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Commander Jerome
UNSCB TIERVehiclesSome study

Commander Jerome

Commander Jerome is a UNSC leader that built around a vehicle core. B tier in our 2026 ranking, and rated some study.

Win rate
ranked 1v1, last 30 days
Pick rate
of 16 leaders
Avg matchNew query
needs a duration rollup
Ultimate byNew query
median unlock time

Strengths

  • Mastodons are a problem to answer — loaded with Combat Tech Marines they beat ground armies; load enough Marines and two or three Nightingales and air struggles too.
  • A free mid-game spike — Marines that survive the early game immediately occupy the Mastodons, so a won opening converts into a much stronger army at no extra cost.
  • Omega Team wins fights outright — three Spartans that hijack vehicles, inspire, and close games.
  • Stun chains create free kills — Victory Mine plus the Command Mantis drop, or Victory Turret on a hero, gives a window where the target cannot shoot back.

Weaknesses

  • The most expensive T1 hero upgrade — his opening hero investment is the largest in the game out of the gate, so a delayed or wasted hero hurts more.
  • The plan needs a won early game — Mastodons only spike if you still have Marines to put inside them.
  • Mastodons expire at Tech 3 — they fall off once Vultures exist, so the window you built toward closes.
  • Three dead slots on the wheel — Recon Training is among the weakest powers in the game, Time for Heroes stops mattering past 40 population, and Spartan Morale is skippable.

Leader powers

18 powers on the wheel, grouped by the leader point that unlocks them.

Point costs from the Season 10 radial
1st point3 powers
Recon Training
Passive
Extends unit sightlines across the board.
Jerome_AdvancedOptics
Victory Mine I
Active
A cluster of mines that inspires nearby allies when it detonates.
Cooldown 90 seconds85 supply85 power
Jerome_VictoryMine1
Victory Mine II
Active
A stronger version of the same inspiring minefield.
Cooldown 90 seconds160 supply160 power
Jerome_VictoryMine2
2nd point3 powers
Restoration Drones I
Active
An area heal that patches up everything caught inside it, units and buildings alike.
Cooldown 160 seconds200 supply50 power
UnscMedDrones1
Time for Heroes I
Passive
Buffs speed and damage while your army stays under a population threshold.
Jerome_LowPopInspire1
Time for Heroes II
Passive
Raises that population threshold higher.
Jerome_LowPopInspire2
3rd point5 powers
Enduring Salvo I
Active
A wreckage strike that damages enemies and inspires nearby allies.
Cooldown 170 seconds250 supply250 power
Jerome_Barrage1
Enduring Salvo II
Active
A stronger version of Enduring Salvo I.
Cooldown 170 seconds350 supply350 power
Jerome_Barrage2
Enduring Salvo III
Active
The strongest wreckage strike in the line.
Cooldown 170 seconds450 supply450 power
Jerome_Barrage3
Mastodon
Passive
Unlocks the Mastodon as a trainable unit.
Jerome_BattleAPC
Restoration Drones II
Active
Widens the heal radius and speeds up the healing rate.
Cooldown 160 seconds350 supply125 power
UnscMedDrones2
4th point5 powers
Restoration Drones III
Active
The biggest, fastest version of the area heal.
Cooldown 160 seconds400 supply150 power
UnscMedDrones3
Spartan Morale I
Active
Gives already-inspired units a temporary speed, damage, and armor boost.
Cooldown 180 seconds400 supply100 power
UnscHeroism1
Spartan Morale II
Active
A longer version of the same morale boost.
Cooldown 180 seconds600 supply200 power
UnscHeroism2
Victory Turret I
Active
Drops a turret that stuns enemies and inspires nearby allies.
Cooldown 150 seconds350 supply25 power
Jerome_VictoryTurret1
Victory Turret II
Active
Drops two turrets instead of one.
Cooldown 150 seconds600 supply50 power
Jerome_VictoryTurret2
5th point1 power
Field Promotion
Active
Instantly grants Veterancy 1 to every unit in the radius.
Cooldown 270 seconds1000 supply1000 power
Jerome_FieldPromotion
Ultimate1 power
Omega Team
Active
Jerome's ultimate — drops the Omega Team Spartans onto the field, stunning on landing.
Cooldown 330 seconds1800 supply1800 power
Jerome_Omegateam

Cast frequency — how often players actually pick each power — needs the meta-stats powers query, which is the one tab with no Supabase rollup behind it. Left off deliberately so a leader page costs no D1 reads.

Unique units

Mastodon
APC core — load Marines for a free mid-game spike
Command Mantis
Hero — stun chains with Victory Mine and Turret

Standard opener

Needs writing
0:00Build step to write
1:30Build step to write
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5:30Build step to write

The How to play as Jerome post has a full build order to draft this from.