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Top 3 Archer combos right now

Archer #1 87.7/100out of 100 Beats 29 of 29 in battle
Robin Hood Rise of Castles hero, rank 1 Archer combo Zhuge Liang Rise of Castles hero, rank 1 Archer combo Oliver Rise of Castles hero, rank 1 Archer combo

Robin Hood · Zhuge Liang · Oliver

Why this lineup works

Robin Hood (X21), Zhuge Liang (X26) and Oliver (X24) score 87.70 out of 100 together, and each of the three has a job. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Robin Hood raises Oliver’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending. How these scores work →

Archer #2 92.77/100out of 100 Beats 28 of 29 in battle
Galahad Rise of Castles hero, rank 2 Archer combo Penthesilea Rise of Castles hero, rank 2 Archer combo Oliver Rise of Castles hero, rank 2 Archer combo

Galahad · Penthesilea · Oliver

Why this lineup works

Galahad (X23), Penthesilea (SP · paid) and Oliver (X24) score 92.77 out of 100 together, and each of the three has a job. Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Galahad and Oliver both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Penthesilea raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 60% of the hardest-hitting trio in the roster. How these scores work →

Archer #3 86.47/100out of 100 Beats 27 of 29 in battle
Julian Rise of Castles hero, rank 3 Archer combo Penthesilea Rise of Castles hero, rank 3 Archer combo Oliver Rise of Castles hero, rank 3 Archer combo

Julian · Penthesilea · Oliver

Why this lineup works

Julian (X25), Penthesilea (SP · paid) and Oliver (X24) score 86.47 out of 100 together, and each of the three has a job. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Penthesilea raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the trigger chain is thin — the three lean on one link rather than several. How these scores work →

All 352 ranked Archer combos

Every combo is scored out of 100 across eleven checks — damage, trigger chains, season strength, range, and more — and ranked within its tier: Current meta (X16+, SP or paid), Mid progression (up to X15), and Starter (Season 0–4 heroes every player owns). Read how the scoring works.

Each portrait carries the row that hero stands in — F front, M middle, B back — in the order the lineup is fielded. A developer pick chip means the game’s own in-game recommendation includes that trio; we still show it at its honestly-computed score, which is often mid-table. Each tier counts from #1, so a number is always comparable to the numbers beside it — Starter #1 is the best lineup a new account can field, and the score is what compares across tiers.

Each tier is ranked separately, because a tier is what a lineup costs you to own — not how strong it is. Starter #1 is the best lineup you can field on day one; Current meta #1 is the best in the game if you have the heroes.

  1. Current meta combos

    Every hero here is X16 or newer, an SP, or a paid hero — the current-account economy. The top thirty rows are ordered by their simulated battle records against each other; the chip on each is the proof, and every other row follows the model score.

  2. 1 Robin Hood, front rowZhuge Liang, middle rowOliver, back row Robin Hood · Zhuge Liang · Oliver Current meta Beats 29 of 29 in battle 87.70/100 out of 100
    Robin Hood (X21), Zhuge Liang (X26) and Oliver (X24) score 87.70 out of 100 together, and each of the three has a job.

    Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Robin Hood raises Oliver’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  3. 2 Galahad, front rowPenthesilea, middle rowOliver, back row Galahad · Penthesilea · Oliver Current meta Beats 28 of 29 in battle 92.77/100 out of 100
    Galahad (X23), Penthesilea (SP · paid) and Oliver (X24) score 92.77 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Galahad and Oliver both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Penthesilea raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 60% of the hardest-hitting trio in the roster.

  4. 3 Julian, front rowPenthesilea, middle rowOliver, back row Julian · Penthesilea · Oliver Current meta Beats 27 of 29 in battle 86.47/100 out of 100
    Julian (X25), Penthesilea (SP · paid) and Oliver (X24) score 86.47 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Penthesilea raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the trigger chain is thin — the three lean on one link rather than several.

  5. 4 Beowulf, front rowPenthesilea, middle rowOliver, back row Beowulf · Penthesilea · Oliver Current meta Beats 25 of 29 in battle 89.69/100 out of 100
    Beowulf (SP · paid), Penthesilea (SP · paid) and Oliver (X24) score 89.69 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf and Oliver both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Beowulf raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  6. 5 Al-Hawra, front rowOliver, middle rowSeraphina, back row Al-Hawra · Oliver · Seraphina Current meta Beats 24 of 29 in battle 87.20/100 out of 100
    Al-Hawra (X01 · paid), Oliver (X24) and Seraphina (X28) score 87.20 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Seraphina’s Crimson Tide Fire Rain both wait on; Oliver produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Seraphina shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; a mid-era lineup anchored by Seraphina (X28).

  7. 6 Zhuge Liang, front rowOliver, middle rowSeraphina, back row Zhuge Liang · Oliver · Seraphina Current meta Beats 23 of 29 in battle 86.62/100 out of 100
    Zhuge Liang (X26), Oliver (X24) and Seraphina (X28) score 86.62 out of 100 together, and each of the three has a job.

    Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Seraphina shuts off enemy recovery, so what Oliver deals stays dealt; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending.

  8. 7 Galahad, front rowZhuge Liang, middle rowOliver, back row Galahad · Zhuge Liang · Oliver Current meta Beats 22 of 29 in battle 92.25/100 out of 100
    Galahad (X23), Zhuge Liang (X26) and Oliver (X24) score 92.25 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Galahad and Oliver both wait on; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  9. 8 Helsingen, front rowSeraphina, middle rowOliver, back row Helsingen · Seraphina · Oliver Current meta Beats 22 of 29 in battle 86.97/100 out of 100
    Helsingen (X28), Seraphina (X28) and Oliver (X24) score 86.97 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on. What you give up: Helsingen holds the front and Oliver keeps it standing; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  10. 9 Al-Hawra, front rowHelsingen, middle rowOliver, back row Al-Hawra · Helsingen · Oliver Current meta Beats 20 of 29 in battle 87.85/100 out of 100
    Al-Hawra (X01 · paid), Helsingen (X28) and Oliver (X24) score 87.85 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Helsingen’s Nightshadow Scorching Arrow and Oliver’s Paladin's Resilience both wait on; Helsingen produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; a mid-era lineup anchored by Helsingen (X28).

  11. 10, inseparable from the lineup above Zhuge Liang, front rowAl-Hawra, middle rowOliver, back row Zhuge Liang · Al-Hawra · Oliver Current meta Beats 20 of 29 in battle 87.74/100 out of 100
    Zhuge Liang (X26), Al-Hawra (X01 · paid) and Oliver (X24) score 87.74 out of 100 together, and each of the three has a job.

    Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Al-Hawra is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: a mid-era lineup anchored by Zhuge Liang (X26); damage is spread across the enemy line, with no finisher to focus one squad down.

  12. 11 Ramses II, front rowPenthesilea, middle rowOliver, back row Ramses II · Penthesilea · Oliver Current meta Beats 17 of 29 in battle 86.46/100 out of 100
    Ramses II (SP · paid), Penthesilea (SP · paid) and Oliver (X24) score 86.46 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the trigger chain is thin — the three lean on one link rather than several.

  13. 12 Henry V, front rowAl-Hawra, middle rowOliver, back row Henry V · Al-Hawra · Oliver Current meta Beats 17 of 29 in battle 88.12/100 out of 100
    Henry V (X17), Al-Hawra (X01 · paid) and Oliver (X24) score 88.12 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Henry V’s Wildfire Rhapsody and Oliver’s Paladin's Resilience both wait on; Henry V produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Oliver (X24); the damage runs off different engines, so the three do not compound.

  14. 13 Zhuge Liang, front rowCleopatra VII, middle rowOliver, back row Zhuge Liang · Cleopatra VII · Oliver Current meta Beats 16 of 29 in battle 87.49/100 out of 100
    Zhuge Liang (X26), Cleopatra VII (S03 · paid) and Oliver (X24) score 87.49 out of 100 together, and each of the three has a job.

    Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Cleopatra VII and Oliver both wait on; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; a mid-era lineup anchored by Zhuge Liang (X26).

  15. 14 Henry V, front rowZhuge Liang, middle rowOliver, back row Henry V · Zhuge Liang · Oliver Current meta Beats 16 of 29 in battle 86.78/100 out of 100
    Henry V (X17), Zhuge Liang (X26) and Oliver (X24) score 86.78 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  16. 15 Zhuge Liang, front rowHelsingen, middle rowOliver, back row Zhuge Liang · Helsingen · Oliver Current meta Beats 16 of 29 in battle 87.27/100 out of 100
    Zhuge Liang (X26), Helsingen (X28) and Oliver (X24) score 87.27 out of 100 together, and each of the three has a job.

    Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending.

  17. 16, inseparable from the lineup above Tomyris, front rowZhuge Liang, middle rowOliver, back row Tomyris · Zhuge Liang · Oliver Current meta Beats 13 of 29 in battle 87.35/100 out of 100
    Tomyris (X28), Zhuge Liang (X26) and Oliver (X24) score 87.35 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 14% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Oliver swings into a line that cannot answer; Tomyris raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending.

  18. 17 Beowulf, front rowZhuge Liang, middle rowOliver, back row Beowulf · Zhuge Liang · Oliver Current meta Beats 13 of 29 in battle 92.13/100 out of 100
    Beowulf (SP · paid), Zhuge Liang (X26) and Oliver (X24) score 92.13 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Beowulf and Oliver both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Beowulf raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  19. 18 Tomyris, front rowGalahad, middle rowOliver, back row Tomyris · Galahad · Oliver Current meta Beats 12 of 29 in battle 87.27/100 out of 100
    Tomyris (X28), Galahad (X23) and Oliver (X24) score 87.27 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 16% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Galahad’s Pixie Bloodline waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Oliver swings into a line that cannot answer; Tomyris raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending.

  20. 19 Tomyris, front rowOliver, middle rowSeraphina, back row Tomyris · Oliver · Seraphina Current meta Beats 12 of 29 in battle 87.67/100 out of 100
    Tomyris (X28), Oliver (X24) and Seraphina (X28) score 87.67 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 14% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Seraphina’s Redflame Curse waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Oliver swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending.

  21. 20 Galahad, front rowRamses II, middle rowOliver, back row Galahad · Ramses II · Oliver Current meta Beats 11 of 29 in battle 90.85/100 out of 100
    Galahad (X23), Ramses II (SP · paid) and Oliver (X24) score 90.85 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Galahad and Oliver both wait on; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; little here disrupts the enemy plan, so the fight is decided on raw output.

  22. 21 Zhuge Liang, front rowFrederick I, middle rowOliver, back row Zhuge Liang · Frederick I · Oliver Current meta Beats 10 of 29 in battle 87.05/100 out of 100
    Zhuge Liang (X26), Frederick I (X16) and Oliver (X24) score 87.05 out of 100 together, and each of the three has a job.

    Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Frederick I brings a second damage line worth 17% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; a current-era lineup with no legacy weak point. Budget note: every hero in this lineup can be completed without spending.

  23. 22, inseparable from the lineup above Galahad, front rowBeowulf, middle rowZhuge Liang, back row Galahad · Beowulf · Zhuge Liang Current meta Beats 9 of 29 in battle 87.14/100 out of 100
    Galahad (X23), Beowulf (SP · paid) and Zhuge Liang (X26) score 87.14 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Beowulf and Galahad both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Zhuge Liang swings into a line that cannot answer; Beowulf raises Zhuge Liang’s output directly rather than adding a number of its own. What you give up: a focused finisher and spread pressure both present; raw damage reaches only about 18% of the hardest-hitting trio in the roster.

  24. 23 Tomyris, front rowHelsingen, middle rowOliver, back row Tomyris · Helsingen · Oliver Current meta Beats 8 of 29 in battle 88.33/100 out of 100
    Tomyris (X28), Helsingen (X28) and Oliver (X24) score 88.33 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 14% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Helsingen’s Blackflame Curse waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Oliver swings into a line that cannot answer; Tomyris raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending.

  25. 24 Tomyris, front rowHenry V, middle rowOliver, back row Tomyris · Henry V · Oliver Current meta Beats 5 of 29 in battle 87.80/100 out of 100
    Tomyris (X28), Henry V (X17) and Oliver (X24) score 87.80 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 14% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Henry V’s Wildfire of Wales waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Oliver swings into a line that cannot answer; Tomyris raises Oliver’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  26. 25 Ramses II, front rowFrederick I, middle rowOliver, back row Ramses II · Frederick I · Oliver Current meta Beats 5 of 29 in battle 86.95/100 out of 100
    Ramses II (SP · paid), Frederick I (X16) and Oliver (X24) score 86.95 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Frederick I brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; a current-era lineup with no legacy weak point.

  27. 26 Ramses II, front rowBeowulf, middle rowOliver, back row Ramses II · Beowulf · Oliver Current meta Beats 5 of 29 in battle 89.78/100 out of 100
    Ramses II (SP · paid), Beowulf (SP · paid) and Oliver (X24) score 89.78 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf and Oliver both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  28. 27 Galahad, front rowJulian, middle rowOliver, back row Galahad · Julian · Oliver developer pick Current meta Beats 4 of 29 in battle 90.86/100 out of 100
    Galahad (X23), Julian (X25) and Oliver (X24) score 90.86 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Galahad and Oliver both wait on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation.

  29. 28 Julian, front rowFrederick I, middle rowOliver, back row Julian · Frederick I · Oliver Current meta Beats 3 of 29 in battle 86.95/100 out of 100
    Julian (X25), Frederick I (X16) and Oliver (X24) score 86.95 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Frederick I brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; a current-era lineup with no legacy weak point. Budget note: every hero in this lineup can be completed without spending.

  30. 29 Beowulf, front rowJulian, middle rowOliver, back row Beowulf · Julian · Oliver Current meta Beats 3 of 29 in battle 89.78/100 out of 100
    Beowulf (SP · paid), Julian (X25) and Oliver (X24) score 89.78 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf and Oliver both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Beowulf raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  31. 30 Helsingen, front rowRamses II, middle rowNicolas Flamel, back row Helsingen · Ramses II · Nicolas Flamel Current meta Beats 0 of 29 in battle 86.54/100 out of 100
    Helsingen (X28), Ramses II (SP · paid) and Nicolas Flamel (X18) score 86.54 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 66% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Ramses II raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 27% of the hardest-hitting trio in the roster.

  32. 31 Seraphina, front rowRobin Hood, middle rowOliver, back row Seraphina · Robin Hood · Oliver Current meta Beats 8 of 8 reference lineups 80.76/100 out of 100
    Seraphina (X28), Robin Hood (X21) and Oliver (X24) score 80.76 out of 100 together, and each of the three has a job.

    Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Oliver deals stays dealt; Robin Hood raises Oliver’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  33. 32 Tomyris, front rowGalahad, middle rowPenthesilea, back row Tomyris · Galahad · Penthesilea Current meta Beats 8 of 8 reference lineups 84.78/100 out of 100
    Tomyris (X28), Galahad (X23) and Penthesilea (SP · paid) score 84.78 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 76% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Galahad’s Pixie Bloodline waits on; Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Galahad waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Tomyris swings into a line that cannot answer. What you give up: no damaging skill to aim; raw damage reaches only about 14% of the hardest-hitting trio in the roster.

  34. 33, inseparable from the lineup above Robin Hood, front rowPenthesilea, middle rowOliver, back row Robin Hood · Penthesilea · Oliver Current meta Beats 8 of 8 reference lineups 84.94/100 out of 100
    Robin Hood (X21), Penthesilea (SP · paid) and Oliver (X24) score 84.94 out of 100 together, and each of the three has a job.

    Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Robin Hood raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  35. 34 Helsingen, front rowRobin Hood, middle rowOliver, back row Helsingen · Robin Hood · Oliver Current meta Beats 8 of 8 reference lineups 79.43/100 out of 100
    Helsingen (X28), Robin Hood (X21) and Oliver (X24) score 79.43 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Robin Hood raises Oliver’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  36. 35 Tomyris, front rowPenthesilea, middle rowBeowulf, back row Tomyris · Penthesilea · Beowulf developer pick Current meta Beats 8 of 8 reference lineups 81.19/100 out of 100
    Tomyris (X28), Penthesilea (SP · paid) and Beowulf (SP · paid) score 81.19 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 77% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Tomyris swings into a line that cannot answer; Penthesilea raises Tomyris’s output directly rather than adding a number of its own. What you give up: attacks converge on the same squads, with no spread pressure across the line; raw damage reaches only about 14% of the hardest-hitting trio in the roster. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation.

  37. 36 Helsingen, front rowSeraphina, middle rowRobin Hood, back row Helsingen · Seraphina · Robin Hood Current meta Beats 8 of 8 reference lineups 79.66/100 out of 100
    Helsingen (X28), Seraphina (X28) and Robin Hood (X21) score 79.66 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 29% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  38. 37 Tomyris, front rowHelsingen, middle rowPenthesilea, back row Tomyris · Helsingen · Penthesilea Current meta Beats 8 of 8 reference lineups 81.20/100 out of 100
    Tomyris (X28), Helsingen (X28) and Penthesilea (SP · paid) score 81.20 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 54% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Helsingen’s Blackflame Curse waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Tomyris swings into a line that cannot answer; Penthesilea raises Tomyris’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 20% of the hardest-hitting trio in the roster.

  39. 38 Tomyris, front rowCleopatra VII, middle rowPenthesilea, back row Tomyris · Cleopatra VII · Penthesilea Current meta Beats 8 of 8 reference lineups 83.85/100 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Penthesilea (SP · paid) score 83.85 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 67% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Cleopatra VII’s Dazzling Shield waits on; Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Cleopatra VII waits on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Tomyris swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 17% of the hardest-hitting trio in the roster.

  40. 39 Robin Hood, front rowAl-Hawra, middle rowOliver, back row Robin Hood · Al-Hawra · Oliver Current meta Beats 8 of 8 reference lineups 84.88/100 out of 100
    Robin Hood (X21), Al-Hawra (X01 · paid) and Oliver (X24) score 84.88 out of 100 together, and each of the three has a job.

    Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Robin Hood produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Robin Hood raises Oliver’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Oliver (X24); the damage runs off different engines, so the three do not compound.

  41. 40 Tomyris, front rowPenthesilea, middle rowSeraphina, back row Tomyris · Penthesilea · Seraphina Current meta Beats 8 of 8 reference lineups 80.10/100 out of 100
    Tomyris (X28), Penthesilea (SP · paid) and Seraphina (X28) score 80.10 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 53% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Seraphina’s Redflame Curse waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Tomyris swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Tomyris deals stays dealt. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 21% of the hardest-hitting trio in the roster.

  42. 41 Helsingen, front rowRobin Hood, middle rowFrederick I, back row Helsingen · Robin Hood · Frederick I Current meta Beats 8 of 8 reference lineups 79.62/100 out of 100
    Helsingen (X28), Robin Hood (X21) and Frederick I (X16) score 79.62 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 43% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Helsingen produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 33% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  43. 42 Penthesilea, front rowHelsingen, middle rowSeraphina, back row Penthesilea · Helsingen · Seraphina Current meta Beats 8 of 8 reference lineups 80.33/100 out of 100
    Penthesilea (SP · paid), Helsingen (X28) and Seraphina (X28) score 80.33 out of 100 together, and each of the three has a job.

    Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and takes the front as the sturdiest of the three. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 19% of the hardest-hitting trio in the roster.

  44. 43 Galahad, front rowSeraphina, middle rowHelsingen, back row Galahad · Seraphina · Helsingen developer pick Current meta Beats 8 of 8 reference lineups 79.98/100 out of 100
    Galahad (X23), Seraphina (X28) and Helsingen (X28) score 79.98 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation.

  45. 44 Beowulf, front rowZhuge Liang, middle rowPenthesilea, back row Beowulf · Zhuge Liang · Penthesilea Current meta Beats 8 of 8 reference lineups 81.92/100 out of 100
    Beowulf (SP · paid), Zhuge Liang (X26) and Penthesilea (SP · paid) score 81.92 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 106% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Zhuge Liang swings into a line that cannot answer; Beowulf raises Zhuge Liang’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  46. 45 Galahad, front rowSeraphina, middle rowOliver, back row Galahad · Seraphina · Oliver Current meta Beats 8 of 8 reference lineups 79.81/100 out of 100
    Galahad (X23), Seraphina (X28) and Oliver (X24) score 79.81 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  47. 46 Galahad, front rowPenthesilea, middle rowSeraphina, back row Galahad · Penthesilea · Seraphina Current meta Beats 8 of 8 reference lineups 79.34/100 out of 100
    Galahad (X23), Penthesilea (SP · paid) and Seraphina (X28) score 79.34 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Galahad waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Seraphina swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Seraphina deals stays dealt. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  48. 47 Tomyris, front rowPenthesilea, middle rowOliver, back row Tomyris · Penthesilea · Oliver Current meta Beats 7 of 8 reference lineups 84.61/100 out of 100
    Tomyris (X28), Penthesilea (SP · paid) and Oliver (X24) score 84.61 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 16% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Oliver swings into a line that cannot answer; Tomyris raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound.

  49. 48 Henry V, front rowRobin Hood, middle rowOliver, back row Henry V · Robin Hood · Oliver Current meta Beats 7 of 8 reference lineups 80.94/100 out of 100
    Henry V (X17), Robin Hood (X21) and Oliver (X24) score 80.94 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer; Robin Hood raises Oliver’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  50. 49, inseparable from the lineup above Robin Hood, front rowTomyris, middle rowOliver, back row Robin Hood · Tomyris · Oliver Current meta Beats 7 of 8 reference lineups 80.94/100 out of 100
    Robin Hood (X21), Tomyris (X28) and Oliver (X24) score 80.94 out of 100 together, and each of the three has a job.

    Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Tomyris brings a second damage line worth 14% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Oliver swings into a line that cannot answer; Robin Hood raises Oliver’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  51. 50 Penthesilea, front rowOliver, middle rowSeraphina, back row Penthesilea · Oliver · Seraphina Current meta Beats 7 of 8 reference lineups 83.64/100 out of 100
    Penthesilea (SP · paid), Oliver (X24) and Seraphina (X28) score 83.64 out of 100 together, and each of the three has a job.

    Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and takes the front as the sturdiest of the three. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  52. 51 Robin Hood, front rowBeowulf, middle rowOliver, back row Robin Hood · Beowulf · Oliver Current meta Beats 7 of 8 reference lineups 80.25/100 out of 100
    Robin Hood (X21), Beowulf (SP · paid) and Oliver (X24) score 80.25 out of 100 together, and each of the three has a job.

    Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Robin Hood raises Oliver’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; the damage runs off different engines, so the three do not compound.

  53. 52 Zhuge Liang, front rowPenthesilea, middle rowOliver, back row Zhuge Liang · Penthesilea · Oliver Current meta Beats 7 of 8 reference lineups 85.18/100 out of 100
    Zhuge Liang (X26), Penthesilea (SP · paid) and Oliver (X24) score 85.18 out of 100 together, and each of the three has a job.

    Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  54. 53 Robin Hood, front rowRamses II, middle rowOliver, back row Robin Hood · Ramses II · Oliver Current meta Beats 7 of 8 reference lineups 83.02/100 out of 100
    Robin Hood (X21), Ramses II (SP · paid) and Oliver (X24) score 83.02 out of 100 together, and each of the three has a job.

    Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver waits on; Robin Hood raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  55. 54 Frederick I, front rowOliver, middle rowRobin Hood, back row Frederick I · Oliver · Robin Hood Current meta Beats 7 of 8 reference lineups 79.27/100 out of 100
    Frederick I (X16), Oliver (X24) and Robin Hood (X21) score 79.27 out of 100 together, and each of the three has a job.

    Frederick I brings a second damage line worth 18% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and takes the front as the sturdiest of the three. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Oliver produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Robin Hood raises Oliver’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  56. 55 Penthesilea, front rowHelsingen, middle rowOliver, back row Penthesilea · Helsingen · Oliver Current meta Beats 7 of 8 reference lineups 84.25/100 out of 100
    Penthesilea (SP · paid), Helsingen (X28) and Oliver (X24) score 84.25 out of 100 together, and each of the three has a job.

    Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and takes the front as the sturdiest of the three. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Penthesilea raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  57. 56 Hector, front rowPenthesilea, middle rowOliver, back row Hector · Penthesilea · Oliver Current meta Beats 7 of 8 reference lineups 83.57/100 out of 100
    Hector (X15 · paid), Penthesilea (SP · paid) and Oliver (X24) score 83.57 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Penthesilea raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; the trigger chain is thin — the three lean on one link rather than several.

  58. 57 Al-Hawra, front rowPenthesilea, middle rowOliver, back row Al-Hawra · Penthesilea · Oliver Current meta Beats 7 of 8 reference lineups 85.75/100 out of 100
    Al-Hawra (X01 · paid), Penthesilea (SP · paid) and Oliver (X24) score 85.75 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver waits on; Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: a mid-era lineup anchored by Penthesilea (SP); the damage runs off different engines, so the three do not compound.

  59. 58, inseparable from the lineup above Penthesilea, front rowCleopatra VII, middle rowOliver, back row Penthesilea · Cleopatra VII · Oliver Current meta Beats 7 of 8 reference lineups 85.54/100 out of 100
    Penthesilea (SP · paid), Cleopatra VII (S03 · paid) and Oliver (X24) score 85.54 out of 100 together, and each of the three has a job.

    Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and takes the front as the sturdiest of the three. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Cleopatra VII and Oliver both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Penthesilea raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  60. 59 Ragnar, front rowPenthesilea, middle rowOliver, back row Ragnar · Penthesilea · Oliver Current meta Beats 7 of 8 reference lineups 81.98/100 out of 100
    Ragnar (X12 · paid), Penthesilea (SP · paid) and Oliver (X24) score 81.98 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Ragnar raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  61. 60 Galahad, front rowZhuge Liang, middle rowPenthesilea, back row Galahad · Zhuge Liang · Penthesilea Current meta Beats 7 of 8 reference lineups 79.71/100 out of 100
    Galahad (X23), Zhuge Liang (X26) and Penthesilea (SP · paid) score 79.71 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 106% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Galahad waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Zhuge Liang swings into a line that cannot answer; Penthesilea raises Zhuge Liang’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 15% of the hardest-hitting trio in the roster.

  62. 61 Robin Hood, front rowPenthesilea, middle rowBeowulf, back row Robin Hood · Penthesilea · Beowulf Current meta Beats 7 of 8 reference lineups 82.14/100 out of 100
    Robin Hood (X21), Penthesilea (SP · paid) and Beowulf (SP · paid) score 82.14 out of 100 together, and each of the three has a job.

    Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Robin Hood swings into a line that cannot answer; Penthesilea raises Robin Hood’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line.

  63. 62 Henry V, front rowPenthesilea, middle rowOliver, back row Henry V · Penthesilea · Oliver Current meta Beats 6 of 8 reference lineups 84.52/100 out of 100
    Henry V (X17), Penthesilea (SP · paid) and Oliver (X24) score 84.52 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer; Penthesilea raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; the trigger chain is thin — the three lean on one link rather than several.

  64. 63 Al-Hawra, front rowSeraphina, middle rowHelsingen, back row Al-Hawra · Seraphina · Helsingen developer pick Current meta Beats 6 of 8 reference lineups 71.52/100 out of 100
    Al-Hawra (X01 · paid), Seraphina (X28) and Helsingen (X28) score 71.52 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; damage is spread across the enemy line, with no finisher to focus one squad down. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation.

  65. 64 Beowulf, front rowPenthesilea, middle rowSeraphina, back row Beowulf · Penthesilea · Seraphina Current meta Beats 6 of 8 reference lineups 82.39/100 out of 100
    Beowulf (SP · paid), Penthesilea (SP · paid) and Seraphina (X28) score 82.39 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina adds a second source of control, so the lock rarely has an off round: Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Seraphina swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Seraphina deals stays dealt. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several.

  66. 65 Penthesilea, front rowFrederick I, middle rowOliver, back row Penthesilea · Frederick I · Oliver Current meta Beats 6 of 8 reference lineups 86.11/100 out of 100
    Penthesilea (SP · paid), Frederick I (X16) and Oliver (X24) score 86.11 out of 100 together, and each of the three has a job.

    Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and takes the front as the sturdiest of the three. Frederick I brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; a current-era lineup with no legacy weak point.

  67. 66 Al-Hawra, front rowBoudica, middle rowOliver, back row Al-Hawra · Boudica · Oliver Current meta Beats 6 of 8 reference lineups 83.63/100 out of 100
    Al-Hawra (X01 · paid), Boudica (X01 · paid) and Oliver (X24) score 83.63 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Boudica brings a second damage line worth 10% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Boudica’s Celtic Alliance and Oliver’s Paladin's Resilience both wait on; Boudica produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Oliver’s output directly rather than adding a number of its own. What you give up: Boudica (X01) is the era weak point -- the enemy will aim at the oldest squad; the damage runs off different engines, so the three do not compound.

  68. 67 Beowulf, front rowHelsingen, middle rowPenthesilea, back row Beowulf · Helsingen · Penthesilea Current meta Beats 6 of 8 reference lineups 82.87/100 out of 100
    Beowulf (SP · paid), Helsingen (X28) and Penthesilea (SP · paid) score 82.87 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Helsingen swings into a line that cannot answer; Beowulf raises Helsingen’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several.

  69. 68 Robin Hood, front rowJulian, middle rowOliver, back row Robin Hood · Julian · Oliver Current meta Beats 6 of 8 reference lineups 83.26/100 out of 100
    Robin Hood (X21), Julian (X25) and Oliver (X24) score 83.26 out of 100 together, and each of the three has a job.

    Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on; Robin Hood raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  70. 69 Galahad, front rowPenthesilea, middle rowHelsingen, back row Galahad · Penthesilea · Helsingen Current meta Beats 6 of 8 reference lineups 79.62/100 out of 100
    Galahad (X23), Penthesilea (SP · paid) and Helsingen (X28) score 79.62 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Galahad waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Helsingen swings into a line that cannot answer; Penthesilea raises Helsingen’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  71. 70 Penthesilea, front rowHenry II, middle rowOliver, back row Penthesilea · Henry II · Oliver Current meta Beats 6 of 8 reference lineups 83.13/100 out of 100
    Penthesilea (SP · paid), Henry II (X20) and Oliver (X24) score 83.13 out of 100 together, and each of the three has a job.

    Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and takes the front as the sturdiest of the three. Henry II brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Penthesilea raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  72. 71 Seraphina, front rowRobin Hood, middle rowNicolas Flamel, back row Seraphina · Robin Hood · Nicolas Flamel Current meta Beats 6 of 8 reference lineups 82.21/100 out of 100
    Seraphina (X28), Robin Hood (X21) and Nicolas Flamel (X18) score 82.21 out of 100 together, and each of the three has a job.

    Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 47% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  73. 72 Henry V, front rowSeraphina, middle rowOliver, back row Henry V · Seraphina · Oliver Current meta Beats 6 of 8 reference lineups 85.27/100 out of 100
    Henry V (X17), Seraphina (X28) and Oliver (X24) score 85.27 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  74. 73 Penthesilea, front rowNicolas Flamel, middle rowOliver, back row Penthesilea · Nicolas Flamel · Oliver Current meta Beats 6 of 8 reference lineups 83.42/100 out of 100
    Penthesilea (SP · paid), Nicolas Flamel (X18) and Oliver (X24) score 83.42 out of 100 together, and each of the three has a job.

    Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and takes the front as the sturdiest of the three. Nicolas Flamel brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Penthesilea raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; the trigger chain is thin — the three lean on one link rather than several.

  75. 74 Hector, front rowAl-Hawra, middle rowOliver, back row Hector · Al-Hawra · Oliver Current meta Beats 6 of 8 reference lineups 85.53/100 out of 100
    Hector (X15 · paid), Al-Hawra (X01 · paid) and Oliver (X24) score 85.53 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Hector’s Apollo's Judgment and Oliver’s Paladin's Resilience both wait on; Hector produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; a mid-era lineup anchored by Oliver (X24).

  76. 75 Al-Hawra, front rowHenry II, middle rowOliver, back row Al-Hawra · Henry II · Oliver Current meta Beats 6 of 8 reference lineups 83.45/100 out of 100
    Al-Hawra (X01 · paid), Henry II (X20) and Oliver (X24) score 83.45 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Henry II brings a second damage line worth 28% of the expected output, so no single silence stops the plan: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Henry II produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Oliver’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Oliver (X24); the damage runs off different engines, so the three do not compound.

  77. 76 Henry V, front rowHelsingen, middle rowOliver, back row Henry V · Helsingen · Oliver Current meta Beats 6 of 8 reference lineups 85.93/100 out of 100
    Henry V (X17), Helsingen (X28) and Oliver (X24) score 85.93 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  78. 77 Al-Hawra, front rowFrederick I, middle rowOliver, back row Al-Hawra · Frederick I · Oliver Current meta Beats 6 of 8 reference lineups 85.27/100 out of 100
    Al-Hawra (X01 · paid), Frederick I (X16) and Oliver (X24) score 85.27 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Frederick I brings a second damage line worth 18% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Frederick I’s Eagle on Fire and Oliver’s Paladin's Resilience both wait on; Frederick I produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: the damage runs off different engines, so the three do not compound; a mid-era lineup anchored by Oliver (X24).

  79. 78 Penthesilea, front rowFrederick I, middle rowHelsingen, back row Penthesilea · Frederick I · Helsingen Current meta Beats 5 of 8 reference lineups 79.73/100 out of 100
    Penthesilea (SP · paid), Frederick I (X16) and Helsingen (X28) score 79.73 out of 100 together, and each of the three has a job.

    Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and takes the front as the sturdiest of the three. Frederick I is the win condition, bringing 60% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Helsingen produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: the damage runs off different engines, so the three do not compound; Penthesilea holds the front, but nothing here heals.

  80. 79 Zhuge Liang, front rowBoudica, middle rowOliver, back row Zhuge Liang · Boudica · Oliver Current meta Beats 5 of 8 reference lineups 79.36/100 out of 100
    Zhuge Liang (X26), Boudica (X01 · paid) and Oliver (X24) score 79.36 out of 100 together, and each of the three has a job.

    Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Boudica brings a second damage line worth 10% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; Boudica (X01) is the era weak point -- the enemy will aim at the oldest squad.

  81. 80 Ragnar, front rowAl-Hawra, middle rowOliver, back row Ragnar · Al-Hawra · Oliver Current meta Beats 5 of 8 reference lineups 82.67/100 out of 100
    Ragnar (X12 · paid), Al-Hawra (X01 · paid) and Oliver (X24) score 82.67 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Ragnar produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Ragnar raises Oliver’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Oliver (X24); damage is spread across the enemy line, with no finisher to focus one squad down.

  82. 81 Hector, front rowZhuge Liang, middle rowOliver, back row Hector · Zhuge Liang · Oliver Current meta Beats 5 of 8 reference lineups 83.78/100 out of 100
    Hector (X15 · paid), Zhuge Liang (X26) and Oliver (X24) score 83.78 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; the trigger chain is thin — the three lean on one link rather than several.

  83. 82 Galahad, front rowAl-Hawra, middle rowOliver, back row Galahad · Al-Hawra · Oliver Current meta Beats 5 of 8 reference lineups 81.94/100 out of 100
    Galahad (X23), Al-Hawra (X01 · paid) and Oliver (X24) score 81.94 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Oliver’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Galahad (X23); damage is spread across the enemy line, with no finisher to focus one squad down.

  84. 83 Ragnar, front rowZhuge Liang, middle rowOliver, back row Ragnar · Zhuge Liang · Oliver Current meta Beats 5 of 8 reference lineups 84.22/100 out of 100
    Ragnar (X12 · paid), Zhuge Liang (X26) and Oliver (X24) score 84.22 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Ragnar raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the trigger chain is thin — the three lean on one link rather than several.

  85. 84 Penthesilea, front rowNicolas Flamel, middle rowSeraphina, back row Penthesilea · Nicolas Flamel · Seraphina Current meta Beats 5 of 8 reference lineups 82.09/100 out of 100
    Penthesilea (SP · paid), Nicolas Flamel (X18) and Seraphina (X28) score 82.09 out of 100 together, and each of the three has a job.

    Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and takes the front as the sturdiest of the three. Nicolas Flamel is the win condition, bringing 64% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Penthesilea holds the front, but nothing here heals.

  86. 85 Helsingen, front rowFrederick I, middle rowOliver, back row Helsingen · Frederick I · Oliver Current meta Beats 5 of 8 reference lineups 83.28/100 out of 100
    Helsingen (X28), Frederick I (X16) and Oliver (X24) score 83.28 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Frederick I brings a second damage line worth 18% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Helsingen produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: the damage runs off different engines, so the three do not compound; Helsingen holds the front and Oliver keeps it standing. Budget note: every hero in this lineup can be completed without spending.

  87. 86 Seraphina, front rowFrederick I, middle rowOliver, back row Seraphina · Frederick I · Oliver Current meta Beats 5 of 8 reference lineups 82.65/100 out of 100
    Seraphina (X28), Frederick I (X16) and Oliver (X24) score 82.65 out of 100 together, and each of the three has a job.

    Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Frederick I brings a second damage line worth 18% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: the damage runs off different engines, so the three do not compound; Seraphina holds the front and Oliver keeps it standing. Budget note: every hero in this lineup can be completed without spending.

  88. 87 Beowulf, front rowPenthesilea, middle rowHenry II, back row Beowulf · Penthesilea · Henry II Current meta Beats 5 of 8 reference lineups 81.85/100 out of 100
    Beowulf (SP · paid), Penthesilea (SP · paid) and Henry II (X20) score 81.85 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 88% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Beowulf raises Henry II’s output directly rather than adding a number of its own. What you give up: attacks converge on the same squads, with no spread pressure across the line; the trigger chain is thin — the three lean on one link rather than several.

  89. 88 Julian, front rowHelsingen, middle rowSeraphina, back row Julian · Helsingen · Seraphina Current meta Beats 5 of 8 reference lineups 81.51/100 out of 100
    Julian (X25), Helsingen (X28) and Seraphina (X28) score 81.51 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 19% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  90. 89 Henry V, front rowGalahad, middle rowOliver, back row Henry V · Galahad · Oliver Current meta Beats 5 of 8 reference lineups 79.90/100 out of 100
    Henry V (X17), Galahad (X23) and Oliver (X24) score 79.90 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  91. 90 Galahad, front rowFrederick I, middle rowOliver, back row Galahad · Frederick I · Oliver Current meta Beats 5 of 8 reference lineups 80.27/100 out of 100
    Galahad (X23), Frederick I (X16) and Oliver (X24) score 80.27 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Frederick I brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Oliver produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  92. 91 Galahad, front rowBeowulf, middle rowOliver, back row Galahad · Beowulf · Oliver Current meta Beats 5 of 8 reference lineups 79.28/100 out of 100
    Galahad (X23), Beowulf (SP · paid) and Oliver (X24) score 79.28 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Beowulf raises Oliver’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; a focused finisher and spread pressure both present.

  93. 92 Galahad, front rowNicolas Flamel, middle rowOliver, back row Galahad · Nicolas Flamel · Oliver Current meta Beats 5 of 8 reference lineups 79.61/100 out of 100
    Galahad (X23), Nicolas Flamel (X18) and Oliver (X24) score 79.61 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Nicolas Flamel brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Nicolas Flamel’s Shadow of Star applies Disarm and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  94. 93 Tomyris, front rowHelsingen, middle rowSeraphina, back row Tomyris · Helsingen · Seraphina Current meta Beats 4 of 8 reference lineups 81.16/100 out of 100
    Tomyris (X28), Helsingen (X28) and Seraphina (X28) score 81.16 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 37% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Helsingen’s Blackflame Curse and Seraphina’s Redflame Curse both wait on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  95. 94 Cleopatra VII, front rowPenthesilea, middle rowBeowulf, back row Cleopatra VII · Penthesilea · Beowulf Current meta Beats 4 of 8 reference lineups 80.46/100 out of 100
    Cleopatra VII (S03 · paid), Penthesilea (SP · paid) and Beowulf (SP · paid) score 80.46 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf adds a second source of control, so the lock rarely has an off round: Dragon Slayer applies Disarm, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf and Cleopatra VII both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; Penthesilea raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  96. 95, inseparable from the lineup above Helsingen, front rowSeraphina, middle rowHenry II, back row Helsingen · Seraphina · Henry II Current meta Beats 4 of 8 reference lineups 80.41/100 out of 100
    Helsingen (X28), Seraphina (X28) and Henry II (X20) score 80.41 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 58% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on. What you give up: Helsingen holds the front, but nothing here heals; raw damage reaches only about 44% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  97. 96 Helsingen, front rowRobin Hood, middle rowNicolas Flamel, back row Helsingen · Robin Hood · Nicolas Flamel Current meta Beats 4 of 8 reference lineups 82.92/100 out of 100
    Helsingen (X28), Robin Hood (X21) and Nicolas Flamel (X18) score 82.92 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 48% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Robin Hood raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: no one hero clearly carries, so the damage is easier to interrupt; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  98. 97 Al-Hawra, front rowCleopatra VII, middle rowOliver, back row Al-Hawra · Cleopatra VII · Oliver Current meta Beats 4 of 8 reference lineups 82.02/100 out of 100
    Al-Hawra (X01 · paid), Cleopatra VII (S03 · paid) and Oliver (X24) score 82.02 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Cleopatra VII produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Oliver’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Oliver (X24); damage is spread across the enemy line, with no finisher to focus one squad down.

  99. 98 Beowulf, front rowHelsingen, middle rowSeraphina, back row Beowulf · Helsingen · Seraphina Current meta Beats 4 of 8 reference lineups 82.60/100 out of 100
    Beowulf (SP · paid), Helsingen (X28) and Seraphina (X28) score 82.60 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina adds a second source of control, so the lock rarely has an off round: Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 22% of the hardest-hitting trio in the roster.

  100. 99 Henry V, front rowPenthesilea, middle rowBeowulf, back row Henry V · Penthesilea · Beowulf Current meta Beats 4 of 8 reference lineups 80.65/100 out of 100
    Henry V (X17), Penthesilea (SP · paid) and Beowulf (SP · paid) score 80.65 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Henry V swings into a line that cannot answer; Penthesilea raises Henry V’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several.

  101. 100 Helsingen, front rowRamses II, middle rowSeraphina, back row Helsingen · Ramses II · Seraphina Current meta Beats 4 of 8 reference lineups 84.22/100 out of 100
    Helsingen (X28), Ramses II (SP · paid) and Seraphina (X28) score 84.22 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 19% of the hardest-hitting trio in the roster.

  102. 101 Beowulf, front rowTomyris, middle rowOliver, back row Beowulf · Tomyris · Oliver Current meta Beats 4 of 8 reference lineups 79.90/100 out of 100
    Beowulf (SP · paid), Tomyris (X28) and Oliver (X24) score 79.90 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Tomyris brings a second damage line worth 16% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Beowulf raises Oliver’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; a focused finisher and spread pressure both present.

  103. 102 Penthesilea, front rowHelsingen, middle rowNicolas Flamel, back row Penthesilea · Helsingen · Nicolas Flamel Current meta Beats 4 of 8 reference lineups 82.93/100 out of 100
    Penthesilea (SP · paid), Helsingen (X28) and Nicolas Flamel (X18) score 82.93 out of 100 together, and each of the three has a job.

    Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and takes the front as the sturdiest of the three. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 65% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Penthesilea holds the front, but nothing here heals.

  104. 103 Tomyris, front rowAl-Hawra, middle rowOliver, back row Tomyris · Al-Hawra · Oliver Current meta Beats 4 of 8 reference lineups 82.55/100 out of 100
    Tomyris (X28), Al-Hawra (X01 · paid) and Oliver (X24) score 82.55 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 14% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Oliver swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; a mid-era lineup anchored by Tomyris (X28).

  105. 104 Zhuge Liang, front rowHenry II, middle rowOliver, back row Zhuge Liang · Henry II · Oliver Current meta Beats 4 of 7 reference lineups 84.69/100 out of 100
    Zhuge Liang (X26), Henry II (X20) and Oliver (X24) score 84.69 out of 100 together, and each of the three has a job.

    Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Henry II brings a second damage line worth 27% of the expected output, so no single silence stops the plan: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  106. 105 Al-Hawra, front rowNicolas Flamel, middle rowOliver, back row Al-Hawra · Nicolas Flamel · Oliver Current meta Beats 4 of 8 reference lineups 86.23/100 out of 100
    Al-Hawra (X01 · paid), Nicolas Flamel (X18) and Oliver (X24) score 86.23 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Nicolas Flamel brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Nicolas Flamel’s Shadow of Star and Oliver’s Paladin's Resilience both wait on; Nicolas Flamel produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; a mid-era lineup anchored by Oliver (X24).

  107. 106 Boudica, front rowHector, middle rowAl-Hawra, back row Boudica · Hector · Al-Hawra developer pick Current meta Beats 4 of 8 reference lineups 73.91/100 out of 100
    Boudica (X01 · paid), Hector (X15 · paid) and Al-Hawra (X01 · paid) score 73.91 out of 100 together, and each of the three has a job.

    Boudica brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and takes the front as the sturdiest of the three. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Boudica’s Celtic Alliance and Hector’s Apollo's Judgment both wait on; Boudica produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Hector’s output directly rather than adding a number of its own. What you give up: Boudica (X01) is the era weak point -- the enemy will aim at the oldest squad; no one hero clearly carries, so the damage is easier to interrupt. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  108. 107 Seraphina, front rowNicolas Flamel, middle rowOliver, back row Seraphina · Nicolas Flamel · Oliver Current meta Beats 4 of 8 reference lineups 84.07/100 out of 100
    Seraphina (X28), Nicolas Flamel (X18) and Oliver (X24) score 84.07 out of 100 together, and each of the three has a job.

    Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Nicolas Flamel brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Seraphina holds the front and Oliver keeps it standing. Budget note: every hero in this lineup can be completed without spending.

  109. 108 Robin Hood, front rowFrederick I, middle rowNicolas Flamel, back row Robin Hood · Frederick I · Nicolas Flamel Current meta Beats 4 of 8 reference lineups 79.44/100 out of 100
    Robin Hood (X21), Frederick I (X16) and Nicolas Flamel (X18) score 79.44 out of 100 together, and each of the three has a job.

    Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Frederick I brings a second damage line worth 34% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 42% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Robin Hood produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; a current-era lineup with no legacy weak point. Budget note: every hero in this lineup can be completed without spending.

  110. 109 Beowulf, front rowAl-Hawra, middle rowOliver, back row Beowulf · Al-Hawra · Oliver Current meta Beats 4 of 8 reference lineups 81.83/100 out of 100
    Beowulf (SP · paid), Al-Hawra (X01 · paid) and Oliver (X24) score 81.83 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Beowulf (SP); the trigger chain is thin — the three lean on one link rather than several.

  111. 110 Frederick I, front rowOliver, middle rowHector, back row Frederick I · Oliver · Hector Current meta Beats 4 of 8 reference lineups 80.27/100 out of 100
    Frederick I (X16), Oliver (X24) and Hector (X15 · paid) score 80.27 out of 100 together, and each of the three has a job.

    Frederick I brings a second damage line worth 17% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and takes the front as the sturdiest of the three. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Oliver produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; a current-era lineup with no legacy weak point.

  112. 111 Henry V, front rowBeowulf, middle rowOliver, back row Henry V · Beowulf · Oliver Current meta Beats 4 of 8 reference lineups 79.82/100 out of 100
    Henry V (X17), Beowulf (SP · paid) and Oliver (X24) score 79.82 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer; Beowulf raises Oliver’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; the damage runs off different engines, so the three do not compound.

  113. 112, inseparable from the lineup above Galahad, front rowPenthesilea, middle rowHenry II, back row Galahad · Penthesilea · Henry II Current meta Beats 3 of 8 reference lineups 79.79/100 out of 100
    Galahad (X23), Penthesilea (SP · paid) and Henry II (X20) score 79.79 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 88% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Galahad waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Penthesilea raises Henry II’s output directly rather than adding a number of its own. What you give up: attacks converge on the same squads, with no spread pressure across the line; the damage runs off different engines, so the three do not compound.

  114. 113, inseparable from the lineup above Beowulf, front rowOliver, middle rowSeraphina, back row Beowulf · Oliver · Seraphina Current meta Beats 3 of 8 reference lineups 79.63/100 out of 100
    Beowulf (SP · paid), Oliver (X24) and Seraphina (X28) score 79.63 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina adds a second source of control, so the lock rarely has an off round: Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Oliver deals stays dealt; Beowulf raises Oliver’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; the damage runs off different engines, so the three do not compound.

  115. 114 Helsingen, front rowRagnar, middle rowFrederick I, back row Helsingen · Ragnar · Frederick I Current meta Beats 3 of 8 reference lineups 79.27/100 out of 100
    Helsingen (X28), Ragnar (X12 · paid) and Frederick I (X16) score 79.27 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 47% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Helsingen produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 30% of the hardest-hitting trio in the roster.

  116. 115 Galahad, front rowSeraphina, middle rowFrederick I, back row Galahad · Seraphina · Frederick I Current meta Beats 3 of 8 reference lineups 79.65/100 out of 100
    Galahad (X23), Seraphina (X28) and Frederick I (X16) score 79.65 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 53% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 27% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  117. 116 Tomyris, front rowBeowulf, middle rowHelsingen, back row Tomyris · Beowulf · Helsingen Current meta Beats 3 of 8 reference lineups 79.96/100 out of 100
    Tomyris (X28), Beowulf (SP · paid) and Helsingen (X28) score 79.96 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 48% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Helsingen’s Blackflame Curse waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Tomyris swings into a line that cannot answer; Beowulf raises Tomyris’s output directly rather than adding a number of its own. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 23% of the hardest-hitting trio in the roster.

  118. 117 Galahad, front rowHelsingen, middle rowFrederick I, back row Galahad · Helsingen · Frederick I Current meta Beats 3 of 8 reference lineups 80.46/100 out of 100
    Galahad (X23), Helsingen (X28) and Frederick I (X16) score 80.46 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 54% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Helsingen produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 27% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  119. 118 Beowulf, front rowPenthesilea, middle rowNicolas Flamel, back row Beowulf · Penthesilea · Nicolas Flamel Current meta Beats 3 of 8 reference lineups 79.34/100 out of 100
    Beowulf (SP · paid), Penthesilea (SP · paid) and Nicolas Flamel (X18) score 79.34 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 84% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer; Beowulf raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; the trigger chain is thin — the three lean on one link rather than several.

  120. 119, inseparable from the lineup above Henry V, front rowHelsingen, middle rowFrederick I, back row Henry V · Helsingen · Frederick I Current meta Beats 3 of 8 reference lineups 79.51/100 out of 100
    Henry V (X17), Helsingen (X28) and Frederick I (X16) score 79.51 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 43% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Frederick I’s Frenzy War and Helsingen’s Nightshadow Scorching Arrow both wait on; Henry V produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Frederick I swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 33% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  121. 120, inseparable from the lineup above Penthesilea, front rowCleopatra VII, middle rowHenry II, back row Penthesilea · Cleopatra VII · Henry II Current meta Beats 3 of 8 reference lineups 79.72/100 out of 100
    Penthesilea (SP · paid), Cleopatra VII (S03 · paid) and Henry II (X20) score 79.72 out of 100 together, and each of the three has a job.

    Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and takes the front as the sturdiest of the three. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 82% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Cleopatra VII waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Penthesilea raises Henry II’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Penthesilea (SP); a focused finisher and spread pressure both present.

  122. 121 Seraphina, front rowRamses II, middle rowOliver, back row Seraphina · Ramses II · Oliver Current meta Beats 3 of 8 reference lineups 84.48/100 out of 100
    Seraphina (X28), Ramses II (SP · paid) and Oliver (X24) score 84.48 out of 100 together, and each of the three has a job.

    Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  123. 122 Henry V, front rowHenry II, middle rowOliver, back row Henry V · Henry II · Oliver Current meta Beats 3 of 8 reference lineups 79.16/100 out of 100
    Henry V (X17), Henry II (X20) and Oliver (X24) score 79.16 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Henry II brings a second damage line worth 28% of the expected output, so no single silence stops the plan: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  124. 123, inseparable from the lineup above Galahad, front rowPenthesilea, middle rowNicolas Flamel, back row Galahad · Penthesilea · Nicolas Flamel Current meta Beats 3 of 8 reference lineups 79.24/100 out of 100
    Galahad (X23), Penthesilea (SP · paid) and Nicolas Flamel (X18) score 79.24 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 84% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Galahad waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer; Penthesilea raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  125. 124 Ramses II, front rowAl-Hawra, middle rowOliver, back row Ramses II · Al-Hawra · Oliver Current meta Beats 3 of 8 reference lineups 85.91/100 out of 100
    Ramses II (SP · paid), Al-Hawra (X01 · paid) and Oliver (X24) score 85.91 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver waits on; Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: a mid-era lineup anchored by Ramses II (SP); the damage runs off different engines, so the three do not compound.

  126. 125 Hector, front rowNicolas Flamel, middle rowOliver, back row Hector · Nicolas Flamel · Oliver Current meta Beats 3 of 8 reference lineups 79.57/100 out of 100
    Hector (X15 · paid), Nicolas Flamel (X18) and Oliver (X24) score 79.57 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Nicolas Flamel brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Nicolas Flamel’s Shadow of Star applies Disarm and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; the damage runs off different engines, so the three do not compound.

  127. 126 Beowulf, front rowHelsingen, middle rowOliver, back row Beowulf · Helsingen · Oliver Current meta Beats 3 of 8 reference lineups 80.23/100 out of 100
    Beowulf (SP · paid), Helsingen (X28) and Oliver (X24) score 80.23 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Beowulf raises Oliver’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; the damage runs off different engines, so the three do not compound.

  128. 127 Helsingen, front rowNicolas Flamel, middle rowOliver, back row Helsingen · Nicolas Flamel · Oliver Current meta Beats 3 of 8 reference lineups 84.67/100 out of 100
    Helsingen (X28), Nicolas Flamel (X18) and Oliver (X24) score 84.67 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Nicolas Flamel brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Nicolas Flamel’s Shadow of Star applies Disarm and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Helsingen holds the front and Oliver keeps it standing. Budget note: every hero in this lineup can be completed without spending.

  129. 128 Zhuge Liang, front rowNicolas Flamel, middle rowOliver, back row Zhuge Liang · Nicolas Flamel · Oliver Current meta Beats 3 of 8 reference lineups 84.38/100 out of 100
    Zhuge Liang (X26), Nicolas Flamel (X18) and Oliver (X24) score 84.38 out of 100 together, and each of the three has a job.

    Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Nicolas Flamel brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending.

  130. 129 Ramses II, front rowRagnar, middle rowOliver, back row Ramses II · Ragnar · Oliver Current meta Beats 3 of 8 reference lineups 80.07/100 out of 100
    Ramses II (SP · paid), Ragnar (X12 · paid) and Oliver (X24) score 80.07 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Ragnar doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver waits on; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  131. 130 Penthesilea, front rowFrederick I, middle rowNicolas Flamel, back row Penthesilea · Frederick I · Nicolas Flamel Current meta Beats 3 of 8 reference lineups 81.34/100 out of 100
    Penthesilea (SP · paid), Frederick I (X16) and Nicolas Flamel (X18) score 81.34 out of 100 together, and each of the three has a job.

    Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and takes the front as the sturdiest of the three. Frederick I brings a second damage line worth 45% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 54% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: Penthesilea holds the front, but nothing here heals; raw damage reaches only about 32% of the hardest-hitting trio in the roster.

  132. 131 Tomyris, front rowCleopatra VII, middle rowOliver, back row Tomyris · Cleopatra VII · Oliver Current meta Beats 3 of 8 reference lineups 83.04/100 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Oliver (X24) score 83.04 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 15% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Cleopatra VII’s Dazzling Shield waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Oliver swings into a line that cannot answer; Tomyris raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; a mid-era lineup anchored by Tomyris (X28).

  133. 132 Henry V, front rowSeraphina, middle rowHenry II, back row Henry V · Seraphina · Henry II Current meta Beats 3 of 8 reference lineups 81.83/100 out of 100
    Henry V (X17), Seraphina (X28) and Henry II (X20) score 81.83 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 57% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Henry II swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Henry II deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 45% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  134. 133 Al-Hawra, front rowHenry II, middle rowHelsingen, back row Al-Hawra · Henry II · Helsingen Current meta Beats 3 of 8 reference lineups 79.06/100 out of 100
    Al-Hawra (X01 · paid), Henry II (X20) and Helsingen (X28) score 79.06 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Henry II is the win condition, bringing 59% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Henry II produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Henry II’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Helsingen (X28); Al-Hawra holds the front, but nothing here heals.

  135. 134 Henry V, front rowNicolas Flamel, middle rowOliver, back row Henry V · Nicolas Flamel · Oliver Current meta Beats 3 of 8 reference lineups 83.76/100 out of 100
    Henry V (X17), Nicolas Flamel (X18) and Oliver (X24) score 83.76 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Nicolas Flamel brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending.

  136. 135 Julian, front rowOliver, middle rowSeraphina, back row Julian · Oliver · Seraphina Current meta Beats 3 of 8 reference lineups 84.49/100 out of 100
    Julian (X25), Oliver (X24) and Seraphina (X28) score 84.49 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  137. 136 Helsingen, front rowRamses II, middle rowOliver, back row Helsingen · Ramses II · Oliver Current meta Beats 3 of 8 reference lineups 83.10/100 out of 100
    Helsingen (X28), Ramses II (SP · paid) and Oliver (X24) score 83.10 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver waits on; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  138. 137 Henry V, front rowHelsingen, middle rowHenry II, back row Henry V · Helsingen · Henry II Current meta Beats 3 of 8 reference lineups 82.76/100 out of 100
    Henry V (X17), Helsingen (X28) and Henry II (X20) score 82.76 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 58% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Henry II swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 44% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  139. 138 Hector, front rowRamses II, middle rowOliver, back row Hector · Ramses II · Oliver Current meta Beats 3 of 8 reference lineups 81.67/100 out of 100
    Hector (X15 · paid), Ramses II (SP · paid) and Oliver (X24) score 81.67 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver waits on; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  140. 139 Henry V, front rowRamses II, middle rowOliver, back row Henry V · Ramses II · Oliver Current meta Beats 3 of 8 reference lineups 84.60/100 out of 100
    Henry V (X17), Ramses II (SP · paid) and Oliver (X24) score 84.60 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II doubles the healing, which turns a slow loss into a stalemate you win: carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; the trigger chain is thin — the three lean on one link rather than several.

  141. 140 Henry V, front rowPenthesilea, middle rowNicolas Flamel, back row Henry V · Penthesilea · Nicolas Flamel Current meta Beats 3 of 8 reference lineups 79.83/100 out of 100
    Henry V (X17), Penthesilea (SP · paid) and Nicolas Flamel (X18) score 79.83 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 64% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Nicolas Flamel swings into a line that cannot answer; Penthesilea raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound.

  142. 141 Cleopatra VII, front rowRamses II, middle rowOliver, back row Cleopatra VII · Ramses II · Oliver Current meta Beats 3 of 8 reference lineups 85.63/100 out of 100
    Cleopatra VII (S03 · paid), Ramses II (SP · paid) and Oliver (X24) score 85.63 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Cleopatra VII and Oliver both wait on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  143. 142 Beowulf, front rowHelsingen, middle rowZhuge Liang, back row Beowulf · Helsingen · Zhuge Liang Current meta Beats 3 of 8 reference lineups 79.27/100 out of 100
    Beowulf (SP · paid), Helsingen (X28) and Zhuge Liang (X26) score 79.27 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Zhuge Liang swings into a line that cannot answer; Beowulf raises Zhuge Liang’s output directly rather than adding a number of its own. What you give up: no one hero clearly carries, so the damage is easier to interrupt; the trigger chain is thin — the three lean on one link rather than several.

  144. 143 Tomyris, front rowBeowulf, middle rowGalahad, back row Tomyris · Beowulf · Galahad Current meta Beats 3 of 8 reference lineups 81.65/100 out of 100
    Tomyris (X28), Beowulf (SP · paid) and Galahad (X23) score 81.65 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 64% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Galahad’s Pixie Bloodline waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Tomyris swings into a line that cannot answer; Beowulf raises Tomyris’s output directly rather than adding a number of its own. What you give up: attacks converge on the same squads, with no spread pressure across the line; raw damage reaches only about 17% of the hardest-hitting trio in the roster.

  145. 144 Beowulf, front rowFrederick I, middle rowHelsingen, back row Beowulf · Frederick I · Helsingen Current meta Beats 3 of 8 reference lineups 82.50/100 out of 100
    Beowulf (SP · paid), Frederick I (X16) and Helsingen (X28) score 82.50 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Frederick I is the win condition, bringing 54% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Helsingen produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 27% of the hardest-hitting trio in the roster; no one hero clearly carries, so the damage is easier to interrupt.

  146. 145 Oliver, front rowZhuge Liang, middle rowRamses II, back row Oliver · Zhuge Liang · Ramses II Current meta Beats 3 of 8 reference lineups 85.27/100 out of 100
    Oliver (X24), Zhuge Liang (X26) and Ramses II (SP · paid) score 85.27 out of 100 together, and each of the three has a job.

    Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and takes the front as the sturdiest of the three. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  147. 146 Beowulf, front rowFrederick I, middle rowSeraphina, back row Beowulf · Frederick I · Seraphina Current meta Beats 3 of 8 reference lineups 81.50/100 out of 100
    Beowulf (SP · paid), Frederick I (X16) and Seraphina (X28) score 81.50 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Frederick I is the win condition, bringing 53% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Seraphina adds a second source of control, so the lock rarely has an off round: Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 27% of the hardest-hitting trio in the roster; no one hero clearly carries, so the damage is easier to interrupt.

  148. 147 Henry V, front rowSeraphina, middle rowNicolas Flamel, back row Henry V · Seraphina · Nicolas Flamel Current meta Beats 3 of 8 reference lineups 82.10/100 out of 100
    Henry V (X17), Seraphina (X28) and Nicolas Flamel (X18) score 82.10 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 48% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Nicolas Flamel’s Eternal Flame and Seraphina’s Crimson Tide Fire Rain both wait on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Nicolas Flamel swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Nicolas Flamel deals stays dealt. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 37% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  149. 148 Beowulf, front rowHenry II, middle rowOliver, back row Beowulf · Henry II · Oliver Current meta Beats 3 of 8 reference lineups 79.06/100 out of 100
    Beowulf (SP · paid), Henry II (X20) and Oliver (X24) score 79.06 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Henry II brings a second damage line worth 30% of the expected output, so no single silence stops the plan: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Beowulf raises Oliver’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; the damage runs off different engines, so the three do not compound.

  150. 149 Zhuge Liang, front rowJulian, middle rowOliver, back row Zhuge Liang · Julian · Oliver Current meta Beats 3 of 8 reference lineups 85.27/100 out of 100
    Zhuge Liang (X26), Julian (X25) and Oliver (X24) score 85.27 out of 100 together, and each of the three has a job.

    Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Julian is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  151. 150 Julian, front rowCleopatra VII, middle rowOliver, back row Julian · Cleopatra VII · Oliver Current meta Beats 3 of 8 reference lineups 85.63/100 out of 100
    Julian (X25), Cleopatra VII (S03 · paid) and Oliver (X24) score 85.63 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Cleopatra VII and Oliver both wait on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  152. 151 Ramses II, front rowTomyris, middle rowOliver, back row Ramses II · Tomyris · Oliver Current meta Beats 3 of 8 reference lineups 84.69/100 out of 100
    Ramses II (SP · paid), Tomyris (X28) and Oliver (X24) score 84.69 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Tomyris brings a second damage line worth 16% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Oliver swings into a line that cannot answer; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound.

  153. 152 Henry V, front rowHelsingen, middle rowNicolas Flamel, back row Henry V · Helsingen · Nicolas Flamel Current meta Beats 3 of 8 reference lineups 82.80/100 out of 100
    Henry V (X17), Helsingen (X28) and Nicolas Flamel (X18) score 82.80 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 48% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow and Nicolas Flamel’s Eternal Flame both wait on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Nicolas Flamel swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  154. 153 Julian, front rowHelsingen, middle rowOliver, back row Julian · Helsingen · Oliver Current meta Beats 3 of 8 reference lineups 83.10/100 out of 100
    Julian (X25), Helsingen (X28) and Oliver (X24) score 83.10 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  155. 154 Cleopatra VII, front rowBeowulf, middle rowZhuge Liang, back row Cleopatra VII · Beowulf · Zhuge Liang Current meta Beats 3 of 8 reference lineups 82.56/100 out of 100
    Cleopatra VII (S03 · paid), Beowulf (SP · paid) and Zhuge Liang (X26) score 82.56 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Beowulf adds a second source of control, so the lock rarely has an off round: Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Beowulf and Cleopatra VII both wait on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Zhuge Liang swings into a line that cannot answer; Beowulf raises Zhuge Liang’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Beowulf (SP); raw damage reaches only about 20% of the hardest-hitting trio in the roster.

  156. 155 Ramses II, front rowZhuge Liang, middle rowBeowulf, back row Ramses II · Zhuge Liang · Beowulf developer pick Current meta Beats 3 of 8 reference lineups 80.98/100 out of 100
    Ramses II (SP · paid), Zhuge Liang (X26) and Beowulf (SP · paid) score 80.98 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Zhuge Liang swings into a line that cannot answer; Ramses II raises Zhuge Liang’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation.

  157. 156 Beowulf, front rowNicolas Flamel, middle rowSeraphina, back row Beowulf · Nicolas Flamel · Seraphina Current meta Beats 3 of 8 reference lineups 84.99/100 out of 100
    Beowulf (SP · paid), Nicolas Flamel (X18) and Seraphina (X28) score 84.99 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Nicolas Flamel is the win condition, bringing 58% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Seraphina adds a second source of control, so the lock rarely has an off round: Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: raw damage reaches only about 30% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  158. 157 Ragnar, front rowJulian, middle rowOliver, back row Ragnar · Julian · Oliver Current meta Beats 3 of 8 reference lineups 80.30/100 out of 100
    Ragnar (X12 · paid), Julian (X25) and Oliver (X24) score 80.30 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on; Ragnar raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  159. 158 Beowulf, front rowHelsingen, middle rowHenry II, back row Beowulf · Helsingen · Henry II Current meta Beats 3 of 8 reference lineups 79.00/100 out of 100
    Beowulf (SP · paid), Helsingen (X28) and Henry II (X20) score 79.00 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 68% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Beowulf raises Henry II’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 38% of the hardest-hitting trio in the roster.

  160. 159, inseparable from the lineup above Cleopatra VII, front rowHelsingen, middle rowNicolas Flamel, back row Cleopatra VII · Helsingen · Nicolas Flamel Current meta Beats 3 of 8 reference lineups 79.05/100 out of 100
    Cleopatra VII (S03 · paid), Helsingen (X28) and Nicolas Flamel (X18) score 79.05 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 55% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Helsingen (X28); raw damage reaches only about 32% of the hardest-hitting trio in the roster.

  161. 160 Beowulf, front rowZhuge Liang, middle rowHenry II, back row Beowulf · Zhuge Liang · Henry II Current meta Beats 3 of 8 reference lineups 83.49/100 out of 100
    Beowulf (SP · paid), Zhuge Liang (X26) and Henry II (X20) score 83.49 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 64% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Beowulf raises Henry II’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 40% of the hardest-hitting trio in the roster.

  162. 161 Helsingen, front rowRamses II, middle rowBeowulf, back row Helsingen · Ramses II · Beowulf Current meta Beats 3 of 8 reference lineups 82.90/100 out of 100
    Helsingen (X28), Ramses II (SP · paid) and Beowulf (SP · paid) score 82.90 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Helsingen swings into a line that cannot answer; Ramses II raises Helsingen’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several.

  163. 162 Zhuge Liang, front rowCleopatra VII, middle rowHenry II, back row Zhuge Liang · Cleopatra VII · Henry II Current meta Beats 3 of 8 reference lineups 80.13/100 out of 100
    Zhuge Liang (X26), Cleopatra VII (S03 · paid) and Henry II (X20) score 80.13 out of 100 together, and each of the three has a job.

    Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 61% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Cleopatra VII waits on; Zhuge Liang raises Henry II’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Zhuge Liang (X26); the trigger chain is thin — the three lean on one link rather than several.

  164. 163 Beowulf, front rowJulian, middle rowSeraphina, back row Beowulf · Julian · Seraphina Current meta Beats 3 of 8 reference lineups 83.15/100 out of 100
    Beowulf (SP · paid), Julian (X25) and Seraphina (X28) score 83.15 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina adds a second source of control, so the lock rarely has an off round: Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Seraphina swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Seraphina deals stays dealt. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several.

  165. 164 Henry V, front rowJulian, middle rowOliver, back row Henry V · Julian · Oliver Current meta Beats 3 of 8 reference lineups 84.84/100 out of 100
    Henry V (X17), Julian (X25) and Oliver (X24) score 84.84 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending.

  166. 165 Zhuge Liang, front rowHelsingen, middle rowNicolas Flamel, back row Zhuge Liang · Helsingen · Nicolas Flamel Current meta Beats 3 of 8 reference lineups 79.24/100 out of 100
    Zhuge Liang (X26), Helsingen (X28) and Nicolas Flamel (X18) score 79.24 out of 100 together, and each of the three has a job.

    Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 46% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Zhuge Liang raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: no one hero clearly carries, so the damage is easier to interrupt; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  167. 166 Beowulf, front rowHelsingen, middle rowJulian, back row Beowulf · Helsingen · Julian Current meta Beats 3 of 8 reference lineups 83.42/100 out of 100
    Beowulf (SP · paid), Helsingen (X28) and Julian (X25) score 83.42 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Helsingen swings into a line that cannot answer; Beowulf raises Helsingen’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several.

  168. 167 Beowulf, front rowHelsingen, middle rowNicolas Flamel, back row Beowulf · Helsingen · Nicolas Flamel Current meta Beats 3 of 8 reference lineups 85.76/100 out of 100
    Beowulf (SP · paid), Helsingen (X28) and Nicolas Flamel (X18) score 85.76 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 59% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: raw damage reaches only about 30% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  169. 168 Cleopatra VII, front rowJulian, middle rowBeowulf, back row Cleopatra VII · Julian · Beowulf Current meta Beats 3 of 8 reference lineups 81.32/100 out of 100
    Cleopatra VII (S03 · paid), Julian (X25) and Beowulf (SP · paid) score 81.32 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf adds a second source of control, so the lock rarely has an off round: Dragon Slayer applies Disarm, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf and Cleopatra VII both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; Beowulf raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  170. 169 Cleopatra VII, front rowRamses II, middle rowBeowulf, back row Cleopatra VII · Ramses II · Beowulf Current meta Beats 3 of 8 reference lineups 80.75/100 out of 100
    Cleopatra VII (S03 · paid), Ramses II (SP · paid) and Beowulf (SP · paid) score 80.75 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf adds a second source of control, so the lock rarely has an off round: Dragon Slayer applies Disarm, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf and Cleopatra VII both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; Ramses II raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  171. 170 Galahad, front rowSeraphina, middle rowNicolas Flamel, back row Galahad · Seraphina · Nicolas Flamel Current meta Beats 2 of 8 reference lineups 82.98/100 out of 100
    Galahad (X23), Seraphina (X28) and Nicolas Flamel (X18) score 82.98 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 58% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 30% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  172. 171 Beowulf, front rowJulian, middle rowTomyris, back row Beowulf · Julian · Tomyris Current meta Beats 2 of 8 reference lineups 82.31/100 out of 100
    Beowulf (SP · paid), Julian (X25) and Tomyris (X28) score 82.31 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tomyris is the win condition, bringing 78% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Tomyris swings into a line that cannot answer; Beowulf raises Tomyris’s output directly rather than adding a number of its own. What you give up: attacks converge on the same squads, with no spread pressure across the line; raw damage reaches only about 14% of the hardest-hitting trio in the roster.

  173. 172 Oliver, front rowFrederick I, middle rowNicolas Flamel, back row Oliver · Frederick I · Nicolas Flamel Current meta Beats 2 of 8 reference lineups 85.30/100 out of 100
    Oliver (X24), Frederick I (X16) and Nicolas Flamel (X18) score 85.30 out of 100 together, and each of the three has a job.

    Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and takes the front as the sturdiest of the three. Frederick I brings a second damage line worth 16% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Oliver produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: Oliver both holds the front and heals it; a current-era lineup with no legacy weak point. Budget note: every hero in this lineup can be completed without spending.

  174. 173 Seraphina, front rowRagnar, middle rowNicolas Flamel, back row Seraphina · Ragnar · Nicolas Flamel Current meta Beats 2 of 8 reference lineups 81.45/100 out of 100
    Seraphina (X28), Ragnar (X12 · paid) and Nicolas Flamel (X18) score 81.45 out of 100 together, and each of the three has a job.

    Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 51% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 34% of the hardest-hitting trio in the roster.

  175. 174 Frederick I, front rowOliver, middle rowHenry V, back row Frederick I · Oliver · Henry V Current meta Beats 2 of 8 reference lineups 86.41/100 out of 100
    Frederick I (X16), Oliver (X24) and Henry V (X17) score 86.41 out of 100 together, and each of the three has a job.

    Frederick I brings a second damage line worth 18% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and takes the front as the sturdiest of the three. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Frederick I’s Frenzy War waits on; Oliver produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; a current-era lineup with no legacy weak point. Budget note: every hero in this lineup can be completed without spending.

  176. 175 Tomyris, front rowHenry II, middle rowSeraphina, back row Tomyris · Henry II · Seraphina Current meta Beats 2 of 8 reference lineups 82.84/100 out of 100
    Tomyris (X28), Henry II (X20) and Seraphina (X28) score 82.84 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Henry II is the win condition, bringing 55% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Seraphina’s Redflame Curse waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Henry II swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Henry II deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 46% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  177. 176 Ramses II, front rowHenry II, middle rowOliver, back row Ramses II · Henry II · Oliver Current meta Beats 2 of 8 reference lineups 81.98/100 out of 100
    Ramses II (SP · paid), Henry II (X20) and Oliver (X24) score 81.98 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Henry II brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver waits on; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  178. 177, inseparable from the lineup above Helsingen, front rowRagnar, middle rowNicolas Flamel, back row Helsingen · Ragnar · Nicolas Flamel Current meta Beats 2 of 8 reference lineups 82.16/100 out of 100
    Helsingen (X28), Ragnar (X12 · paid) and Nicolas Flamel (X18) score 82.16 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 52% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Ragnar raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 34% of the hardest-hitting trio in the roster.

  179. 178 Al-Hawra, front rowJulian, middle rowOliver, back row Al-Hawra · Julian · Oliver Current meta Beats 2 of 8 reference lineups 85.84/100 out of 100
    Al-Hawra (X01 · paid), Julian (X25) and Oliver (X24) score 85.84 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Julian is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on; Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  180. 179 Galahad, front rowHelsingen, middle rowNicolas Flamel, back row Galahad · Helsingen · Nicolas Flamel Current meta Beats 2 of 8 reference lineups 83.77/100 out of 100
    Galahad (X23), Helsingen (X28) and Nicolas Flamel (X18) score 83.77 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 59% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 30% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  181. 180 Ramses II, front rowBeowulf, middle rowTomyris, back row Ramses II · Beowulf · Tomyris Current meta Beats 2 of 8 reference lineups 80.57/100 out of 100
    Ramses II (SP · paid), Beowulf (SP · paid) and Tomyris (X28) score 80.57 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Tomyris is the win condition, bringing 78% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Tomyris swings into a line that cannot answer; Ramses II raises Tomyris’s output directly rather than adding a number of its own. What you give up: attacks converge on the same squads, with no spread pressure across the line; raw damage reaches only about 14% of the hardest-hitting trio in the roster.

  182. 181 Henry V, front rowNicolas Flamel, middle rowFrederick I, back row Henry V · Nicolas Flamel · Frederick I developer pick Current meta Beats 2 of 8 reference lineups 79.28/100 out of 100
    Henry V (X17), Nicolas Flamel (X18) and Frederick I (X16) score 79.28 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Nicolas Flamel is the win condition, bringing 42% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I brings a second damage line worth 35% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Frederick I’s Frenzy War and Nicolas Flamel’s Eternal Flame both wait on; Henry V produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Nicolas Flamel swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; a current-era lineup with no legacy weak point. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation.

  183. 182 Ragnar, front rowFrederick I, middle rowNicolas Flamel, back row Ragnar · Frederick I · Nicolas Flamel Current meta Beats 2 of 8 reference lineups 79.02/100 out of 100
    Ragnar (X12 · paid), Frederick I (X16) and Nicolas Flamel (X18) score 79.02 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Frederick I brings a second damage line worth 37% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 45% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Ragnar produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; a current-era lineup with no legacy weak point.

  184. 183 Helsingen, front rowRamses II, middle rowFrederick I, back row Helsingen · Ramses II · Frederick I Current meta Beats 2 of 8 reference lineups 83.60/100 out of 100
    Helsingen (X28), Ramses II (SP · paid) and Frederick I (X16) score 83.60 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 61% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Helsingen produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 23% of the hardest-hitting trio in the roster.

  185. 184 Julian, front rowFrederick I, middle rowHelsingen, back row Julian · Frederick I · Helsingen Current meta Beats 2 of 8 reference lineups 80.61/100 out of 100
    Julian (X25), Frederick I (X16) and Helsingen (X28) score 80.61 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Frederick I is the win condition, bringing 61% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Helsingen produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 23% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  186. 185 Tomyris, front rowNicolas Flamel, middle rowSeraphina, back row Tomyris · Nicolas Flamel · Seraphina Current meta Beats 2 of 8 reference lineups 81.30/100 out of 100
    Tomyris (X28), Nicolas Flamel (X18) and Seraphina (X28) score 81.30 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Nicolas Flamel is the win condition, bringing 46% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Seraphina’s Redflame Curse waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  187. 186 Helsingen, front rowHector, middle rowNicolas Flamel, back row Helsingen · Hector · Nicolas Flamel Current meta Beats 2 of 8 reference lineups 80.73/100 out of 100
    Helsingen (X28), Hector (X15 · paid) and Nicolas Flamel (X18) score 80.73 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 44% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; the damage runs off different engines, so the three do not compound.

  188. 187 Beowulf, front rowZhuge Liang, middle rowJulian, back row Beowulf · Zhuge Liang · Julian Current meta Beats 2 of 8 reference lineups 82.74/100 out of 100
    Beowulf (SP · paid), Zhuge Liang (X26) and Julian (X25) score 82.74 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Julian is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 5% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Zhuge Liang swings into a line that cannot answer; Beowulf raises Zhuge Liang’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  189. 188 Hector, front rowJulian, middle rowOliver, back row Hector · Julian · Oliver Current meta Beats 2 of 8 reference lineups 81.89/100 out of 100
    Hector (X15 · paid), Julian (X25) and Oliver (X24) score 81.89 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  190. 189 Hector, front rowFrederick I, middle rowNicolas Flamel, back row Hector · Frederick I · Nicolas Flamel Current meta Beats 2 of 8 reference lineups 79.55/100 out of 100
    Hector (X15 · paid), Frederick I (X16) and Nicolas Flamel (X18) score 79.55 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Frederick I brings a second damage line worth 32% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 39% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Hector produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; a current-era lineup with no legacy weak point.

  191. 190 Ramses II, front rowNicolas Flamel, middle rowOliver, back row Ramses II · Nicolas Flamel · Oliver Current meta Beats 2 of 8 reference lineups 84.27/100 out of 100
    Ramses II (SP · paid), Nicolas Flamel (X18) and Oliver (X24) score 84.27 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Nicolas Flamel brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver waits on; Nicolas Flamel’s Shadow of Star applies Disarm and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; the trigger chain is thin — the three lean on one link rather than several.

  192. 191 Julian, front rowFrederick I, middle rowSeraphina, back row Julian · Frederick I · Seraphina Current meta Beats 2 of 8 reference lineups 79.72/100 out of 100
    Julian (X25), Frederick I (X16) and Seraphina (X28) score 79.72 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Frederick I is the win condition, bringing 60% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 24% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  193. 192 Seraphina, front rowRamses II, middle rowBeowulf, back row Seraphina · Ramses II · Beowulf Current meta Beats 2 of 8 reference lineups 81.77/100 out of 100
    Seraphina (X28), Ramses II (SP · paid) and Beowulf (SP · paid) score 81.77 out of 100 together, and each of the three has a job.

    Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf adds a second source of control, so the lock rarely has an off round: Dragon Slayer applies Disarm, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Seraphina swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Seraphina deals stays dealt. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several.

  194. 193 Robin Hood, front rowJulian, middle rowBeowulf, back row Robin Hood · Julian · Beowulf Current meta Beats 2 of 8 reference lineups 82.40/100 out of 100
    Robin Hood (X21), Julian (X25) and Beowulf (SP · paid) score 82.40 out of 100 together, and each of the three has a job.

    Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Robin Hood swings into a line that cannot answer; Beowulf raises Robin Hood’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line.

  195. 194 Ramses II, front rowBeowulf, middle rowRobin Hood, back row Ramses II · Beowulf · Robin Hood Current meta Beats 2 of 8 reference lineups 82.14/100 out of 100
    Ramses II (SP · paid), Beowulf (SP · paid) and Robin Hood (X21) score 82.14 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Robin Hood swings into a line that cannot answer; Ramses II raises Robin Hood’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line.

  196. 195 Henry V, front rowJulian, middle rowBeowulf, back row Henry V · Julian · Beowulf Current meta Beats 2 of 8 reference lineups 81.48/100 out of 100
    Henry V (X17), Julian (X25) and Beowulf (SP · paid) score 81.48 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Henry V swings into a line that cannot answer; Beowulf raises Henry V’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several.

  197. 196 Henry V, front rowRamses II, middle rowBeowulf, back row Henry V · Ramses II · Beowulf Current meta Beats 2 of 8 reference lineups 80.01/100 out of 100
    Henry V (X17), Ramses II (SP · paid) and Beowulf (SP · paid) score 80.01 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II doubles the healing, which turns a slow loss into a stalemate you win: carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Henry V swings into a line that cannot answer; Ramses II raises Henry V’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several.

  198. 197 Seraphina, front rowRamses II, middle rowFrederick I, back row Seraphina · Ramses II · Frederick I Current meta Beats 2 of 8 reference lineups 81.85/100 out of 100
    Seraphina (X28), Ramses II (SP · paid) and Frederick I (X16) score 81.85 out of 100 together, and each of the three has a job.

    Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 60% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 24% of the hardest-hitting trio in the roster.

  199. 198 Ramses II, front rowRagnar, middle rowHenry II, back row Ramses II · Ragnar · Henry II developer pick Current meta Beats 2 of 8 reference lineups 71.99/100 out of 100
    Ramses II (SP · paid), Ragnar (X12 · paid) and Henry II (X20) score 71.99 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Ragnar doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 79% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II raises Henry II’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; little here disrupts the enemy plan, so the fight is decided on raw output. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation.

  200. 199 Galahad, front rowRamses II, middle rowSeraphina, back row Galahad · Ramses II · Seraphina Current meta Beats 1 of 8 reference lineups 79.33/100 out of 100
    Galahad (X23), Ramses II (SP · paid) and Seraphina (X28) score 79.33 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Galahad waits on; Seraphina shuts off enemy recovery, so what Seraphina deals stays dealt; Ramses II raises Seraphina’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  201. 200 Al-Hawra, front rowZhuge Liang, middle rowHenry II, back row Al-Hawra · Zhuge Liang · Henry II developer pick Current meta Beats 1 of 8 reference lineups 70.34/100 out of 100
    Al-Hawra (X01 · paid), Zhuge Liang (X26) and Henry II (X20) score 70.34 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Zhuge Liang is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 56% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry II produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Henry II’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; a mid-era lineup anchored by Zhuge Liang (X26). This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  202. 201 Seraphina, front rowHector, middle rowNicolas Flamel, back row Seraphina · Hector · Nicolas Flamel Current meta Beats 1 of 8 reference lineups 80.07/100 out of 100
    Seraphina (X28), Hector (X15 · paid) and Nicolas Flamel (X18) score 80.07 out of 100 together, and each of the three has a job.

    Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 43% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 40% of the hardest-hitting trio in the roster.

  203. 202 Tomyris, front rowGalahad, middle rowSeraphina, back row Tomyris · Galahad · Seraphina Current meta Beats 1 of 8 reference lineups 81.20/100 out of 100
    Tomyris (X28), Galahad (X23) and Seraphina (X28) score 81.20 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 47% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Galahad’s Pixie Bloodline and Seraphina’s Redflame Curse both wait on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Tomyris swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Tomyris deals stays dealt. What you give up: no one hero clearly carries, so the damage is easier to interrupt; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  204. 203 Tomyris, front rowHelsingen, middle rowHenry II, back row Tomyris · Helsingen · Henry II Current meta Beats 1 of 8 reference lineups 83.76/100 out of 100
    Tomyris (X28), Helsingen (X28) and Henry II (X20) score 83.76 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 56% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Helsingen’s Blackflame Curse waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Henry II swings into a line that cannot answer; Tomyris raises Henry II’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; no one hero clearly carries, so the damage is easier to interrupt. Budget note: every hero in this lineup can be completed without spending.

  205. 204 Tomyris, front rowHenry V, middle rowSeraphina, back row Tomyris · Henry V · Seraphina Current meta Beats 1 of 8 reference lineups 79.50/100 out of 100
    Tomyris (X28), Henry V (X17) and Seraphina (X28) score 79.50 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 37% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Henry V’s Wildfire of Wales and Seraphina’s Redflame Curse both wait on; Henry V’s Wildfire of Wales produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Tomyris swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 30% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  206. 205 Tomyris, front rowRamses II, middle rowSeraphina, back row Tomyris · Ramses II · Seraphina Current meta Beats 1 of 7 reference lineups 79.80/100 out of 100
    Tomyris (X28), Ramses II (SP · paid) and Seraphina (X28) score 79.80 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 54% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Seraphina’s Redflame Curse waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Tomyris swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Tomyris deals stays dealt. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 21% of the hardest-hitting trio in the roster.

  207. 206, inseparable from the lineup above Galahad, front rowJulian, middle rowSeraphina, back row Galahad · Julian · Seraphina Current meta Beats 1 of 8 reference lineups 79.59/100 out of 100
    Galahad (X23), Julian (X25) and Seraphina (X28) score 79.59 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Galahad waits on; Seraphina shuts off enemy recovery, so what Seraphina deals stays dealt. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  208. 207 Galahad, front rowFrederick I, middle rowNicolas Flamel, back row Galahad · Frederick I · Nicolas Flamel Current meta Beats 1 of 8 reference lineups 81.81/100 out of 100
    Galahad (X23), Frederick I (X16) and Nicolas Flamel (X18) score 81.81 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Frederick I brings a second damage line worth 41% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 50% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 35% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  209. 208 Tomyris, front rowCleopatra VII, middle rowHenry II, back row Tomyris · Cleopatra VII · Henry II Current meta Beats 1 of 8 reference lineups 80.93/100 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Henry II (X20) score 80.93 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 61% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Cleopatra VII’s Dazzling Shield waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Henry II swings into a line that cannot answer; Tomyris raises Henry II’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Tomyris (X28); a focused finisher and spread pressure both present.

  210. 209 Julian, front rowNicolas Flamel, middle rowSeraphina, back row Julian · Nicolas Flamel · Seraphina Current meta Beats 1 of 8 reference lineups 82.96/100 out of 100
    Julian (X25), Nicolas Flamel (X18) and Seraphina (X28) score 82.96 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Nicolas Flamel is the win condition, bringing 64% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 27% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  211. 210 Tomyris, front rowCleopatra VII, middle rowRamses II, back row Tomyris · Cleopatra VII · Ramses II Current meta Beats 1 of 8 reference lineups 83.33/100 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Ramses II (SP · paid) score 83.33 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 68% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Cleopatra VII’s Dazzling Shield waits on; Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Cleopatra VII waits on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Tomyris swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 16% of the hardest-hitting trio in the roster.

  212. 211 Henry V, front rowAl-Hawra, middle rowNicolas Flamel, back row Henry V · Al-Hawra · Nicolas Flamel Current meta Beats 1 of 8 reference lineups 79.34/100 out of 100
    Henry V (X17), Al-Hawra (X01 · paid) and Nicolas Flamel (X18) score 79.34 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 49% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Henry V’s Wildfire Rhapsody and Nicolas Flamel’s Shadow of Star both wait on; Henry V produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: a mid-era lineup anchored by Henry V (X17); no one hero clearly carries, so the damage is easier to interrupt.

  213. 212 Julian, front rowHenry II, middle rowOliver, back row Julian · Henry II · Oliver Current meta Beats 1 of 8 reference lineups 81.98/100 out of 100
    Julian (X25), Henry II (X20) and Oliver (X24) score 81.98 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Henry II brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  214. 213 Galahad, front rowCleopatra VII, middle rowZhuge Liang, back row Galahad · Cleopatra VII · Zhuge Liang Current meta Beats 1 of 8 reference lineups 80.38/100 out of 100
    Galahad (X23), Cleopatra VII (S03 · paid) and Zhuge Liang (X26) score 80.38 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Cleopatra VII and Galahad both wait on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Zhuge Liang swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; a mid-era lineup anchored by Zhuge Liang (X26).

  215. 214 Al-Hawra, front rowHenry II, middle rowHenry V, back row Al-Hawra · Henry II · Henry V Current meta Beats 1 of 8 reference lineups 80.90/100 out of 100
    Al-Hawra (X01 · paid), Henry II (X20) and Henry V (X17) score 80.90 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Henry II is the win condition, bringing 59% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Henry V’s Wildfire Rhapsody waits on; Henry II produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Henry II’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Henry V (X17); raw damage reaches only about 44% of the hardest-hitting trio in the roster.

  216. 215 Tomyris, front rowGalahad, middle rowHelsingen, back row Tomyris · Galahad · Helsingen Current meta Beats 1 of 8 reference lineups 82.01/100 out of 100
    Tomyris (X28), Galahad (X23) and Helsingen (X28) score 82.01 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 48% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Galahad’s Pixie Bloodline and Helsingen’s Blackflame Curse both wait on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  217. 216 Ramses II, front rowBeowulf, middle rowHenry II, back row Ramses II · Beowulf · Henry II Current meta Beats 1 of 8 reference lineups 81.26/100 out of 100
    Ramses II (SP · paid), Beowulf (SP · paid) and Henry II (X20) score 81.26 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 89% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Ramses II raises Henry II’s output directly rather than adding a number of its own. What you give up: attacks converge on the same squads, with no spread pressure across the line; the trigger chain is thin — the three lean on one link rather than several.

  218. 217 Tomyris, front rowHelsingen, middle rowNicolas Flamel, back row Tomyris · Helsingen · Nicolas Flamel Current meta Beats 1 of 8 reference lineups 81.99/100 out of 100
    Tomyris (X28), Helsingen (X28) and Nicolas Flamel (X18) score 81.99 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 46% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Helsingen’s Blackflame Curse waits on; Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  219. 218 Tomyris, front rowHelsingen, middle rowRamses II, back row Tomyris · Helsingen · Ramses II Current meta Beats 1 of 8 reference lineups 81.56/100 out of 100
    Tomyris (X28), Helsingen (X28) and Ramses II (SP · paid) score 81.56 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 55% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Helsingen’s Blackflame Curse waits on; Ramses II raises Tomyris’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 20% of the hardest-hitting trio in the roster.

  220. 219 Frederick I, front rowHenry II, middle rowHenry V, back row Frederick I · Henry II · Henry V Current meta Beats 1 of 8 reference lineups 79.79/100 out of 100
    Frederick I (X16), Henry II (X20) and Henry V (X17) score 79.79 out of 100 together, and each of the three has a job.

    Frederick I brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and takes the front as the sturdiest of the three. Henry II is the win condition, bringing 52% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Frederick I’s Frenzy War waits on; Henry II produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; a current-era lineup with no legacy weak point. Budget note: every hero in this lineup can be completed without spending.

  221. 220 Beowulf, front rowFrederick I, middle rowNicolas Flamel, back row Beowulf · Frederick I · Nicolas Flamel Current meta Beats 1 of 8 reference lineups 81.29/100 out of 100
    Beowulf (SP · paid), Frederick I (X16) and Nicolas Flamel (X18) score 81.29 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Frederick I brings a second damage line worth 41% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 50% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 35% of the hardest-hitting trio in the roster.

  222. 221 Tomyris, front rowGalahad, middle rowRamses II, back row Tomyris · Galahad · Ramses II Current meta Beats 1 of 8 reference lineups 84.13/100 out of 100
    Tomyris (X28), Galahad (X23) and Ramses II (SP · paid) score 84.13 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 78% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Galahad’s Pixie Bloodline waits on; Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Galahad waits on; Ramses II raises Tomyris’s output directly rather than adding a number of its own. What you give up: no damaging skill to aim; raw damage reaches only about 14% of the hardest-hitting trio in the roster.

  223. 222 Tomyris, front rowJulian, middle rowSeraphina, back row Tomyris · Julian · Seraphina Current meta Beats 1 of 8 reference lineups 80.95/100 out of 100
    Tomyris (X28), Julian (X25) and Seraphina (X28) score 80.95 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 54% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Seraphina’s Redflame Curse waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Tomyris swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Tomyris deals stays dealt. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 21% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  224. 223 Julian, front rowNicolas Flamel, middle rowOliver, back row Julian · Nicolas Flamel · Oliver Current meta Beats 1 of 8 reference lineups 84.27/100 out of 100
    Julian (X25), Nicolas Flamel (X18) and Oliver (X24) score 84.27 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Nicolas Flamel brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on; Nicolas Flamel’s Shadow of Star applies Disarm and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending.

  225. 224 Tomyris, front rowJulian, middle rowOliver, back row Tomyris · Julian · Oliver Current meta Beats 1 of 8 reference lineups 84.93/100 out of 100
    Tomyris (X28), Julian (X25) and Oliver (X24) score 84.93 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 16% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Oliver swings into a line that cannot answer; Tomyris raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  226. 225 Tomyris, front rowHelsingen, middle rowHenry V, back row Tomyris · Helsingen · Henry V Current meta Beats 1 of 8 reference lineups 80.43/100 out of 100
    Tomyris (X28), Helsingen (X28) and Henry V (X17) score 80.43 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 37% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Helsingen’s Blackflame Curse and Henry V’s Wildfire of Wales both wait on; Henry V’s Wildfire of Wales produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Tomyris swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 30% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  227. 226 Ramses II, front rowFrederick I, middle rowNicolas Flamel, back row Ramses II · Frederick I · Nicolas Flamel Current meta Beats 1 of 8 reference lineups 84.93/100 out of 100
    Ramses II (SP · paid), Frederick I (X16) and Nicolas Flamel (X18) score 84.93 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Frederick I brings a second damage line worth 45% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 55% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 32% of the hardest-hitting trio in the roster; a current-era lineup with no legacy weak point.

  228. 227 Tomyris, front rowGalahad, middle rowHenry II, back row Tomyris · Galahad · Henry II Current meta Beats 1 of 8 reference lineups 83.27/100 out of 100
    Tomyris (X28), Galahad (X23) and Henry II (X20) score 83.27 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 28% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 64% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Galahad’s Pixie Bloodline waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Henry II swings into a line that cannot answer; Tomyris raises Henry II’s output directly rather than adding a number of its own. What you give up: attacks converge on the same squads, with no spread pressure across the line; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending.

  229. 228 Julian, front rowHelsingen, middle rowNicolas Flamel, back row Julian · Helsingen · Nicolas Flamel Current meta Beats 1 of 8 reference lineups 83.55/100 out of 100
    Julian (X25), Helsingen (X28) and Nicolas Flamel (X18) score 83.55 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 66% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 27% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  230. 229 Tomyris, front rowHenry II, middle rowHenry V, back row Tomyris · Henry II · Henry V Current meta Beats 1 of 8 reference lineups 82.24/100 out of 100
    Tomyris (X28), Henry II (X20) and Henry V (X17) score 82.24 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Henry II is the win condition, bringing 56% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Henry V’s Wildfire of Wales waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Henry II swings into a line that cannot answer; Tomyris raises Henry II’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; no one hero clearly carries, so the damage is easier to interrupt. Budget note: every hero in this lineup can be completed without spending.

  231. 230 Al-Hawra, front rowCleopatra VII, middle rowJulian, back row Al-Hawra · Cleopatra VII · Julian Current meta Beats 1 of 8 reference lineups 79.58/100 out of 100
    Al-Hawra (X01 · paid), Cleopatra VII (S03 · paid) and Julian (X25) score 79.58 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Julian is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 5% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Cleopatra VII waits on; Cleopatra VII produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Al-Hawra swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Julian (X25); raw damage reaches only about 14% of the hardest-hitting trio in the roster.

  232. 231 Tomyris, front rowCleopatra VII, middle rowJulian, back row Tomyris · Cleopatra VII · Julian Current meta Beats 1 of 8 reference lineups 83.89/100 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Julian (X25) score 83.89 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 68% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Cleopatra VII’s Dazzling Shield waits on; Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Cleopatra VII waits on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Tomyris swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 16% of the hardest-hitting trio in the roster.

  233. 232 Tomyris, front rowCleopatra VII, middle rowGalahad, back row Tomyris · Cleopatra VII · Galahad Current meta Beats 1 of 8 reference lineups 79.52/100 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Galahad (X23) score 79.52 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 57% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Cleopatra VII’s Dazzling Shield and Galahad’s Pixie Bloodline both wait on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Tomyris swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; a mid-era lineup anchored by Tomyris (X28).

  234. 233 Tomyris, front rowHelsingen, middle rowJulian, back row Tomyris · Helsingen · Julian Current meta Beats 1 of 8 reference lineups 81.85/100 out of 100
    Tomyris (X28), Helsingen (X28) and Julian (X25) score 81.85 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 55% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Helsingen’s Blackflame Curse waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 20% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  235. 234, inseparable from the lineup above Tomyris, front rowHenry V, middle rowNicolas Flamel, back row Tomyris · Henry V · Nicolas Flamel Current meta Beats 1 of 8 reference lineups 82.06/100 out of 100
    Tomyris (X28), Henry V (X17) and Nicolas Flamel (X18) score 82.06 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 46% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Henry V’s Wildfire of Wales waits on; Henry V’s Wildfire of Wales produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Nicolas Flamel swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  236. 235 Henry V, front rowRamses II, middle rowNicolas Flamel, back row Henry V · Ramses II · Nicolas Flamel Current meta Beats 1 of 8 reference lineups 79.95/100 out of 100
    Henry V (X17), Ramses II (SP · paid) and Nicolas Flamel (X18) score 79.95 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II doubles the healing, which turns a slow loss into a stalemate you win: carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 65% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Nicolas Flamel swings into a line that cannot answer; Ramses II raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound.

  237. 236 Galahad, front rowZhuge Liang, middle rowHenry II, back row Galahad · Zhuge Liang · Henry II Current meta Beats 0 of 8 reference lineups 82.46/100 out of 100
    Galahad (X23), Zhuge Liang (X26) and Henry II (X20) score 82.46 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 64% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Galahad waits on; Zhuge Liang raises Henry II’s output directly rather than adding a number of its own. What you give up: a focused finisher and spread pressure both present; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending.

  238. 237 Cleopatra VII, front rowRamses II, middle rowHenry II, back row Cleopatra VII · Ramses II · Henry II Current meta Beats 0 of 8 reference lineups 79.31/100 out of 100
    Cleopatra VII (S03 · paid), Ramses II (SP · paid) and Henry II (X20) score 79.31 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 83% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Cleopatra VII waits on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Ramses II raises Henry II’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Ramses II (SP); a focused finisher and spread pressure both present.

  239. 238 Julian, front rowCleopatra VII, middle rowHenry II, back row Julian · Cleopatra VII · Henry II Current meta Beats 0 of 8 reference lineups 80.02/100 out of 100
    Julian (X25), Cleopatra VII (S03 · paid) and Henry II (X20) score 80.02 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 83% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Cleopatra VII waits on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Henry II swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Julian (X25); a focused finisher and spread pressure both present.

  240. 239 Seraphina, front rowRamses II, middle rowNicolas Flamel, back row Seraphina · Ramses II · Nicolas Flamel Current meta Beats 0 of 8 reference lineups 85.94/100 out of 100
    Seraphina (X28), Ramses II (SP · paid) and Nicolas Flamel (X18) score 85.94 out of 100 together, and each of the three has a job.

    Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 64% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 27% of the hardest-hitting trio in the roster.

  241. 240 Julian, front rowOliver, middle rowRamses II, back row Julian · Oliver · Ramses II Current meta Beats 0 of 8 reference lineups 84.77/100 out of 100
    Julian (X25), Oliver (X24) and Ramses II (SP · paid) score 84.77 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; little here disrupts the enemy plan, so the fight is decided on raw output.

  242. 241 Ramses II, front rowBeowulf, middle rowNicolas Flamel, back row Ramses II · Beowulf · Nicolas Flamel Current meta Beats 0 of 8 reference lineups 79.18/100 out of 100
    Ramses II (SP · paid), Beowulf (SP · paid) and Nicolas Flamel (X18) score 79.18 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 85% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer; Ramses II raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; the trigger chain is thin — the three lean on one link rather than several.

  243. 242 Julian, front rowFrederick I, middle rowNicolas Flamel, back row Julian · Frederick I · Nicolas Flamel Current meta Beats 0 of 8 reference lineups 82.13/100 out of 100
    Julian (X25), Frederick I (X16) and Nicolas Flamel (X18) score 82.13 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Frederick I brings a second damage line worth 45% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 55% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 32% of the hardest-hitting trio in the roster; Julian holds the front, but nothing here heals. Budget note: every hero in this lineup can be completed without spending.

  244. 243 Julian, front rowCleopatra VII, middle rowFrederick I, back row Julian · Cleopatra VII · Frederick I Current meta Beats 0 of 8 reference lineups 79.15/100 out of 100
    Julian (X25), Cleopatra VII (S03 · paid) and Frederick I (X16) score 79.15 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 73% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Cleopatra VII waits on; Cleopatra VII produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Frederick I swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Julian (X25); the damage runs off different engines, so the three do not compound.

  245. 244 Beowulf, front rowJulian, middle rowNicolas Flamel, back row Beowulf · Julian · Nicolas Flamel Current meta Beats 0 of 8 reference lineups 79.62/100 out of 100
    Beowulf (SP · paid), Julian (X25) and Nicolas Flamel (X18) score 79.62 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 85% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer; Beowulf raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 20% of the hardest-hitting trio in the roster.

  246. 245 Beowulf, front rowJulian, middle rowHenry II, back row Beowulf · Julian · Henry II Current meta Beats 0 of 7 reference lineups 82.72/100 out of 100
    Beowulf (SP · paid), Julian (X25) and Henry II (X20) score 82.72 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 89% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Beowulf raises Henry II’s output directly rather than adding a number of its own. What you give up: attacks converge on the same squads, with no spread pressure across the line; the trigger chain is thin — the three lean on one link rather than several.

  247. 246 Henry V, front rowJulian, middle rowNicolas Flamel, back row Henry V · Julian · Nicolas Flamel Current meta Beats 0 of 8 reference lineups 80.16/100 out of 100
    Henry V (X17), Julian (X25) and Nicolas Flamel (X18) score 80.16 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 65% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Nicolas Flamel swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  248. 247 Galahad, front rowRamses II, middle rowNicolas Flamel, back row Galahad · Ramses II · Nicolas Flamel Current meta Beats 0 of 8 reference lineups 79.27/100 out of 100
    Galahad (X23), Ramses II (SP · paid) and Nicolas Flamel (X18) score 79.27 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 85% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Galahad waits on; Ramses II raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  249. 248, inseparable from the lineup above Tomyris, front rowHenry V, middle rowJulian, back row Tomyris · Henry V · Julian Current meta Beats 0 of 8 reference lineups 79.37/100 out of 100
    Tomyris (X28), Henry V (X17) and Julian (X25) score 79.37 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 54% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Henry V’s Wildfire of Wales waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Tomyris swings into a line that cannot answer. What you give up: a focused finisher and spread pressure both present; raw damage reaches only about 21% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  250. 249 Tomyris, front rowGalahad, middle rowHenry V, back row Tomyris · Galahad · Henry V Current meta Beats 0 of 8 reference lineups 80.48/100 out of 100
    Tomyris (X28), Galahad (X23) and Henry V (X17) score 80.48 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 47% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Galahad’s Pixie Bloodline and Henry V’s Wildfire of Wales both wait on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Tomyris swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  251. 250, inseparable from the lineup above Tomyris, front rowGalahad, middle rowZhuge Liang, back row Tomyris · Galahad · Zhuge Liang Current meta Beats 0 of 8 reference lineups 80.58/100 out of 100
    Tomyris (X28), Galahad (X23) and Zhuge Liang (X26) score 80.58 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Galahad’s Pixie Bloodline waits on; Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Galahad waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Zhuge Liang swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; no one hero clearly carries, so the damage is easier to interrupt. Budget note: every hero in this lineup can be completed without spending.

  252. 251 Galahad, front rowJulian, middle rowNicolas Flamel, back row Galahad · Julian · Nicolas Flamel Current meta Beats 0 of 8 reference lineups 79.52/100 out of 100
    Galahad (X23), Julian (X25) and Nicolas Flamel (X18) score 79.52 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 85% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Galahad waits on. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  253. 252 Tomyris, front rowGalahad, middle rowJulian, back row Tomyris · Galahad · Julian Current meta Beats 0 of 8 reference lineups 84.80/100 out of 100
    Tomyris (X28), Galahad (X23) and Julian (X25) score 84.80 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 78% of the lineup's expected damage: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Galahad’s Pixie Bloodline waits on; Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Galahad waits on. What you give up: no damaging skill to aim; raw damage reaches only about 14% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  254. 253 Galahad, front rowZhuge Liang, middle rowRamses II, back row Galahad · Zhuge Liang · Ramses II Current meta Beats 0 of 8 reference lineups 79.06/100 out of 100
    Galahad (X23), Zhuge Liang (X26) and Ramses II (SP · paid) score 79.06 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Galahad waits on; Ramses II raises Zhuge Liang’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 15% of the hardest-hitting trio in the roster.

  255. 254 Galahad, front rowZhuge Liang, middle rowJulian, back row Galahad · Zhuge Liang · Julian Current meta Beats 0 of 8 reference lineups 79.74/100 out of 100
    Galahad (X23), Zhuge Liang (X26) and Julian (X25) score 79.74 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Julian is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 5% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Galahad waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  256. Mid progression combos

    Nothing here is newer than X15, and none is an SP. Lineups for accounts partway up the hero ladder.

  257. 1 Boudica, front rowSakura Blossom, middle rowRobin Hood, back row Boudica · Sakura Blossom · Robin Hood developer pick Mid progression Beats 8 of 8 reference lineups 64.29/100 out of 100
    Boudica (X01 · paid), Sakura Blossom (X01) and Robin Hood (X21) score 64.29 out of 100 together, and each of the three has a job.

    Boudica brings a second damage line worth 36% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and takes the front as the sturdiest of the three. Sakura Blossom is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Sakura Blossom raises Robin Hood’s output directly rather than adding a number of its own. What you give up: Boudica (X01) is the era weak point -- the enemy will aim at the oldest squad; the trigger chain is thin — the three lean on one link rather than several. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  258. 2 Boudica, front rowSakura Blossom, middle rowEselfred, back row Boudica · Sakura Blossom · Eselfred developer pick Mid progression Beats 6 of 8 reference lineups 67.33/100 out of 100
    Boudica (X01 · paid), Sakura Blossom (X01) and Eselfred (X14) score 67.33 out of 100 together, and each of the three has a job.

    Boudica brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and takes the front as the sturdiest of the three. Sakura Blossom is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 58% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Boudica’s Song of Uprising and Eselfred’s Fortified Line of Attack both wait on; Sakura Blossom raises Eselfred’s output directly rather than adding a number of its own. What you give up: Boudica holds the front, but nothing here heals; Boudica (X01) is the era weak point -- the enemy will aim at the oldest squad. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  259. 3 Sky Breaker, front rowWitch Hunter, middle rowFrederick I, back row Sky Breaker · Witch Hunter · Frederick I developer pick Mid progression Beats 4 of 8 reference lineups 72.33/100 out of 100
    Sky Breaker (S03), Witch Hunter (S02) and Frederick I (X16) score 72.33 out of 100 together, and each of the three has a job.

    Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and takes the front as the sturdiest of the three. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 61% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Witch Hunter’s Purifying Flame produces burns, the exact trigger Frederick I’s Frenzy War waits on; Sky Breaker produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Frederick I swings into a line that cannot answer. What you give up: Sky Breaker (S03) is the era weak point -- the enemy will aim at the oldest squad; Sky Breaker both holds the front and heals it. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  260. 4 Boudica, front rowSakura Blossom, middle rowElk, back row Boudica · Sakura Blossom · Elk developer pick Mid progression Beats 4 of 8 reference lineups 58.26/100 out of 100
    Boudica (X01 · paid), Sakura Blossom (X01) and Elk (X01) score 58.26 out of 100 together, and each of the three has a job.

    Boudica is the win condition, bringing 57% of the lineup's expected damage: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and takes the front as the sturdiest of the three. Sakura Blossom is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Elk is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 58% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Sakura Blossom raises Boudica’s output directly rather than adding a number of its own. What you give up: Boudica holds the front, but nothing here heals; Boudica (X01) is the era weak point -- the enemy will aim at the oldest squad. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  261. 5 Henry V, front rowWitch Hunter, middle rowFrederick I, back row Henry V · Witch Hunter · Frederick I developer pick Mid progression Beats 2 of 8 reference lineups 73.44/100 out of 100
    Henry V (X17), Witch Hunter (S02) and Frederick I (X16) score 73.44 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 51% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Frederick I’s Frenzy War waits on; Henry V produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Frederick I swings into a line that cannot answer. What you give up: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; no one hero clearly carries, so the damage is easier to interrupt. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  262. 6 Boudica, front rowSakura Blossom, middle rowTarantula, back row Boudica · Sakura Blossom · Tarantula developer pick Mid progression Beats 2 of 8 reference lineups 60.73/100 out of 100
    Boudica (X01 · paid), Sakura Blossom (X01) and Tarantula (X02) score 60.73 out of 100 together, and each of the three has a job.

    Boudica brings a second damage line worth 38% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and takes the front as the sturdiest of the three. Sakura Blossom is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 45% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Sakura Blossom raises Tarantula’s output directly rather than adding a number of its own. What you give up: Boudica (X01) is the era weak point -- the enemy will aim at the oldest squad; no one hero clearly carries, so the damage is easier to interrupt. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  263. 7 Warden, front rowInquisitor, middle rowEselfred, back row Warden · Inquisitor · Eselfred Mid progression Beats 2 of 8 reference lineups 83.86/100 out of 100
    Warden (X06), Inquisitor (S02) and Eselfred (X14) score 83.86 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 73% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Inquisitor’s Judgement of Justice both wait on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 21% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  264. 8 Warden, front rowSky Breaker, middle rowEselfred, back row Warden · Sky Breaker · Eselfred Mid progression Beats 1 of 8 reference lineups 81.36/100 out of 100
    Warden (X06), Sky Breaker (S03) and Eselfred (X14) score 81.36 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 69% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Sky Breaker’s Wrath of the Wilderness both wait on; Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: Sky Breaker (S03) is the era weak point -- the enemy will aim at the oldest squad; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  265. 9 Warden, front rowCharles the Great, middle rowEselfred, back row Warden · Charles the Great · Eselfred Mid progression Beats 1 of 8 reference lineups 82.01/100 out of 100
    Warden (X06), Charles the Great (S01) and Eselfred (X14) score 82.01 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 72% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Charles the Great’s Broken Armor and Eselfred’s Thunder and Heavy Arrows both wait on; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  266. 10 Warden, front rowEselfred, middle rowDefender, back row Warden · Eselfred · Defender Mid progression Beats 1 of 8 reference lineups 81.34/100 out of 100
    Warden (X06), Eselfred (X14) and Defender (X03) score 81.34 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Eselfred is the win condition, bringing 82% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Defender’s Heavenly Smite and Eselfred’s Thunder and Heavy Arrows both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Defender waits on; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 18% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  267. 11 Warden, front rowWitch Hunter, middle rowEselfred, back row Warden · Witch Hunter · Eselfred Mid progression Beats 0 of 8 reference lineups 83.51/100 out of 100
    Warden (X06), Witch Hunter (S02) and Eselfred (X14) score 83.51 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 72% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Witch Hunter’s Purifying Flame both wait on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 21% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  268. 12 Warden, front rowEselfred, middle rowAshen Verdict, back row Warden · Eselfred · Ashen Verdict Mid progression Beats 0 of 8 reference lineups 81.98/100 out of 100
    Warden (X06), Eselfred (X14) and Ashen Verdict (X05) score 81.98 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Eselfred is the win condition, bringing 69% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashen Verdict’s Righteous Fervor and Eselfred’s Thunder and Heavy Arrows both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Ashen Verdict waits on; Ashen Verdict’s Righteous Fervor applies Disarm and takes a squad out of the fight, so Eselfred swings into a line that cannot answer. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  269. 13 Warden, front rowEselfred, middle rowLeonidas, back row Warden · Eselfred · Leonidas Mid progression Beats 0 of 8 reference lineups 83.27/100 out of 100
    Warden (X06), Eselfred (X14) and Leonidas (S00) score 83.27 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Eselfred is the win condition, bringing 81% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Leonidas’s Sharp Spear both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Leonidas waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Eselfred swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 19% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  270. 14, inseparable from the lineup above Isabella I, front rowWarden, middle rowEselfred, back row Isabella I · Warden · Eselfred Mid progression Beats 0 of 8 reference lineups 83.22/100 out of 100
    Isabella I (S01), Warden (X06) and Eselfred (X14) score 83.22 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 71% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Isabella I’s Queen of the Storm both wait on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Warden (X06); little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  271. 15 Hellfire, front rowWarden, middle rowEselfred, back row Hellfire · Warden · Eselfred Mid progression Beats 0 of 8 reference lineups 81.61/100 out of 100
    Hellfire (X09), Warden (X06) and Eselfred (X14) score 81.61 out of 100 together, and each of the three has a job.

    Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warden is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 90% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Hellfire’s Heroic Inspiration both wait on; Hellfire raises Eselfred’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  272. 16 Warden, front rowEdward the Confessor, middle rowEselfred, back row Warden · Edward the Confessor · Eselfred Mid progression Beats 0 of 8 reference lineups 83.55/100 out of 100
    Warden (X06), Edward the Confessor (S01) and Eselfred (X14) score 83.55 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 83% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Edward the Confessor’s King's Crossbow and Eselfred’s Thunder and Heavy Arrows both wait on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 18% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  273. 17 Darius, front rowPoison Master, middle rowBelisarius, back row Darius · Poison Master · Belisarius developer pick Mid progression Beats 0 of 8 reference lineups 72.85/100 out of 100
    Darius (X13), Poison Master (X10) and Belisarius (X12) score 72.85 out of 100 together, and each of the three has a job.

    Darius is the win condition, bringing 57% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and takes the front as the sturdiest of the three. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Poison Master’s Spreading Poison produces dot, the exact trigger Darius’s King of all Kings waits on; Darius produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on. What you give up: Darius holds the front, but nothing here heals; raw damage reaches only about 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  274. 18 Warden, front rowLeonidas, middle rowLilith, back row Warden · Leonidas · Lilith Mid progression Beats 0 of 8 reference lineups 82.80/100 out of 100
    Warden (X06), Leonidas (S00) and Lilith (X09) score 82.80 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Lilith adds a second source of control, so the lock rarely has an off round: Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Leonidas’s Sharp Spear and Lilith’s Poison Needle both wait on; Leonidas produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 14% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  275. 19 Hellfire, front rowPoison Master, middle rowBelisarius, back row Hellfire · Poison Master · Belisarius Mid progression Beats 0 of 8 reference lineups 79.26/100 out of 100
    Hellfire (X09), Poison Master (X10) and Belisarius (X12) score 79.26 out of 100 together, and each of the three has a job.

    Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Belisarius is the win condition, bringing 100% of the lineup's expected damage: Hunting Down puts 279% into all enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Belisarius’s Hunting Down waits on; Hellfire produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Belisarius swings into a line that cannot answer. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  276. 20 Warden, front rowInquisitor, middle rowLilith, back row Warden · Inquisitor · Lilith Mid progression Beats 0 of 8 reference lineups 82.67/100 out of 100
    Warden (X06), Inquisitor (S02) and Lilith (X09) score 82.67 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Lilith adds a second source of control, so the lock rarely has an off round: Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Inquisitor’s Judgement of Justice and Lilith’s Poison Needle both wait on; Inquisitor produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  277. 21 Warden, front rowPoison Master, middle rowEselfred, back row Warden · Poison Master · Eselfred Mid progression Beats 0 of 8 reference lineups 85.11/100 out of 100
    Warden (X06), Poison Master (X10) and Eselfred (X14) score 85.11 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 90% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Poison Master’s Deadly Virus both wait on; Eselfred produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Eselfred swings into a line that cannot answer. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Poison Master (X10). Budget note: every hero in this lineup can be completed without spending.

  278. 22 Defender, front rowRamses II, middle rowSpectral Reaper, back row Defender · Ramses II · Spectral Reaper developer pick Mid progression Beats 0 of 8 reference lineups 77.68/100 out of 100
    Defender (X03), Ramses II (SP · paid) and Spectral Reaper (X03) score 77.68 out of 100 together, and each of the three has a job.

    Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 80% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Defender waits on; Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Spectral Reaper waits on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt. What you give up: Spectral Reaper (X03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 8% of the hardest-hitting trio in the roster. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  279. 23 Warden, front rowWitch Hunter, middle rowLilith, back row Warden · Witch Hunter · Lilith Mid progression Beats 0 of 8 reference lineups 81.88/100 out of 100
    Warden (X06), Witch Hunter (S02) and Lilith (X09) score 81.88 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Lilith adds a second source of control, so the lock rarely has an off round: Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Lilith’s Poison Needle and Witch Hunter’s Purifying Flame both wait on; Witch Hunter produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  280. 24, inseparable from the lineup above Warden, front rowLilith, middle rowDefender, back row Warden · Lilith · Defender Mid progression Beats 0 of 8 reference lineups 81.92/100 out of 100
    Warden (X06), Lilith (X09) and Defender (X03) score 81.92 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Infatuated Shadow applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Defender’s Heavenly Smite and Lilith’s Poison Needle both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Defender waits on; Warden raises Lilith’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  281. 25 Warden, front rowYukimura Sanada, middle rowEselfred, back row Warden · Yukimura Sanada · Eselfred Mid progression Beats 0 of 8 reference lineups 80.20/100 out of 100
    Warden (X06), Yukimura Sanada (S00) and Eselfred (X14) score 80.20 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Eselfred is the win condition, bringing 75% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Yukimura Sanada’s Scarlet Armor both wait on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  282. 26 Warden, front rowDivine Arrow, middle rowEselfred, back row Warden · Divine Arrow · Eselfred Mid progression Beats 0 of 8 reference lineups 81.19/100 out of 100
    Warden (X06), Divine Arrow (S04) and Eselfred (X14) score 81.19 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 85% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Divine Arrow’s For Heaven and Eselfred’s Thunder and Heavy Arrows both wait on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  283. 27 Warden, front rowInquisitor, middle rowTarantula, back row Warden · Inquisitor · Tarantula Mid progression Beats 0 of 8 reference lineups 81.87/100 out of 100
    Warden (X06), Inquisitor (S02) and Tarantula (X02) score 81.87 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 63% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Inquisitor’s Judgement of Justice and Tarantula’s Plundering Charge both wait on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Warden raises Tarantula’s output directly rather than adding a number of its own. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  284. 28 Warden, front rowCharles the Great, middle rowLilith, back row Warden · Charles the Great · Lilith Mid progression Beats 0 of 8 reference lineups 82.45/100 out of 100
    Warden (X06), Charles the Great (S01) and Lilith (X09) score 82.45 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Charles the Great’s Broken Armor and Lilith’s Poison Needle both wait on; Warden raises Lilith’s output directly rather than adding a number of its own. What you give up: Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  285. 29 Hellfire, front rowWarden, middle rowLilith, back row Hellfire · Warden · Lilith Mid progression Beats 0 of 8 reference lineups 81.74/100 out of 100
    Hellfire (X09), Warden (X06) and Lilith (X09) score 81.74 out of 100 together, and each of the three has a job.

    Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warden is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Lilith’s Poison Needle both wait on; Hellfire raises Lilith’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  286. 30, inseparable from the lineup above Tarantula, front rowWarden, middle rowLeonidas, back row Tarantula · Warden · Leonidas Mid progression Beats 0 of 8 reference lineups 81.96/100 out of 100
    Tarantula (X02), Warden (X06) and Leonidas (S00) score 81.96 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 71% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Leonidas’s Sharp Spear and Tarantula’s Plundering Charge both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Leonidas waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Tarantula swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 13% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  287. 31 Warden, front rowWitch Hunter, middle rowTarantula, back row Warden · Witch Hunter · Tarantula Mid progression Beats 0 of 8 reference lineups 80.70/100 out of 100
    Warden (X06), Witch Hunter (S02) and Tarantula (X02) score 80.70 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 60% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Tarantula’s Plundering Charge and Witch Hunter’s Purifying Flame both wait on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Warden raises Tarantula’s output directly rather than adding a number of its own. What you give up: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  288. 32 Warden, front rowCharles the Great, middle rowTarantula, back row Warden · Charles the Great · Tarantula Mid progression Beats 0 of 8 reference lineups 79.44/100 out of 100
    Warden (X06), Charles the Great (S01) and Tarantula (X02) score 79.44 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 61% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Charles the Great’s Broken Armor and Tarantula’s Plundering Charge both wait on; Warden raises Tarantula’s output directly rather than adding a number of its own. What you give up: Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  289. 33 Eidolon, front rowAshen Verdict, middle rowSpectral Reaper, back row Eidolon · Ashen Verdict · Spectral Reaper developer pick Mid progression Beats 0 of 8 reference lineups 56.94/100 out of 100
    Eidolon (X07), Ashen Verdict (X05) and Spectral Reaper (X03) score 56.94 out of 100 together, and each of the three has a job.

    Eidolon is the multiplier, raising what the other two put out rather than adding a number of its own: carries 140% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 42% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Ashen Verdict’s Righteous Fervor applies Disarm and takes a squad out of the fight, so Spectral Reaper swings into a line that cannot answer; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Eidolon raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; no one hero clearly carries, so the damage is easier to interrupt. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  290. 34 Warden, front rowPoison Master, middle rowBelisarius, back row Warden · Poison Master · Belisarius Mid progression Beats 0 of 8 reference lineups 82.57/100 out of 100
    Warden (X06), Poison Master (X10) and Belisarius (X12) score 82.57 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Belisarius is the win condition, bringing 81% of the lineup's expected damage: Hunting Down puts 279% into all enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Belisarius’s Hunting Down waits on; Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Poison Master’s Deadly Virus waits on; Belisarius produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  291. 35 Warden, front rowRamses II, middle rowSpectral Reaper, back row Warden · Ramses II · Spectral Reaper developer pick Mid progression Beats 0 of 8 reference lineups 75.65/100 out of 100
    Warden (X06), Ramses II (SP · paid) and Spectral Reaper (X03) score 75.65 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 79% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Spectral Reaper’s Tamashi-kusari waits on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Spectral Reaper waits on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; Spectral Reaper (X03) is the era weak point -- the enemy will aim at the oldest squad. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  292. 36 Ramses II, front rowAshen Verdict, middle rowSpectral Reaper, back row Ramses II · Ashen Verdict · Spectral Reaper developer pick Mid progression Beats 0 of 8 reference lineups 72.28/100 out of 100
    Ramses II (SP · paid), Ashen Verdict (X05) and Spectral Reaper (X03) score 72.28 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 54% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Ashen Verdict and Spectral Reaper both wait on; Ashen Verdict’s Righteous Fervor applies Disarm and takes a squad out of the fight, so Spectral Reaper swings into a line that cannot answer; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt. What you give up: Spectral Reaper (X03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 12% of the hardest-hitting trio in the roster. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  293. 37 Isabella I, front rowWarden, middle rowLilith, back row Isabella I · Warden · Lilith Mid progression Beats 0 of 8 reference lineups 82.63/100 out of 100
    Isabella I (S01), Warden (X06) and Lilith (X09) score 82.63 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Lilith’s Poison Needle both wait on; Isabella I produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  294. 38 Warden, front rowAshen Verdict, middle rowLilith, back row Warden · Ashen Verdict · Lilith Mid progression Beats 0 of 8 reference lineups 80.18/100 out of 100
    Warden (X06), Ashen Verdict (X05) and Lilith (X09) score 80.18 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Lilith adds a second source of control, so the lock rarely has an off round: Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashen Verdict’s Righteous Fervor and Lilith’s Poison Needle both wait on; Ashen Verdict produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Ashen Verdict’s Righteous Fervor applies Disarm and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 18% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  295. 39 Warden, front rowEdward the Confessor, middle rowLilith, back row Warden · Edward the Confessor · Lilith Mid progression Beats 0 of 8 reference lineups 83.25/100 out of 100
    Warden (X06), Edward the Confessor (S01) and Lilith (X09) score 83.25 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Edward the Confessor’s King's Crossbow and Lilith’s Poison Needle both wait on; Edward the Confessor produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  296. 40 Warden, front rowEdward the Confessor, middle rowAshen Verdict, back row Warden · Edward the Confessor · Ashen Verdict Mid progression Beats 0 of 8 reference lineups 80.19/100 out of 100
    Warden (X06), Edward the Confessor (S01) and Ashen Verdict (X05) score 80.19 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashen Verdict’s Righteous Fervor and Edward the Confessor’s King's Crossbow both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Ashen Verdict waits on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Ashen Verdict swings into a line that cannot answer. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  297. 41 Warden, front rowPoison Master, middle rowTarantula, back row Warden · Poison Master · Tarantula Mid progression Beats 0 of 8 reference lineups 82.24/100 out of 100
    Warden (X06), Poison Master (X10) and Tarantula (X02) score 82.24 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 84% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Poison Master’s Deadly Virus and Tarantula’s Plundering Charge both wait on; Tarantula produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Tarantula swings into a line that cannot answer. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Poison Master (X10). Budget note: every hero in this lineup can be completed without spending.

  298. 42 Warden, front rowQueen Anne, middle rowLilith, back row Warden · Queen Anne · Lilith Mid progression Beats 0 of 8 reference lineups 80.21/100 out of 100
    Warden (X06), Queen Anne (S00) and Lilith (X09) score 80.21 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Queen Anne is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Slaughter applies Suppress on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Lilith adds a second source of control, so the lock rarely has an off round: Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Lilith’s Poison Needle and Queen Anne’s Slaughter both wait on; Queen Anne produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: Queen Anne (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 16% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  299. 43 Warden, front rowYukimura Sanada, middle rowLilith, back row Warden · Yukimura Sanada · Lilith Mid progression Beats 0 of 8 reference lineups 80.82/100 out of 100
    Warden (X06), Yukimura Sanada (S00) and Lilith (X09) score 80.82 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Lilith adds a second source of control, so the lock rarely has an off round: Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Lilith’s Poison Needle and Yukimura Sanada’s Scarlet Armor both wait on; Yukimura Sanada produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 16% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  300. 44 Warden, front rowInquisitor, middle rowDarius, back row Warden · Inquisitor · Darius Mid progression Beats 0 of 8 reference lineups 81.69/100 out of 100
    Warden (X06), Inquisitor (S02) and Darius (X13) score 81.69 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 63% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Darius’s Disdain and Inquisitor’s Judgement of Justice both wait on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Darius swings into a line that cannot answer; Warden raises Darius’s output directly rather than adding a number of its own. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  301. 45 Warden, front rowDivine Arrow, middle rowLilith, back row Warden · Divine Arrow · Lilith Mid progression Beats 0 of 8 reference lineups 81.23/100 out of 100
    Warden (X06), Divine Arrow (S04) and Lilith (X09) score 81.23 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Lilith adds a second source of control, so the lock rarely has an off round: Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Divine Arrow’s For Heaven and Lilith’s Poison Needle both wait on; Divine Arrow produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 13% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  302. 46 Warden, front rowRough Rider, middle rowLilith, back row Warden · Rough Rider · Lilith Mid progression Beats 0 of 8 reference lineups 80.36/100 out of 100
    Warden (X06), Rough Rider (S00) and Lilith (X09) score 80.36 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Lilith’s Poison Needle and Rough Rider’s Tag Tactic both wait on; Warden raises Lilith’s output directly rather than adding a number of its own. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 16% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  303. 47 Tarantula, front rowDivine Arrow, middle rowWarden, back row Tarantula · Divine Arrow · Warden Mid progression Beats 0 of 8 reference lineups 79.97/100 out of 100
    Tarantula (X02), Divine Arrow (S04) and Warden (X06) score 79.97 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 77% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Divine Arrow’s For Heaven and Tarantula’s Plundering Charge both wait on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Warden raises Tarantula’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  304. 48 Warden, front rowWitch Hunter, middle rowDarius, back row Warden · Witch Hunter · Darius Mid progression Beats 0 of 8 reference lineups 80.53/100 out of 100
    Warden (X06), Witch Hunter (S02) and Darius (X13) score 80.53 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 61% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Darius’s Disdain and Witch Hunter’s Purifying Flame both wait on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Darius swings into a line that cannot answer; Warden raises Darius’s output directly rather than adding a number of its own. What you give up: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 16% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  305. 49 Warden, front rowPoison Master, middle rowSky Breaker, back row Warden · Poison Master · Sky Breaker Mid progression Beats 0 of 8 reference lineups 80.25/100 out of 100
    Warden (X06), Poison Master (X10) and Sky Breaker (S03) score 80.25 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sky Breaker adds a second source of control, so the lock rarely has an off round: Soul of the Mountain applies Disarm, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Poison Master’s Deadly Virus and Sky Breaker’s Wrath of the Wilderness both wait on; Sky Breaker produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Sky Breaker (S03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.

  306. 50 Warden, front rowPoison Master, middle rowLilith, back row Warden · Poison Master · Lilith Mid progression Beats 0 of 8 reference lineups 83.03/100 out of 100
    Warden (X06), Poison Master (X10) and Lilith (X09) score 83.03 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Lilith adds a second source of control, so the lock rarely has an off round: Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Lilith’s Poison Needle and Poison Master’s Deadly Virus both wait on; Poison Master produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Lilith produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  307. 51 Hellfire, front rowWarden, middle rowInquisitor, back row Hellfire · Warden · Inquisitor Mid progression Beats 0 of 8 reference lineups 80.58/100 out of 100
    Hellfire (X09), Warden (X06) and Inquisitor (S02) score 80.58 out of 100 together, and each of the three has a job.

    Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warden is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Inquisitor’s Judgement of Justice both wait on; Hellfire raises Inquisitor’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.

  308. 52, inseparable from the lineup above Hellfire, front rowWarden, middle rowWitch Hunter, back row Hellfire · Warden · Witch Hunter Mid progression Beats 0 of 8 reference lineups 80.48/100 out of 100
    Hellfire (X09), Warden (X06) and Witch Hunter (S02) score 80.48 out of 100 together, and each of the three has a job.

    Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warden is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Witch Hunter’s Purifying Flame both wait on; Hellfire raises Witch Hunter’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.

  309. 53, inseparable from the lineup above Warden, front rowPoison Master, middle rowAshen Verdict, back row Warden · Poison Master · Ashen Verdict Mid progression Beats 0 of 8 reference lineups 80.51/100 out of 100
    Warden (X06), Poison Master (X10) and Ashen Verdict (X05) score 80.51 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Ashen Verdict adds a second source of control, so the lock rarely has an off round: Righteous Fervor applies Disarm on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashen Verdict’s Righteous Fervor and Poison Master’s Deadly Virus both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Ashen Verdict waits on; Ashen Verdict produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  310. 54 Warden, front rowPoison Master, middle rowWitch Hunter, back row Warden · Poison Master · Witch Hunter Mid progression Beats 0 of 8 reference lineups 80.17/100 out of 100
    Warden (X06), Poison Master (X10) and Witch Hunter (S02) score 80.17 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Poison Master’s Deadly Virus and Witch Hunter’s Purifying Flame both wait on; Witch Hunter produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Witch Hunter swings into a line that cannot answer. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.

  311. 55, inseparable from the lineup above Warden, front rowPoison Master, middle rowInquisitor, back row Warden · Poison Master · Inquisitor Mid progression Beats 0 of 8 reference lineups 80.27/100 out of 100
    Warden (X06), Poison Master (X10) and Inquisitor (S02) score 80.27 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Inquisitor adds a second source of control, so the lock rarely has an off round: Judgement of Justice applies Disarm on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Inquisitor’s Judgement of Justice and Poison Master’s Deadly Virus both wait on; Inquisitor produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Inquisitor swings into a line that cannot answer. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.

  312. 56 Ramses II, front rowCharles the Great, middle rowAl Faith, back row Ramses II · Charles the Great · Al Faith developer pick Mid progression Beats 0 of 8 reference lineups 65.60/100 out of 100
    Ramses II (SP · paid), Charles the Great (S01) and Al Faith (S01) score 65.60 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Charles the Great is the multiplier, raising what the other two put out rather than adding a number of its own: carries 85% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Al Faith is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 35% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II raises Charles the Great’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 4% of the hardest-hitting trio in the roster. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  313. 57 Warden, front rowPoison Master, middle rowCharles the Great, back row Warden · Poison Master · Charles the Great Mid progression Beats 0 of 8 reference lineups 80.17/100 out of 100
    Warden (X06), Poison Master (X10) and Charles the Great (S01) score 80.17 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Charles the Great’s Broken Armor and Poison Master’s Deadly Virus both wait on; Charles the Great produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.

  314. 58 Warden, front rowPoison Master, middle rowDarius, back row Warden · Poison Master · Darius Mid progression Beats 0 of 8 reference lineups 83.30/100 out of 100
    Warden (X06), Poison Master (X10) and Darius (X13) score 83.30 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 85% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Darius’s King of all Kings waits on; Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Darius’s Disdain and Poison Master’s Deadly Virus both wait on; Darius produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  315. 59 Warden, front rowEdward the Confessor, middle rowDarius, back row Warden · Edward the Confessor · Darius Mid progression Beats 0 of 8 reference lineups 81.96/100 out of 100
    Warden (X06), Edward the Confessor (S01) and Darius (X13) score 81.96 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 76% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Darius’s Disdain and Edward the Confessor’s King's Crossbow both wait on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Darius swings into a line that cannot answer; Warden raises Darius’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  316. 60 Warden, front rowDarius, middle rowLeonidas, back row Warden · Darius · Leonidas Mid progression Beats 0 of 8 reference lineups 81.69/100 out of 100
    Warden (X06), Darius (X13) and Leonidas (S00) score 81.69 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Darius is the win condition, bringing 72% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Darius’s Disdain and Leonidas’s Sharp Spear both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Leonidas waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Darius swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 13% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  317. 61, inseparable from the lineup above Warden, front rowEdward the Confessor, middle rowTarantula, back row Warden · Edward the Confessor · Tarantula Mid progression Beats 0 of 8 reference lineups 81.52/100 out of 100
    Warden (X06), Edward the Confessor (S01) and Tarantula (X02) score 81.52 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 75% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Edward the Confessor’s King's Crossbow and Tarantula’s Plundering Charge both wait on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Warden raises Tarantula’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 12% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  318. 62 Isabella I, front rowPoison Master, middle rowWarden, back row Isabella I · Poison Master · Warden Mid progression Beats 0 of 8 reference lineups 81.19/100 out of 100
    Isabella I (S01), Poison Master (X10) and Warden (X06) score 81.19 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Poison Master’s Deadly Virus both wait on; Isabella I produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Poison Master (X10). Budget note: every hero in this lineup can be completed without spending.

  319. Starter combos

    All three heroes are Season 0–4: 4 copies to complete, free, and owned by every player. The best lineups anyone can field on day one.

  320. 1 Immortal Guardian, front rowCharles the Great, middle rowJade Eagle, back row Immortal Guardian · Charles the Great · Jade Eagle developer pick Starter Beats 5 of 8 reference lineups 59.85/100 out of 100
    Immortal Guardian (S04), Charles the Great (S01) and Jade Eagle (S04) score 59.85 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jade Eagle is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rapid Throw applies Silence on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt; Charles the Great raises Jade Eagle’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Jade Eagle (S04) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  321. 2 Sky Breaker, front rowInquisitor, middle rowWitch Hunter, back row Sky Breaker · Inquisitor · Witch Hunter developer pick Starter Beats 5 of 8 reference lineups 58.01/100 out of 100
    Sky Breaker (S03), Inquisitor (S02) and Witch Hunter (S02) score 58.01 out of 100 together, and each of the three has a job.

    Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and takes the front as the sturdiest of the three. Inquisitor adds a second source of control, so the lock rarely has an off round: Judgement of Justice applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Witch Hunter’s Purifying Flame produces burns, the exact trigger Inquisitor’s Atonement waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  322. 3 Immortal Guardian, front rowDivine Arrow, middle rowJade Eagle, back row Immortal Guardian · Divine Arrow · Jade Eagle developer pick Starter Beats 2 of 8 reference lineups 58.83/100 out of 100
    Immortal Guardian (S04), Divine Arrow (S04) and Jade Eagle (S04) score 58.83 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Jade Eagle adds a second source of control, so the lock rarely has an off round: Rapid Throw applies Silence on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Jade Eagle swings into a line that cannot answer; Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt. What you give up: no hero here feeds another one's trigger; Jade Eagle (S04) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  323. 4 Inquisitor, front rowIsabella I, middle rowJade Eagle, back row Inquisitor · Isabella I · Jade Eagle Starter Beats 2 of 8 reference lineups 67.50/100 out of 100
    Inquisitor (S02), Isabella I (S01) and Jade Eagle (S04) score 67.50 out of 100 together, and each of the three has a job.

    Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and takes the front as the sturdiest of the three. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Jade Eagle adds a second source of control, so the lock rarely has an off round: Rapid Throw applies Silence on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Inquisitor’s Atonement produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm produces burns, the exact trigger Inquisitor’s Atonement waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Jade Eagle swings into a line that cannot answer. What you give up: Jade Eagle (S04) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 20% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  324. 5 Sky Breaker, front rowIsabella I, middle rowWitch Hunter, back row Sky Breaker · Isabella I · Witch Hunter developer pick Starter Beats 1 of 8 reference lineups 62.03/100 out of 100
    Sky Breaker (S03), Isabella I (S01) and Witch Hunter (S02) score 62.03 out of 100 together, and each of the three has a job.

    Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and takes the front as the sturdiest of the three. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Witch Hunter’s Purifying Flame produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  325. 6 Immortal Guardian, front rowLeonidas, middle rowCharles the Great, back row Immortal Guardian · Leonidas · Charles the Great Starter Beats 1 of 8 reference lineups 68.23/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Charles the Great (S01) score 68.23 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  326. 7 Isabella I, front rowInquisitor, middle rowWitch Hunter, back row Isabella I · Inquisitor · Witch Hunter Starter Beats 0 of 8 reference lineups 67.81/100 out of 100
    Isabella I (S01), Inquisitor (S02) and Witch Hunter (S02) score 67.81 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Inquisitor’s Atonement produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Witch Hunter’s Purifying Flame produces burns, the exact trigger Inquisitor’s Atonement waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.

  327. 8, inseparable from the lineup above Immortal Guardian, front rowLeonidas, middle rowWitch Hunter, back row Immortal Guardian · Leonidas · Witch Hunter Starter Beats 0 of 8 reference lineups 67.73/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Witch Hunter (S02) score 67.73 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Witch Hunter swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  328. 9 Immortal Guardian, front rowIsabella I, middle rowWitch Hunter, back row Immortal Guardian · Isabella I · Witch Hunter Starter Beats 0 of 8 reference lineups 67.31/100 out of 100
    Immortal Guardian (S04), Isabella I (S01) and Witch Hunter (S02) score 67.31 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Witch Hunter’s Purifying Flame produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.

  329. 10 Inquisitor, front rowImmortal Guardian, middle rowIsabella I, back row Inquisitor · Immortal Guardian · Isabella I Starter Beats 0 of 8 reference lineups 72.42/100 out of 100
    Inquisitor (S02), Immortal Guardian (S04) and Isabella I (S01) score 72.42 out of 100 together, and each of the three has a job.

    Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and takes the front as the sturdiest of the three. Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Inquisitor’s Atonement produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm produces burns, the exact trigger Inquisitor’s Atonement waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 8% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  330. 11 Immortal Guardian, front rowLeonidas, middle rowWilliam the Conqueror, back row Immortal Guardian · Leonidas · William the Conqueror Starter Beats 0 of 8 reference lineups 67.03/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and William the Conqueror (S00) score 67.03 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. William the Conqueror is the flex piece -- modest alone, but covering what the other two leave open: One Arrow One Kill puts 641% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; William the Conqueror (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.

  331. 12 Immortal Guardian, front rowLeonidas, middle rowInquisitor, back row Immortal Guardian · Leonidas · Inquisitor Starter Beats 0 of 8 reference lineups 67.84/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Inquisitor (S02) score 67.84 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Inquisitor adds a second source of control, so the lock rarely has an off round: Judgement of Justice applies Disarm on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Inquisitor swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  332. 13 Inquisitor, front rowIsabella I, middle rowLeonidas, back row Inquisitor · Isabella I · Leonidas Starter Beats 0 of 8 reference lineups 68.63/100 out of 100
    Inquisitor (S02), Isabella I (S01) and Leonidas (S00) score 68.63 out of 100 together, and each of the three has a job.

    Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and takes the front as the sturdiest of the three. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Leonidas adds a second source of control, so the lock rarely has an off round: Sharp Spear applies Silence on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Inquisitor’s Atonement produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm produces burns, the exact trigger Inquisitor’s Atonement waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.

  333. 14 Immortal Guardian, front rowLeonidas, middle rowSky Breaker, back row Immortal Guardian · Leonidas · Sky Breaker Starter Beats 0 of 8 reference lineups 67.80/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Sky Breaker (S03) score 67.80 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Sky Breaker adds a second source of control, so the lock rarely has an off round: Soul of the Mountain applies Disarm, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Sky Breaker (S03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.

  334. 15 Edward the Confessor, front rowLeonidas, middle rowWilliam the Conqueror, back row Edward the Confessor · Leonidas · William the Conqueror developer pick Starter Beats 0 of 8 reference lineups 60.86/100 out of 100
    Edward the Confessor (S01), Leonidas (S00) and William the Conqueror (S00) score 60.86 out of 100 together, and each of the three has a job.

    Edward the Confessor is the multiplier, raising what the other two put out rather than adding a number of its own: carries 118% of damage amplification across its kit, and takes the front as the sturdiest of the three. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. William the Conqueror is the flex piece -- modest alone, but covering what the other two leave open: One Arrow One Kill puts 641% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer; Edward the Confessor raises William the Conqueror’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; William the Conqueror (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  335. 16 Leonidas, front rowDivine Arrow, middle rowSky Breaker, back row Leonidas · Divine Arrow · Sky Breaker Starter Beats 0 of 8 reference lineups 65.87/100 out of 100
    Leonidas (S00), Divine Arrow (S04) and Sky Breaker (S03) score 65.87 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Divine Arrow adds a second source of control, so the lock rarely has an off round: For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Sky Breaker adds a second source of control, so the lock rarely has an off round: Soul of the Mountain applies Disarm, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Sky Breaker (S03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.

  336. 17 Leonidas, front rowAl Faith, middle rowCharles the Great, back row Leonidas · Al Faith · Charles the Great Starter Beats 0 of 8 reference lineups 67.22/100 out of 100
    Leonidas (S00), Al Faith (S01) and Charles the Great (S01) score 67.22 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer; Al Faith raises Charles the Great’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  337. 18 Inquisitor, front rowEdward the Confessor, middle rowIsabella I, back row Inquisitor · Edward the Confessor · Isabella I Starter Beats 0 of 8 reference lineups 69.99/100 out of 100
    Inquisitor (S02), Edward the Confessor (S01) and Isabella I (S01) score 69.99 out of 100 together, and each of the three has a job.

    Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and takes the front as the sturdiest of the three. Edward the Confessor is the multiplier, raising what the other two put out rather than adding a number of its own: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Inquisitor’s Atonement produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm produces burns, the exact trigger Inquisitor’s Atonement waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; no one hero clearly carries, so the damage is easier to interrupt. Budget note: every hero in this lineup can be completed without spending.

  338. 19, inseparable from the lineup above Inquisitor, front rowDivine Arrow, middle rowIsabella I, back row Inquisitor · Divine Arrow · Isabella I Starter Beats 0 of 8 reference lineups 69.85/100 out of 100
    Inquisitor (S02), Divine Arrow (S04) and Isabella I (S01) score 69.85 out of 100 together, and each of the three has a job.

    Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and takes the front as the sturdiest of the three. Divine Arrow adds a second source of control, so the lock rarely has an off round: For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Inquisitor’s Atonement produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm produces burns, the exact trigger Inquisitor’s Atonement waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  339. 20 Leonidas, front rowAl Faith, middle rowSky Breaker, back row Leonidas · Al Faith · Sky Breaker Starter Beats 0 of 8 reference lineups 66.90/100 out of 100
    Leonidas (S00), Al Faith (S01) and Sky Breaker (S03) score 66.90 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sky Breaker adds a second source of control, so the lock rarely has an off round: Soul of the Mountain applies Disarm, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer; Al Faith raises Sky Breaker’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  340. 21 Edward the Confessor, front rowCharles the Great, middle rowAl Faith, back row Edward the Confessor · Charles the Great · Al Faith developer pick Starter Beats 0 of 8 reference lineups 59.63/100 out of 100
    Edward the Confessor (S01), Charles the Great (S01) and Al Faith (S01) score 59.63 out of 100 together, and each of the three has a job.

    Edward the Confessor is the multiplier, raising what the other two put out rather than adding a number of its own: carries 118% of damage amplification across its kit, and takes the front as the sturdiest of the three. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Al Faith is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 35% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer; Edward the Confessor raises Charles the Great’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Edward the Confessor holds the front, but nothing here heals. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  341. 22 Inquisitor, front rowAl Faith, middle rowIsabella I, back row Inquisitor · Al Faith · Isabella I Starter Beats 0 of 8 reference lineups 72.12/100 out of 100
    Inquisitor (S02), Al Faith (S01) and Isabella I (S01) score 72.12 out of 100 together, and each of the three has a job.

    Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and takes the front as the sturdiest of the three. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Inquisitor’s Atonement produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm produces burns, the exact trigger Inquisitor’s Atonement waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 8% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  342. 23 Divine Arrow, front rowLeonidas, middle rowIsabella I, back row Divine Arrow · Leonidas · Isabella I Starter Beats 0 of 8 reference lineups 66.93/100 out of 100
    Divine Arrow (S04), Leonidas (S00) and Isabella I (S01) score 66.93 out of 100 together, and each of the three has a job.

    Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Leonidas adds a second source of control, so the lock rarely has an off round: Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 8% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  343. 24 Immortal Guardian, front rowLeonidas, middle rowIsabella I, back row Immortal Guardian · Leonidas · Isabella I Starter Beats 0 of 8 reference lineups 69.22/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Isabella I (S01) score 69.22 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  344. 25 Immortal Guardian, front rowDivine Arrow, middle rowSky Breaker, back row Immortal Guardian · Divine Arrow · Sky Breaker Starter Beats 0 of 8 reference lineups 66.70/100 out of 100
    Immortal Guardian (S04), Divine Arrow (S04) and Sky Breaker (S03) score 66.70 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Sky Breaker adds a second source of control, so the lock rarely has an off round: Soul of the Mountain applies Disarm, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  345. 26, inseparable from the lineup above Isabella I, front rowEdward the Confessor, middle rowLeonidas, back row Isabella I · Edward the Confessor · Leonidas Starter Beats 0 of 8 reference lineups 66.92/100 out of 100
    Isabella I (S01), Edward the Confessor (S01) and Leonidas (S00) score 66.92 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Edward the Confessor is the multiplier, raising what the other two put out rather than adding a number of its own: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Edward the Confessor raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 8% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  346. 27 Immortal Guardian, front rowDivine Arrow, middle rowIsabella I, back row Immortal Guardian · Divine Arrow · Isabella I Starter Beats 0 of 8 reference lineups 68.22/100 out of 100
    Immortal Guardian (S04), Divine Arrow (S04) and Isabella I (S01) score 68.22 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  347. 28, inseparable from the lineup above Immortal Guardian, front rowEdward the Confessor, middle rowSky Breaker, back row Immortal Guardian · Edward the Confessor · Sky Breaker Starter Beats 0 of 8 reference lineups 67.98/100 out of 100
    Immortal Guardian (S04), Edward the Confessor (S01) and Sky Breaker (S03) score 67.98 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer; Edward the Confessor raises Sky Breaker’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  348. 29 Immortal Guardian, front rowEdward the Confessor, middle rowIsabella I, back row Immortal Guardian · Edward the Confessor · Isabella I Starter Beats 0 of 8 reference lineups 68.92/100 out of 100
    Immortal Guardian (S04), Edward the Confessor (S01) and Isabella I (S01) score 68.92 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Edward the Confessor raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  349. 30 Isabella I, front rowAl Faith, middle rowEdward the Confessor, back row Isabella I · Al Faith · Edward the Confessor Starter Beats 0 of 8 reference lineups 68.66/100 out of 100
    Isabella I (S01), Al Faith (S01) and Edward the Confessor (S01) score 68.66 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Al Faith raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  350. 31 Isabella I, front rowAl Faith, middle rowWitch Hunter, back row Isabella I · Al Faith · Witch Hunter Starter Beats 0 of 8 reference lineups 67.02/100 out of 100
    Isabella I (S01), Al Faith (S01) and Witch Hunter (S02) score 67.02 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Witch Hunter’s Purifying Flame produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Al Faith raises Isabella I’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.

  351. 32, inseparable from the lineup above Immortal Guardian, front rowDivine Arrow, middle rowLeonidas, back row Immortal Guardian · Divine Arrow · Leonidas Starter Beats 0 of 8 reference lineups 66.95/100 out of 100
    Immortal Guardian (S04), Divine Arrow (S04) and Leonidas (S00) score 66.95 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Leonidas adds a second source of control, so the lock rarely has an off round: Sharp Spear applies Silence on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Leonidas swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 3% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  352. 33 Divine Arrow, front rowEdward the Confessor, middle rowIsabella I, back row Divine Arrow · Edward the Confessor · Isabella I Starter Beats 0 of 8 reference lineups 69.21/100 out of 100
    Divine Arrow (S04), Edward the Confessor (S01) and Isabella I (S01) score 69.21 out of 100 together, and each of the three has a job.

    Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Edward the Confessor is the multiplier, raising what the other two put out rather than adding a number of its own: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Edward the Confessor raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  353. 34 Isabella I, front rowAl Faith, middle rowLeonidas, back row Isabella I · Al Faith · Leonidas Starter Beats 0 of 8 reference lineups 68.96/100 out of 100
    Isabella I (S01), Al Faith (S01) and Leonidas (S00) score 68.96 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Al Faith raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  354. 35 Divine Arrow, front rowAl Faith, middle rowIsabella I, back row Divine Arrow · Al Faith · Isabella I Starter Beats 0 of 8 reference lineups 67.15/100 out of 100
    Divine Arrow (S04), Al Faith (S01) and Isabella I (S01) score 67.15 out of 100 together, and each of the three has a job.

    Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Al Faith raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  355. 36, inseparable from the lineup above Immortal Guardian, front rowAl Faith, middle rowIsabella I, back row Immortal Guardian · Al Faith · Isabella I Starter Beats 0 of 8 reference lineups 66.95/100 out of 100
    Immortal Guardian (S04), Al Faith (S01) and Isabella I (S01) score 66.95 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Al Faith is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Al Faith raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

Questions about Archer combos

What is the best Archer combo in Rise of Castles?

The current #1 ranked Archer combo is Robin Hood · Zhuge Liang · Oliver. It tops Current meta, where every hero is X16 or newer, an SP, or paid.

How many Archer combos are ranked here?

ROCMeta ranks 352 Archer combos. Each is scored out of 100 across eleven weighted checks — damage output, trigger chains, season strength, skill range, troop eligibility and more. Lineups are ordered by score inside their tier, so the score falls as you read down a tier and climbs again at the next tier header.

Why are the combos split into Current meta, Mid progression and Starter?

The game has two hero economies. Season 0–4 heroes complete with 4 copies and every player owns them; X and SP heroes need 34 copies and many are paid. Ranking all of them in one list would bury every lineup a free player can actually build, so each lineup is ranked within the tier it requires you to own.

What if I don't own the heroes in the top Archer combos?

Use the combo generator: select the heroes you do own and it returns every ranked lineup you can field today, the ones you are one hero short of, and which single unlock would open the most new combos.

More ranked lists: Best Cavalry combos, Best Footmen combos, Best Mixed combos, or the hub for all four.

Which of these can you field?

Select the heroes you own and the generator returns every ranked Archer lineup you can field today, the ones you are one hero short of, and the single unlock that opens the most. Free — the account only stores your roster.

Open the Combo Generator