
Tyronn
Cripple
Enemy damage taken +25%
An offensive option that increases the damage enemies receive.
Lands of Jail · Server #364
Choose your support hero, put them first, and coordinate with your leader.
This guide is for members sending support. Each card is an alternative first hero, not a complete three-hero formation.
This catalog covers all first-skill options in the available client data. Some heroes may not be released on your server yet.
Values below show the first War Skill at level 5. Lower skill levels give different values. These are options, not a strongest-to-weakest ranking.
All support options
A hero is not limited to attack or defense by their label. In a troop battle, both damage and survival matter. Choose the missing effect for your leader’s formation and the enemy.
Use these to increase output or break the enemy front line. On defense, they can help eliminate attackers before your line collapses.

Cripple
Enemy damage taken +25%
An offensive option that increases the damage enemies receive.

Crush Defense
Allied damage +25%
A straightforward damage support option.

Insight
Allied damage +25%
An accessible damage support alternative.

Precision Strike
Allied damage +25%
Another damage support option if available.

Stunning Act
Allied attack +25%
An attack support option when requested by the leader.

Strategic Insight
Allied attack +25%
An accessible attack support alternative.

Sprint Signal
Increases all allied troops' ATK by 25%.
Another attack support option, alongside Vivian and Lofili.

Harsh Rule
Increases Troops ATK by 14% and Lethality by 12%.
Combined attack and lethality; compare the two effects with a single-stat support option.

Curse
Enemy defense −20%
A defense reduction option against enemy troops.

Rust Erosion
Enemy health −20%
A health reduction option against enemy troops.

Sweet Smile
Reduces all enemy troops' DEF by 10% and HP by 15%.
Reduces both enemy defense and health; compare against Whisper or Sawyer for your target.

Mountain Cleaver
Allied lethality +25%
A lethality support option for troop battles.

Hawkeye
Increases all allied troops' Lethality by 25%.
A lethality option for troop battles; compare with Xuanming and the requested support effect.

Sharpshooter
Increases all allied troops' Lethality by 25%.
A lethality option for troop battles; compare with Xuanming and the requested support effect.
Use these when losses or an early front-line collapse limit your rally. Mireya, Platos and Vesaryon are also strategic attack options.

Stealth Cloak
Enemy attack −20%
An option that reduces the enemy attack stat.

Armored Intimidation
Enemy damage dealt −20%
An option that reduces enemy damage output.

Adaptability
Allied damage taken −20%
An option that reduces incoming damage.

Emergency Construction
Allied health +25%
A health support option for holding the line.

Robust Build
Allied health +25%
An accessible alternative for health support.

Solid Defense
Allied defense +25%
A defense support option against enemy troops.

Sturdy Shield
Allied defense +25%
An accessible alternative for defense support.

Iron Prison Encirclement
Increases all allied Troops DEF by 14%, HP by 12%.
Known on this site as Sumo Tyrant. Combined defense and health for surviving troop battles.

Photon Shield
Reduces Troops Lethality by 20%.
Reduces enemy lethality to help your front line survive; useful in an attack that is losing troops too quickly as well.

Gene Activity
Grants a(n) 20% chance to revive soldiers lost during that round at the end of the round.
A chance-based recovery option where soldiers are lost. Check the actual battle report; do not treat it as permanent health.
Colossal Behemoth
Increases Shieldbearer HP by 30%.
For shieldbearer survivability specifically. Not a health bonus for all three troop types.
Choose these for a matching formation and battle duration. Check each condition; their bonuses are not always active.

Adaptive Transformation
If the initial enemy Troops Power exceeds ours, all allied troops' HP increases by 25%. Otherwise, all allied troops' Lethality increases by 30%.
Use health to survive a stronger opening army, or lethality when your initial troop power is at least equal. The two bonuses do not activate together.

Darkness Blade
All our troops have a 50% chance to increase the enemy's DMG taken by 50% when attacking.
A chance-based damage amplifier. Compare repeated reports; 50% chance is not a permanent 50% bonus.

Cycle Protection
When the round number is a multiple of 4, reduce the DMG taken by all our troops by 80% for that round.
For surviving every fourth round in longer battles. No reduction from this skill in other rounds.

Weakness Detection
All our troops have a chance of 25% to launch a Crit while performing basic attacks.
For basic-attack-focused formations. This first skill grants critical chance, not an extra basic attack.

Charged Barrage
When the round number is a multiple of 3, our Shooters launch an extra tactical attack at the end of the round, dealing 110% tactical DMG to the target.
For shooter formations that reach the third-round trigger. Not an unconditional bonus to every troop.

Monster Intimidation
When the round number is a multiple of 2, reduce the DMG taken from basic attacks for all our troops by 50% during that round.
For incoming basic attacks on even rounds. It does not reduce all tactical damage.

Stealth Assault
For each Bomber attack, the target's Tactical DMG taken is increased by 50% for 1 round.
For bomber attacks supporting tactical-damage follow-up. Check the one-round timing. Value uses Attr because ShowAttr is absent.

Iron Body
Reduces Shieldbearers’ DMG taken by 20%, Shooters’ DMG taken by 30%.
For protecting shieldbearers and shooters specifically; not a universal bomber protection bonus.

Natural Hymn
On odd-numbered rounds, reduces Shieldbearers Tactical DMG taken by 60%; on even-numbered rounds, reduces Shieldbearers Basic Attack DMG taken by 40%.
For shieldbearer-heavy formations; the protected damage type changes each round.

Calamity Inferno
Every 3 rounds, allied Bombers deal Tactical DMG equal to ATK*150%.
For bomber formations and battles lasting long enough for the three-round trigger.

Charged Launch
Increases all allied troops' Basic Attack DMG by 25%.
For formations relying on basic-attack damage rather than tactical damage.
Funk Wave
Increases all allied troops' Basic Attack DMG by 25%.
For formations relying on basic-attack damage rather than tactical damage.
Flaw Detection
Increases DMG taken by enemy troops from Shooters by 25%.
For shooter-focused damage. Compare with general damage support in your formation.
Future Computation
Increases DMG dealt by Shooters by 25% and an additional 10% when hunting monsters.
For shooter-heavy formations. The additional monster bonus requires a qualifying target; Cage eligibility needs checking.
Dreadstrike
All our troops have a(n) 20% chance to stun the enemy when attacking, lasting for 1 round.
A control candidate only if the target accepts stun. Boss immunity can make it ineffective.
All support options
A hero is not limited to attack or defense by their label. In a troop battle, both damage and survival matter. Choose the missing effect for your leader’s formation and the enemy.
Use these when losses or an early front-line collapse limit your rally. Mireya, Platos and Vesaryon are also strategic attack options.

Stealth Cloak
Enemy attack −20%
An option that reduces the enemy attack stat.

Armored Intimidation
Enemy damage dealt −20%
An option that reduces enemy damage output.

Adaptability
Allied damage taken −20%
An option that reduces incoming damage.

Emergency Construction
Allied health +25%
A health support option for holding the line.

Robust Build
Allied health +25%
An accessible alternative for health support.

Solid Defense
Allied defense +25%
A defense support option against enemy troops.

Sturdy Shield
Allied defense +25%
An accessible alternative for defense support.

Iron Prison Encirclement
Increases all allied Troops DEF by 14%, HP by 12%.
Known on this site as Sumo Tyrant. Combined defense and health for surviving troop battles.

Photon Shield
Reduces Troops Lethality by 20%.
Reduces enemy lethality to help your front line survive; useful in an attack that is losing troops too quickly as well.

Gene Activity
Grants a(n) 20% chance to revive soldiers lost during that round at the end of the round.
A chance-based recovery option where soldiers are lost. Check the actual battle report; do not treat it as permanent health.
Colossal Behemoth
Increases Shieldbearer HP by 30%.
For shieldbearer survivability specifically. Not a health bonus for all three troop types.
Use these to increase output or break the enemy front line. On defense, they can help eliminate attackers before your line collapses.

Cripple
Enemy damage taken +25%
An offensive option that increases the damage enemies receive.

Crush Defense
Allied damage +25%
A straightforward damage support option.

Insight
Allied damage +25%
An accessible damage support alternative.

Precision Strike
Allied damage +25%
Another damage support option if available.

Stunning Act
Allied attack +25%
An attack support option when requested by the leader.

Strategic Insight
Allied attack +25%
An accessible attack support alternative.

Sprint Signal
Increases all allied troops' ATK by 25%.
Another attack support option, alongside Vivian and Lofili.

Harsh Rule
Increases Troops ATK by 14% and Lethality by 12%.
Combined attack and lethality; compare the two effects with a single-stat support option.

Curse
Enemy defense −20%
A defense reduction option against enemy troops.

Rust Erosion
Enemy health −20%
A health reduction option against enemy troops.

Sweet Smile
Reduces all enemy troops' DEF by 10% and HP by 15%.
Reduces both enemy defense and health; compare against Whisper or Sawyer for your target.

Mountain Cleaver
Allied lethality +25%
A lethality support option for troop battles.

Hawkeye
Increases all allied troops' Lethality by 25%.
A lethality option for troop battles; compare with Xuanming and the requested support effect.

Sharpshooter
Increases all allied troops' Lethality by 25%.
A lethality option for troop battles; compare with Xuanming and the requested support effect.
Choose these for a matching formation and battle duration. Check each condition; their bonuses are not always active.

Adaptive Transformation
If the initial enemy Troops Power exceeds ours, all allied troops' HP increases by 25%. Otherwise, all allied troops' Lethality increases by 30%.
Use health to survive a stronger opening army, or lethality when your initial troop power is at least equal. The two bonuses do not activate together.

Darkness Blade
All our troops have a 50% chance to increase the enemy's DMG taken by 50% when attacking.
A chance-based damage amplifier. Compare repeated reports; 50% chance is not a permanent 50% bonus.

Cycle Protection
When the round number is a multiple of 4, reduce the DMG taken by all our troops by 80% for that round.
For surviving every fourth round in longer battles. No reduction from this skill in other rounds.

Weakness Detection
All our troops have a chance of 25% to launch a Crit while performing basic attacks.
For basic-attack-focused formations. This first skill grants critical chance, not an extra basic attack.

Charged Barrage
When the round number is a multiple of 3, our Shooters launch an extra tactical attack at the end of the round, dealing 110% tactical DMG to the target.
For shooter formations that reach the third-round trigger. Not an unconditional bonus to every troop.

Monster Intimidation
When the round number is a multiple of 2, reduce the DMG taken from basic attacks for all our troops by 50% during that round.
For incoming basic attacks on even rounds. It does not reduce all tactical damage.

Stealth Assault
For each Bomber attack, the target's Tactical DMG taken is increased by 50% for 1 round.
For bomber attacks supporting tactical-damage follow-up. Check the one-round timing. Value uses Attr because ShowAttr is absent.

Iron Body
Reduces Shieldbearers’ DMG taken by 20%, Shooters’ DMG taken by 30%.
For protecting shieldbearers and shooters specifically; not a universal bomber protection bonus.

Natural Hymn
On odd-numbered rounds, reduces Shieldbearers Tactical DMG taken by 60%; on even-numbered rounds, reduces Shieldbearers Basic Attack DMG taken by 40%.
For shieldbearer-heavy formations; the protected damage type changes each round.

Calamity Inferno
Every 3 rounds, allied Bombers deal Tactical DMG equal to ATK*150%.
For bomber formations and battles lasting long enough for the three-round trigger.

Charged Launch
Increases all allied troops' Basic Attack DMG by 25%.
For formations relying on basic-attack damage rather than tactical damage.
Funk Wave
Increases all allied troops' Basic Attack DMG by 25%.
For formations relying on basic-attack damage rather than tactical damage.
Flaw Detection
Increases DMG taken by enemy troops from Shooters by 25%.
For shooter-focused damage. Compare with general damage support in your formation.
Future Computation
Increases DMG dealt by Shooters by 25% and an additional 10% when hunting monsters.
For shooter-heavy formations. The additional monster bonus requires a qualifying target; Cage eligibility needs checking.
Dreadstrike
All our troops have a(n) 20% chance to stun the enemy when attacking, lasting for 1 round.
A control candidate only if the target accepts stun. Boss immunity can make it ineffective.
This is reinforcement/rally assistance advice. City-gate hero placement and the defending leader’s full formation are separate decisions.
All support options
Start with damage or attack support. The remaining cards show conditional candidates, effects needing Cage confirmation, and low-priority choices. A client skill description alone does not prove boss eligibility.
Coordinate the requested effect and selected assistance list. These are alternatives, not a requirement to send all of them together.

Cripple
Enemy damage taken +25%
An offensive option that increases the damage enemies receive.

Crush Defense
Allied damage +25%
A straightforward damage support option.

Insight
Allied damage +25%
An accessible damage support alternative.

Precision Strike
Allied damage +25%
Another damage support option if available.

Tacit Strike
DMG increased by 30% when attacking Wild Monster during Expedition (also effective against enemies in Turmoil Surge event).
A first-priority damage support option for Cage. Put Flameborne first and check the selected assistance list.

Stunning Act
Allied attack +25%
An attack support option when requested by the leader.

Strategic Insight
Allied attack +25%
An accessible attack support alternative.

Sprint Signal
Increases all allied troops' ATK by 25%.
Another attack support option, alongside Vivian and Lofili.

Harsh Rule
Increases Troops ATK by 14% and Lethality by 12%.
Combined attack and lethality; compare the two effects with a single-stat support option.
Xuanming, Ekko and Devilian can be considered after the damage and attack options above. Coordinate the choice with your rally leader.

Mountain Cleaver
Allied lethality +25%
A lower-priority Cage alternative. Prefer the requested damage or attack support first.

Hawkeye
Increases all allied troops' Lethality by 25%.
A lower-priority Cage alternative. Prefer the requested damage or attack support first.

Sharpshooter
Increases all allied troops' Lethality by 25%.
A lower-priority Cage alternative. Prefer the requested damage or attack support first.
Chance, troop type and round triggers still apply. Compare repeated Cage reports before treating these as improvements.

Darkness Blade
All our troops have a 50% chance to increase the enemy's DMG taken by 50% when attacking.
A chance-based damage amplifier. Compare repeated reports; 50% chance is not a permanent 50% bonus.

Weakness Detection
All our troops have a chance of 25% to launch a Crit while performing basic attacks.
For basic-attack-focused formations. This first skill grants critical chance, not an extra basic attack.

Charged Barrage
When the round number is a multiple of 3, our Shooters launch an extra tactical attack at the end of the round, dealing 110% tactical DMG to the target.
For shooter formations that reach the third-round trigger. Not an unconditional bonus to every troop.

Stealth Assault
For each Bomber attack, the target's Tactical DMG taken is increased by 50% for 1 round.
For bomber attacks supporting tactical-damage follow-up. Check the one-round timing. Value uses Attr because ShowAttr is absent.

Calamity Inferno
Every 3 rounds, allied Bombers deal Tactical DMG equal to ATK*150%.
For bomber formations and battles lasting long enough for the three-round trigger.

Charged Launch
Increases all allied troops' Basic Attack DMG by 25%.
For formations relying on basic-attack damage rather than tactical damage.
Funk Wave
Increases all allied troops' Basic Attack DMG by 25%.
For formations relying on basic-attack damage rather than tactical damage.
Flaw Detection
Increases DMG taken by enemy troops from Shooters by 25%.
For shooter-focused damage. Compare with general damage support in your formation.
Future Computation
Increases DMG dealt by Shooters by 25% and an additional 10% when hunting monsters.
For shooter-heavy formations. The additional monster bonus requires a qualifying target; Cage eligibility needs checking.
Defense/health reduction, lethality, power comparisons, stun and monster restrictions need event-specific evidence. These cards are not confirmed Cage recommendations. For Lanchester, the power condition may select health instead of lethality.

Curse
Enemy defense −20%
A defense reduction option against enemy troops.

Rust Erosion
Enemy health −20%
A health reduction option against enemy troops.

Sweet Smile
Reduces all enemy troops' DEF by 10% and HP by 15%.
Reduces both enemy defense and health; compare against Whisper or Sawyer for your target.

Adaptive Transformation
If the initial enemy Troops Power exceeds ours, all allied troops' HP increases by 25%. Otherwise, all allied troops' Lethality increases by 30%.
Use health to survive a stronger opening army, or lethality when your initial troop power is at least equal. The two bonuses do not activate together.
Dreadstrike
All our troops have a(n) 20% chance to stun the enemy when attacking, lasting for 1 round.
A control candidate only if the target accepts stun. Boss immunity can make it ineffective.
The client help describes up to four assistance skills, taken from members’ first heroes’ first War Skills. Higher skill levels take priority; equal levels use combat queue order. The rally leader or an alliance admin can adjust that queue. Check the current in-game list.
Skill values come from the extracted client definitions (hero.lua, slg_skill.lua, herotext_en_US.lua; ShowAttr, level 5). They describe displayed effects, not independently measured server damage. Turkish skill names here are explanatory translations.
The client also describes reduced effects for overlapping assistance skills, but does not fully define overlap. This guide does not calculate stacking or promise a fixed damage increase.
Cage field observations · LOJ X Lab · Vivian skill reference · LOJ X Lab
Community observations are not controlled server tests. Last reviewed: 11 November 2026.