Commander Attributes |
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Every Commander has 4 Basic Attributes (Numbers) and 8 Expertise Attributes (Letter Grades). When you recruit a commander at the Command Center - assuming you aren't as lucky as Fatkidhatchets and get a named one - the common commander you receive will have completely randomized attributes. Named commanders have set Expertise Attributes, but the Basic Attributes can be changed with the use of a Reseting Card.
Let's take a look at a commander and explain what the different attributes are and what they affect.

Above is my 4-Star Jerome. Luckily, his Basic Attributes are fairly well distributed. However occasionally you will have a commander whose attributes heavily favor one or two factors, and completely neglect the others. If you end up in a situation like this and have (or obtain) a Reseting Card, the + button next to the Experience Bar is how you would re-jumble them.
| Basic Attributes |
| Accuracy | This attribute directly affects the amount of damage fleets under this commander deal. |
| Speed | This affects the order each fleet attacks in a round, the higher the speed, the more likely this fleet will attack first. It also provides a chance the fleet will attack twice in one round. |
| Dodge | Reduces the amount of damage a fleet takes per attack, and provides the chance to dodge all damage completely. |
| Electron | Increases critical strike percentage and critical strike damage. |
It is worth mentioning also that named commanders have a trigger for their special abilities, attached to one of those four Basic Attributes. Look to see what your commander's trigger is and be sure to increase it.
Expertise Attributes
Expertises affect weapons and hulls differently. According to the chart below. It is incredibly important to pay attention to these grades, as putting the wrong ships with the wrong commander can be extremely detrimental.
| Level | Weapons | Hulls |
| S | 30% Increase to Entire Corps Attack Power | 10% Decrease to Damage Received and 10% Increase to Damage Dealt |
| A | 10% Increased Attack Power | 5% Decrease to Damage Received and 5% Increase to Damage Dealt |
| B | No Change | No Change |
| C | 10% Decreased Attack Power | 5% Increase to Damage Received and 5% Decrease to Damage Dealt |
| D | 30% Decreased Attack Power | 10% Increase to Damage Received and 10% Decrease to Damage Dealt |
So ideally, with the commander above, I would want to use Directional weapons and any hull type. However, if you look at the chart above, equipping this commander with Planetary weapons would be a poor choice, due to the 30% decrease in attack power.
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Effective Stacks |
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Effective Stack Sizes are explained in greater detail in the Fleet Guide. Named commanders are able to handle higher stack sizes the more they are merged and levelled up. The type of the name commander (Skill, Super or Legendary) also greatly affects stack sizes. Below is a table illustrating these changes.
Common Commanders effective stack sizes are stagnant at 1100 Frigates, 1000 Cruisers, and 900 Battleships.
| . | Skill Commanders | Super Commanders | Legendary Commanders |
| Stars | Frigates | Cruisers | Battleships | Frigates | Cruisers | Battleships | Frigates | Cruisers | Battleships |
| 1 | 1124 | 1022 | 920 | 1126 | 1023 | 921 | 1127 | 1024 | 922 |
| 2 | 1174 | 1068 | 961 | 1178 | 1071 | 964 | 1182 | 1074 | 967 |
| 3 | 1253 | 1139 | 1025 | 1260 | 1146 | 1031 | 1268 | 1153 | 1038 |
| 4 | 1364 | 1240 | 1116 | 1377 | 1252 | 1127 | 1392 | 1265 | 1139 |
| 5 | 1516 | 1378 | 1240 | 1537 | 1398 | 1258 | 1562 | 1420 | 1278 |
| 6 | 1718 | 1562 | 1405 | 1750 | 1593 | 1433 | 1790 | 1628 | 1465 |
| 7 | 1985 | 1804 | 1624 | 2037 | 1852 | 1667 | 2096 | 1905 | 1715 |
| 8 | 2338 | 2115 | 1913 | 2416 | 2197 | 1977 | 2505 | 2277 | 2049 |
| 9 | 2805 | 2550 | 2295 | 2922 | 2656 | 2391 | 3000 | 2777 | 2499 |
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Commander Card Merging |
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While having a named commander is awesome, having a multi-star named commander is far better. A 1-Star commander will gain 1-2 points to its stats every time it levels up, while a 5-Star gains 9-10 each level. So while the difference between a level 1 1-Star and level 1 5-Star is pretty small, the difference between level 20's is enormous.
First of all, if your goal is to create a higher level commander, I highly suggest not removing your commander from card form when you get your first one. In order to merge, you will have to put it back into card form using a Sealing Card - which will cost you 120mp in the Web Mall. Often times, it's more cost effective to trash your commander and buy/draw a new one for far cheaper. There are two ways to merge named commanders together illustrated below.
Merging Two Commanders of the Same Name

Merging two commanders of the same name is fairly simple. Open your Compounding Center, select Card Merging, and this is the screen you will see once you draw your commander cards over. Note that the two commander cards must be the same name and the same star level. Up until you attempt to merge two level 3's together, the Success Rate will be 100%. However 3 Star and above, you will see that number start to decline. You can either use a Merge Chip (pictured above) or donate to the Corps to level up the Corps Merging Bonus to help increase your chances of a successful merge.
Merging Three Commanders of Different Names

If you cannot for the life of you get two commander cards of the same name, you can try this method. On the Compounding Center, after you are on Card Merging, at the top of the window and select 'Different'. It requires 3 cards of the same star level and card type (Skill, Super or Legendary), however they can be different names. The resulting card will be a 1 Star increase to the card you place in the center slot labeled 'Main Card'. The cards you place in the 'Sub Card' slots will be lost. As with merging two same cards, the success rate will diminish with higher levels, and you can increase this by using a Merge Chip or the Corps Merging Center Bonus.
Merging Failure
If you are a gambler and decide to merge your commanders with a less than 100% success rate, you stand the chance of failure. In the event of a merge failure, you will lose one of the cards.
For example, you attempt to merge two 3-Star commanders to make a 4-Star, you notice that the success rate is only 90% and decide to roll the dice and not use a Merge Chip. 90% of the time, you'll be relieved. But 10% of the time... Congratulations, your failed merger has left you with one 3-Star card.
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Gem Casting |
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Once you have a commander that you like, you can cast gems to it to improve its stats. Gems can be cast and removed from any commander at any time. So if later on you decide that another commander would benefit more from a certain gem, you can easily move it from one to the other. Common Commanders can also be enhanced by using gems.
Gems can be obtained from the Trading Center, the Web Mall, or by combining 4 Raw Gemstones - obtained from Daily Quests or the Daily Spin.
Gem Casting

To fix a gem to a commander, open the Compounding Center and select Gem Casting from the left. Select the commander you wish to cast a gem to and move the gem into the correct slot. In the window above, the two Emeralds have already been cast, but the Sapphire has not, make sure to click on Cast. As stated before, you can remove gems at any time without penalty. You will then see the increased stats on the bottom right of the window.
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