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Commander
Uncommon Banner Lords Force Support

Commander — guide

Telerian League
VerdictFodder
1.5/5
Speed101HP15690Defense771Attack936
Clan Boss1
Hydra1
Chimera2
Arena1.5
Dungeons2
Hard dungeons1
Doom Tower1
Faction Wars2
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Commander

In short

Commander is an Uncommon Support champion from Banner Lords with Force affinity. His only real tool is Rapid Heal, a single-target heal for 40 % of his own HP, plus an A1 with a 15 % chance to Stun. Everything else is weak base stats and zero buffs — the site author's verdict is blunt: food, not worth investing in.

Build priority: stack HP (the heal scales off it) and Speed, then Defense.

Strengths

  • Rapid Heal restores 40 % of Commander's max HP — with a big HP pool that is a noticeable heal even for an Uncommon.
  • If the ally is healed to full, their Turn Meter is filled — occasionally clutch in a long fight.
  • Holy Flame has a 15 % chance to place a 1-turn Stun: a nice bonus, not a game plan.
  • Force affinity hits Magic hard, which helps slightly in dungeons and Faction Wars.
  • Cheap to build: few tomes and little resources to reach level 60.

Weaknesses

  • He cannot fill his own Turn Meter — no self-acceleration.
  • Weak base kit: SPD 101, DEF 771, ATK 936, HP 15,690 — survivability comes only from gear.
  • No base ACC, so the 15 % Stun can't be scaled — the debuff stays a lottery.
  • No buffs (Increase ATK, Shield, Increase DEF) and no Clan Boss value: ratings CB 1.0, Hydra 1.0, Hard 1.0, Doom Tower 1.0.

Where to use

Best areas are dungeons (2.0) and Faction Wars (2.0), where he patches a healing hole early on. Chimera (2.0) is tolerable at best. Arena (1.5) only in your first days. Clan Boss, Hydra, Hard mode and Doom Tower (1.0 each) — skip him entirely.

Stats and gear

Priority: HP → SPD → DEF. Targets at level 60: HP 35,000–45,000, SPD 170–200, DEF 1500+. ACC, C.RATE and C.DMG are pointless — he deals no damage. The author gives no fixed set list, so use any HP/Speed sets: Speed, Life, Immortal, Defense. The point is a large HP pool so the heal actually matters.

Masteries and blessings

PVE only (dungeons, Clan Boss, Doom Tower, Faction Wars): Support + Defense trees. Key picks are Lay on Hands (stronger heals) and Cycle of Magic (chance to cut a skill cooldown); in Defense take Tough Skin and Blastproof for survivability. The author does not recommend PVP masteries. Don't spend blessings — he is food; at most slot a cheap defensive one.

Tombs

Don't spend tomes. If you do play him, book Rapid Heal first — cutting its 5-turn cooldown is the only real upgrade he gets. Booking Holy Flame is pointless: only damage grows, the Stun chance stays at 15 %.

Verdict

Food. He can serve as an early-days healer in dungeons and Faction Wars, then straight into the feeder pile.

Skills

Holy Flame

Formula: 3.1*ATK
Attacks an enemy. Has a 15% chance of placing a Stun debuff for 1 turn.

Quick Heal

Heals the ally with the lowest HP by 40% of their HP. If the ally is fully healed, fills their Turn Meter. This skill cannot fill your own Turn Meter.
Cooldown: 5

PVE Masteries = Commander: masteries for Dungeons, Clan Boss, Doom Tower, Faction Wars

General


PVP Masteries = Commander: masteries for Arena (1v1, 3v3)

This champion is not recommended for PVP

Where to get

Mystery Shardchance for these champions
Ancient Shardmain source
Events and fusionsstay tuned

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Video - Guide