Description: Debuffs and/or debilitates the enemy team.
Base Stats (Max 90)
Cost: 66 AP
Effect: Deal 400 Maim Damage and -60% Defense for 3 turns to all enemies.
Initial Cooldown: 3
Effect: All enemies get 100% Healing Reduction for 3 turns. All teammates get Focus for 3 turns.
Effect: If this specialist defends, the previous character that took an action on the current turn can take their turn again but are unable to act in the next turn.
3rd Slot Effect: When being attacked, a better chance to Impair for 3 turns.
Dale is the first 6 star Alert Command character to be added to TWD:RTS. As a Support role, Dale comes with a combination of powerful effects that tackle some of the most dominant Defense teams currently out there. Combined with his Specialist Skill, Dale can enable an Attack team to quickly and efficiently destroy enemy teams before they have a chance to make a comeback:
This Rush is unique in that it not only applies the -60% Defense for 3 turns, but the 400 Maim Damage to all enemies as well. At a 66 AR cost, this can help many attack teams in a variety of different situations. For example, if the enemy is relying on Defense boosts or Bonus HP, Maim will bypass those defenses and deal damage directly to the main health pool (as well as providing its healing cap). It can also help remove Guardian buffs from the enemy team (by having the Guardian buff absorb the Maim damage) right before using some of your heavy hitters, minimizing any chance of wasted damage.
A game changing Active Skill that provides incredible agency and kill potential. First, this active applies 100% Healing Reduction to the entire enemy team for 3 turns. As long as this is active, it makes it impossible for the enemy team to heal back any damage taken. Additionally, since Healing Reduction remains on dead enemies (for the duration), and this effect is at 100%, enemies will not be able to Revive as long as the debuff is present. This can potentially make Dale’s active apply a mini-Decapitate to the entire enemy team.
Second part of Dale’s Active Skill is providing Focus for 3 turns to all teammates. If you ever find yourself struggling against Human Shield, or perhaps want to prepare against an incoming Taunt chain, this Active Skill takes care of all of that. Since Focus allows characters to ignore Human Shield (and many other harmful effects), you are no longer at the mercy of the defense team’s major protective strategy, allowing your team to take down whichever enemy you desire.
In short, Dale’s Active Skill is a powerful counter to Revive + Human Shield team compositions (among others). You do not want to miss out on having this skill as part of your team’s roster!
Command is a great Specialist Skill for any team, but Dale now provides that much needed option to have an Alert Command character on your team. This takes Alert-based teams (such as Alert + Strong) to that next level by being able to Command key characters on your team and get that much needed additional action.
Dale’s weapon has the ability to Impair attacking enemies for 3 turns, which can be useful if Dale is under fire, and helps prevent Rushes from triggering and harming the rest of your team. Alternatively, you could re-craft to Stun when being attacked. It depends on your preference, but be conscious of what mods are currently popular to avoid resistances from occurring frequently.
[6 Star] Synergistic Characters
When selecting a Leader to combine with Dale, some aspects to consider:
- Offense vs. Defense Team (e.g. - HP / DEF vs. ATK/AP Gain)
- Team Trait Combination (e.g. - Alert + Tough, Alert + Strong, etc.)
- Overall Strategy (e.g. - Heavy Control, Burst Damage, Anti-Meta, etc.)
When selecting other Specialists to combine with Dale, some aspects to consider:
- High Kill Potential (e.g. - , High % Damage, Double Attack, Maim, etc.)
- Control Effects (e.g. - Stun, Taunt, Confuse, etc.)
- Attack and/or AP Boosts (e.g. - +% Attack, AP Gain, etc.)
[6 Star] Team Compositions
Here are a few example Dale teams to get your creativity flowing: