Rarity:
Legendary
Specialties:
Archer
Conquering
Skill
Ratings:
☆☆☆☆☆ Overall
☆☆☆☆☆ Open Field
☆☆☆☆☆ Rallying
☆☆☆☆☆ Defending
In Rise of Kingdoms, Siyaj K’ak’ is an Legendary Archer commander. He has the Archer, Conquering, and Skill talent tree.
Should you invest in Siyaj K’ak’?
Siyaj is a great early-game commander for players who want to rally objectives with archers. The problem with Siyaj is that he is not designed for the late game, so there is no point in investing in him if you are in older kingdoms. He is a gold key commander and is designed for new kingdoms, which means that his power does not compete against new commanders in older kingdoms. He needs museum buffs in order to be decent.
If you are a new player planning to rally, feel free to get him. However, if you are a free-to-play player, I would not recommend wasting resources to max him out. If you are in older kingdoms, it’s best to skip him. It is not worth getting him in older kingdoms until he gets museum buffs.
Pros
- Early-Game Viability: Decent stats and damage make him useful for new players.
- Rally Focus: Strong skills tailored for city/stronghold rallies.
- Self-Sustain: Healing and defense buffs improve survivability.
- Gold Key Access: Easy to unlock and level up.
Cons
- Low Damage Factor: Active skill damage is low compared to other commanders.
- Limited Late-Game Impact: Requires significant museum buffs to remain relevant.
- Niche Role: Primarily focused on rallying, limiting flexibility.
- Cooldown Dependency: Skills like healing and additional damage have significant cooldowns.
Siyaj K’ak’ Talent Tree Build
Siyaj K’ak’ Pairings
When it comes to pairings for Siyaj, there are not many options. The issue is that he does not have a lot of synergy with older commanders. The best thing you can do is pair him with archer commanders like Yi Seong-Gye or Thutmose. Unfortunately, there are not many options available.
Siyaj K’ak’ Skills
Flameborn
Deals direct damage to a target troop (Damage Factor 1000). If this commander’s troop is the initiator of a rally attack, this skill also deals additional damage to the target every second for I second (Damage Factor 400).
Upgrade Preview:
Direct Damage Factor: 500/600/700/800/1000
Additional Damage Factor: 100/150/200/300/400
Golden Feathers
This commander’s archer units gain:
- 15% Attack.
- 10% Health.
- 10% March Speed.
Upgrade Preview:
Archer Attack Bonus: 5%/6%/7%/8%/10%
Archer Health Bonus: 5%/6%/7%/8%/10%
Archer March Speed Bonus: 5%/6%/7%/8%/10%
Herald of the Owl
This commander’s troop deals 10% more skill damage when attacking a city or stronghold. If it has more units remaining than its target, it gains an extra 10% skill damage bonus. If it has fewer units remaining than its target, it takes 5% less damage.
Upgrade Preview:
Skill Damage Bonus: 5%/6%/7%/8%/10%
Skill Damage Bonus (More Units Remaining Than Target): 2%/4%/6%/8%/10%
Damage Reduction: 1%/2%/3%/4%/5%
Obsidian Light
Whenever this commander’s troop deals skill damage , it has a 50% chance to:
- Recover a portion of its slightly wounded unite (Healing Factor 500).
- Gain 10% archer unit Defense for 3 seconds. Cooldown: 5 seconds.
Upgrade Preview:
Healing Factor: 250/300/350/400/500
Archer Defense Bonus: 2%/4%/6%/8%/10%
Munter’s Patience
This commander’s troop deals 5% more additional damage. Whenever its target reaches 90% Rage, this commander’s troop has a 100% chance to deal additional damage to the target every second for 1 second (Damage Factor 200). Cooldown: 10 seconds.