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Total War Arena Game Guide by gamepressure.com

Total War Arena Game Guide

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Rome | Leaders in Total War: Arena Total War Arena Guide & Walkthrough

Last update: 28 February 2018

In this chapter you will find descriptions of Roman commanders. There are four of them, each with different skills and traits.

Germanicus

Germanicus. - Rome | Leaders in Total War: Arena - Leaders - Total War Arena Game Guide
Germanicus.

It is an easy starting general, you should choose him to start your adventure with Total War: ARENA. His skills are for the basic infantry with shields (Infantry). In case of these units and Germanicus you should invest in the final phase of upgrades (since Tier 5) mostly into unit's aggression.

  1. Heavy infantry charge (Tier 1)

This attack enables performing a charge during which units are attempting to ram their opponent. It might be also used for escaping the battlefield. While the skill is active, units are moving faster and they receive bonus to ramming damage. Watch out for pikemen - charging at them might be risky if they can set into a defensive formation (you will fall into their pikes instead of dealing damage). How long it is active: 3s, Cooldown: 40s.

  1. Testudo (Tier 3)

A formation that can be only used by basic infantry equipped with swords and shields. Placing the shields increases the chance for blocking ranged attack (it doesn't reduce damage), but it makes it impossible to effectively defend in melee combat and it reduces movement speed. Cooldown: 10s.

  1. Vengeance (Tier 5)

Activate it when your units are in melee combat. They will start receiving increasing damage bonus as the time passes by (starting with +50% melee damage) for as long as the battle isn't stopped (because of that, high resistance of units is important). The interruption mustn't take longer than 10 seconds. If you fail to stick to the time limitation, recharge takes 5 minutes. You can't use it if the commander is dead.

Scipio Africanus

Scipio Africanus. - Rome | Leaders in Total War: Arena - Leaders - Total War Arena Game Guide
Scipio Africanus.

It's not a good commander for the beginning. If you want to invest in him, you should first unlock units at least to tier 3 and quickly promote this commander with free experience to that tier. Early you should assign Infantry to him, then you can enjoy him as a good commander for the Cavalry.

  1. Warcry (Tier 1)

Reduces opponent's morale and defense in melee combat. This enables you to force the opponent to quickly retreat or you might use it to gain advantage in an even battle. The skill can be also used by ranged units (for example to support allies) or by cavalry. Small range is a disadvantage of the skill. How long it is active: 15s. Cooldown: 140s. By default: -10% melee defense and -15 morale. Both parameters can be increased with upgrades.

  1. Wrath of Mars (Tier 3)

A classic assault attack. Better than in case of Germanicus - it lasts 5 seconds. Thanks to that you can reach far away / escaping opponents and it is effective against cavalry. Cooldown: 45s.

  1. Oath of perseverance (Tier 5)

It's a type of formation. It enables you to reduce movement speed by 80% while also greatly increase your resistance in melee combat and slightly protects you from the charge. It also provides additional morale. Cooldown: 280s. Use only when you know you can't avoid a dangerous combat.

Julius Caesar

Julius Caesar. - Rome | Leaders in Total War: Arena - Leaders - Total War Arena Game Guide
Julius Caesar.

Caesar is a specific commander. He is the only hero who has buffs for artillery. His other skills are typical assist ones. Because of that, optional units for him are Infantry or Velites who are frequently sticking close to other squads.

  1. Veni (Tier 1)

Help yours and allied units so that they deal more damage (+20%) and repel melee attacks. It is a strong buff, but its range is short. How long it is active: 60s. Cooldown: 180s

  1. Vidi (Tier 3)

It's a skill for Heavy artillery. It enables it to slightly improve shooting parameters and movement speed of the machines, enabling them to reach the place where they set up faster. The skill has an area of effect - if you have more than one machine, you can use it first in one and then in the second machine - both groups will be impacted by it. How long it is active: 40s. Cooldown: 140s.

  1. Vici (Tier 5)

It's an interesting skill that deactivates the possibility to use skills by enemies in the range of 20m. How long it is active: 20s. Cooldown: 125s. The only problem is that you can't activate it when your units are in combat and when your commander dies.

Sulla

Sulla. - Rome | Leaders in Total War: Arena - Leaders - Total War Arena Game Guide
Sulla.

Sulla is a good but expensive leader (he costs more than 8k experience points). His armies are mostly Infantry, although thanks to the Whip he can also control Velites. You can also effectively use him with Light Artillery. When controlling Infantry try to upgrade them defensively. He has a great combat formation that sometimes can even beat phalanx. After tier 5 you should invest in Heavy Infantry.

  1. Fortify (Tier 1)

It's a combat formation focused on melee combat. The Roman infantry with shields gain 2x blocking efficiency and they are 10% better when facing enemy assaults/charges. The price is 20% reduced mobility. Cooldown: 10s.

  1. Whip (Tier 3)

It can be used on any unit type. The units increase their melee combat strength, movement speed. The price is morale. You can use this to get close to enemy units or to increase distance. The skill lasts only for 8s and has a 16s recharge time. This means you must keep attention to the units and use the whip frequently, as long as the units keep advantage in battle and not lose morale.

  1. Proscription (Tier 5)

The skill reduces aggression (attack strength) of your squad and opponents who attack it by 40 (only melee combat). Cooldown: 10s. You should use it when:

  1. You're holding position while waiting for reinforcements;
  2. You're attacked by many enemies - if they are weakened, you might defeat them.
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