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Jerome’s leader powers in some way centers around inspiration. Jerome has to keep his soldiers inspired at all times. Inspired units have increased damage, armour (defense) and speed.
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When he enters rage though he does more damage and once upgraded gains health from attacks and can even buff his allies while raging.Ĭommander Jerome is heavily focused on inspiring units. As a hero unit on the field he is really fast, probably the fastest unit in the game and does great melee damage. You will be dropping mines so frequently, firing plasma bolts and buffing your troops more frequently for complete destruction. So imagine upgrading that as well to reduce cooldown even more. Power surge reduces the cost and cooldown time of all your leader abilities.
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Combine this with Power surge and the match is pretty much as good as won. Rage of conduit can be upgraded to make the buff stronger and last longer. So if you use plasma bolt to hit some enemies and your army is near the point of contact then they are instantly buffed. This is because it causes any units or buildings near to heal and get a brief boost to damage and speed when near a leader power. What is most dangerous about his leader powers is Conduit of rage. A mine is still a mine at the end of the day. The Arbiter also has stasis mines which function like regular but also slow down units that trigger them. Use this to survive an eradication power from Atriox or keep your army alive until your team mates can show up etc. If you use stasis on your own units then they can’t move or attack either but also become invincible. Time to escape or time to attack turrets first or destroy a base and they have no choice but to watch. Basically if you use stasis on enemies their units can’t move or attack but cannot be harmed.
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He has regular stasis and also mass stasis which is just stasis but on a larger scale. The Arbiter is definitely more focused on his stasis leader powers.
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