 3 | 21 | 100% | 🎖 480 | When commanding armored units, damage dealt is increased by 21%. After each attack, the unit restores HP equal to 10% of the damage dealt. While any buff is active, the armored units' critical hit chance increases by 10% and its attacks ignore 30% of the enemy’s defense. Units can move unimpeded by enemy blocking. If a target survives an attack, the unit may make one additional attack (once per turn). |
| 4 | 28 | 100% | 🎖 640 | When commanding armored units, damage dealt is increased by 28%. After each attack, the unit restores HP equal to 10% of the damage dealt. While any buff is active, the armored units' critical hit chance increases by 10% and its attacks ignore 30% of the enemy’s defense. Units can move unimpeded by enemy blocking. If a target survives an attack, the unit may make one additional attack (once per turn). |
| 5 | 35 | 100% | 🎖 800 | When commanding armored units, damage dealt is increased by 35%. After each attack, the unit restores HP equal to 10% of the damage dealt. While any buff is active, the armored units' critical hit chance increases by 10% and its attacks ignore 30% of the enemy’s defense. Units can move unimpeded by enemy blocking. If a target survives an attack, the unit may make one additional attack (once per turn). |
