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Top 3 Archer combos right now

Archer #1 87.61out of 100
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 87.61 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 win condition, bringing 73% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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 91.97out of 100
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 91.97 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 win condition, bringing 94% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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 86.32out of 100
Al-Hawra Rise of Castles hero, rank 3 Archer combo Oliver Rise of Castles hero, rank 3 Archer combo Seraphina Rise of Castles hero, rank 3 Archer combo

Al-Hawra · Oliver · Seraphina

Why this lineup works

Al-Hawra (X01 · paid), Oliver (X24) and Seraphina (X28) score 86.32 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 win condition, bringing 76% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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). How these scores work →

All 352 ranked Archer combos

Every lineup 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, plus developer picks that span eras) and Starter (Season 0–4 heroes every player owns). Inside a tier the order is set by battle: the list’s top thirty, all Current meta, by a round-robin against each other, and every other row by its record against eight fixed reference lineups (seven, for a row that is itself one of them). Read how the order is set.

Each portrait carries the row that hero stands in — F front, M middle, B back. The bar beside each lineup is its battle record, and it opens the Combo Simulator with that lineup seated. A developer pick chip means the game’s own in-game recommendation includes that trio, shown at its honestly computed score. Each tier counts from #1, so a number is always comparable to the numbers beside it.

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 are ordered by a round-robin of simulated battles against each other, and every row below them by its record against eight fixed reference lineups.

  2. 1 Robin Hood, front rowZhuge Liang, middle rowOliver, back row Robin Hood · Zhuge Liang · Oliver Current meta 87.61 out of 100
    Robin Hood (X21), Zhuge Liang (X26) and Oliver (X24) score 87.61 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 win condition, bringing 73% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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 91.97 out of 100
    Galahad (X23), Penthesilea (SP · paid) and Oliver (X24) score 91.97 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 win condition, bringing 94% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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 Al-Hawra, front rowOliver, middle rowSeraphina, back row Al-Hawra · Oliver · Seraphina Current meta 86.32 out of 100
    Al-Hawra (X01 · paid), Oliver (X24) and Seraphina (X28) score 86.32 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 win condition, bringing 76% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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).

  5. 4 Penthesilea, front rowCleopatra VII, middle rowOliver, back row Penthesilea · Cleopatra VII · Oliver Current meta 85.46 out of 100
    Penthesilea (SP · paid), Cleopatra VII (S03 · paid) and Oliver (X24) score 85.46 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 win condition, bringing 96% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  6. 5 Beowulf, front rowPenthesilea, middle rowOliver, back row Beowulf · Penthesilea · Oliver Current meta 87.81 out of 100
    Beowulf (SP · paid), Penthesilea (SP · paid) and Oliver (X24) score 87.81 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 win condition, bringing 94% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.

  7. 6 Galahad, front rowZhuge Liang, middle rowOliver, back row Galahad · Zhuge Liang · Oliver Current meta 91.44 out of 100
    Galahad (X23), Zhuge Liang (X26) and Oliver (X24) score 91.44 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 win condition, bringing 79% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  8. 7 Helsingen, front rowSeraphina, middle rowOliver, back row Helsingen · Seraphina · Oliver Current meta 86.80 out of 100
    Helsingen (X28), Seraphina (X28) and Oliver (X24) score 86.80 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 win condition, bringing 75% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 marks, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces marks, 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 its guard and the trio's best heal sit below a typical hero's; 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.

  9. 8 Hector, front rowAl-Hawra, middle rowOliver, back row Hector · Al-Hawra · Oliver Current meta 85.50 out of 100
    Hector (X15 · paid), Al-Hawra (X01 · paid) and Oliver (X24) score 85.50 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 win condition, bringing 72% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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).

  10. 9 Zhuge Liang, front rowOliver, middle rowSeraphina, back row Zhuge Liang · Oliver · Seraphina Current meta 85.60 out of 100
    Zhuge Liang (X26), Oliver (X24) and Seraphina (X28) score 85.60 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 win condition, bringing 73% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  11. 10 Al-Hawra, front rowHelsingen, middle rowOliver, back row Al-Hawra · Helsingen · Oliver Current meta 87.82 out of 100
    Al-Hawra (X01 · paid), Helsingen (X28) and Oliver (X24) score 87.82 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 win condition, bringing 76% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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).

  12. 11 Zhuge Liang, front rowAl-Hawra, middle rowOliver, back row Zhuge Liang · Al-Hawra · Oliver Current meta 86.00 out of 100
    Zhuge Liang (X26), Al-Hawra (X01 · paid) and Oliver (X24) score 86.00 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 win condition, bringing 74% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  13. 12 Henry V, front rowAl-Hawra, middle rowOliver, back row Henry V · Al-Hawra · Oliver Current meta 86.38 out of 100
    Henry V (X17), Al-Hawra (X01 · paid) and Oliver (X24) score 86.38 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 win condition, bringing 76% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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); little here disrupts the enemy plan, so the fight is decided on raw output.

  14. 13 Zhuge Liang, front rowHelsingen, middle rowOliver, back row Zhuge Liang · Helsingen · Oliver Current meta 87.11 out of 100
    Zhuge Liang (X26), Helsingen (X28) and Oliver (X24) score 87.11 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 win condition, bringing 73% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  15. 14 Zhuge Liang, front rowCleopatra VII, middle rowOliver, back row Zhuge Liang · Cleopatra VII · Oliver Current meta 87.43 out of 100
    Zhuge Liang (X26), Cleopatra VII (S03 · paid) and Oliver (X24) score 87.43 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 win condition, bringing 80% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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).

  16. 15 Tomyris, front rowZhuge Liang, middle rowOliver, back row Tomyris · Zhuge Liang · Oliver Current meta 85.47 out of 100
    Tomyris (X28), Zhuge Liang (X26) and Oliver (X24) score 85.47 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 win condition, bringing 71% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  17. 16 Beowulf, front rowZhuge Liang, middle rowOliver, back row Beowulf · Zhuge Liang · Oliver Current meta 90.25 out of 100
    Beowulf (SP · paid), Zhuge Liang (X26) and Oliver (X24) score 90.25 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 win condition, bringing 79% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound.

  18. 17 Henry V, front rowHelsingen, middle rowOliver, back row Henry V · Helsingen · Oliver Current meta 85.90 out of 100
    Henry V (X17), Helsingen (X28) and Oliver (X24) score 85.90 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. 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 win condition, bringing 75% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  19. 18 Tomyris, front rowGalahad, middle rowOliver, back row Tomyris · Galahad · Oliver Current meta 86.46 out of 100
    Tomyris (X28), Galahad (X23) and Oliver (X24) score 86.46 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 win condition, bringing 80% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 redirected attacks, 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 Galahad, front rowRamses II, middle rowOliver, back row Galahad · Ramses II · Oliver Current meta 90.69 out of 100
    Galahad (X23), Ramses II (SP · paid) and Oliver (X24) score 90.69 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 win condition, bringing 95% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  21. 20 Tomyris, front rowOliver, middle rowSeraphina, back row Tomyris · Oliver · Seraphina Current meta 86.65 out of 100
    Tomyris (X28), Oliver (X24) and Seraphina (X28) score 86.65 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 win condition, bringing 73% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 redirected attacks, 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.

  22. 21 Al-Hawra, front rowNicolas Flamel, middle rowOliver, back row Al-Hawra · Nicolas Flamel · Oliver Current meta 86.00 out of 100
    Al-Hawra (X01 · paid), Nicolas Flamel (X18) and Oliver (X24) score 86.00 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 win condition, bringing 69% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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).

  23. 22 Tomyris, front rowHelsingen, middle rowOliver, back row Tomyris · Helsingen · Oliver Current meta 88.17 out of 100
    Tomyris (X28), Helsingen (X28) and Oliver (X24) score 88.17 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 win condition, bringing 74% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 redirected attacks, 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.

  24. 23 Galahad, front rowBeowulf, middle rowZhuge Liang, back row Galahad · Beowulf · Zhuge Liang Current meta 87.14 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; raw damage reaches only about 18% of the hardest-hitting trio in the roster.

  25. 24 Ramses II, front rowBeowulf, middle rowOliver, back row Ramses II · Beowulf · Oliver Current meta 87.25 out of 100
    Ramses II (SP · paid), Beowulf (SP · paid) and Oliver (X24) score 87.25 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 win condition, bringing 95% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound.

  26. 25 Tomyris, front rowHenry V, middle rowOliver, back row Tomyris · Henry V · Oliver Current meta 86.05 out of 100
    Tomyris (X28), Henry V (X17) and Oliver (X24) score 86.05 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 win condition, bringing 73% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 redirected attacks, 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: little here disrupts the enemy plan, so the fight is decided on raw output; 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.

  27. 26 Beowulf, front rowJulian, middle rowOliver, back row Beowulf · Julian · Oliver Current meta 87.98 out of 100
    Beowulf (SP · paid), Julian (X25) and Oliver (X24) score 87.98 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 win condition, bringing 95% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.

  28. 27 Beowulf, front rowHelsingen, middle rowNicolas Flamel, back row Beowulf · Helsingen · Nicolas Flamel Current meta 85.76 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.

  29. 28 Galahad, front rowJulian, middle rowOliver, back row Galahad · Julian · Oliver Current meta developer pick 90.25 out of 100
    Galahad (X23), Julian (X25) and Oliver (X24) score 90.25 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. 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 win condition, bringing 95% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  30. 29 Seraphina, front rowRamses II, middle rowNicolas Flamel, back row Seraphina · Ramses II · Nicolas Flamel Current meta 85.94 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.

  31. 30 Helsingen, front rowRamses II, middle rowNicolas Flamel, back row Helsingen · Ramses II · Nicolas Flamel Current meta 86.54 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 80.67 out of 100
    Seraphina (X28), Robin Hood (X21) and Oliver (X24) score 80.67 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 win condition, bringing 74% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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 Helsingen, front rowRobin Hood, middle rowOliver, back row Helsingen · Robin Hood · Oliver Current meta 79.34 out of 100
    Helsingen (X28), Robin Hood (X21) and Oliver (X24) score 79.34 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 win condition, bringing 75% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  34. 33 Robin Hood, front rowPenthesilea, middle rowOliver, back row Robin Hood · Penthesilea · Oliver Current meta 84.85 out of 100
    Robin Hood (X21), Penthesilea (SP · paid) and Oliver (X24) score 84.85 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 win condition, bringing 85% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.

  35. 34 Tomyris, front rowPenthesilea, middle rowBeowulf, back row Tomyris · Penthesilea · Beowulf Current meta developer pick 81.19 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.

  36. 35 Tomyris, front rowGalahad, middle rowPenthesilea, back row Tomyris · Galahad · Penthesilea Current meta 84.78 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 redirected attacks, 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.

  37. 36 Robin Hood, front rowAl-Hawra, middle rowOliver, back row Robin Hood · Al-Hawra · Oliver Current meta 84.85 out of 100
    Robin Hood (X21), Al-Hawra (X01 · paid) and Oliver (X24) score 84.85 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 win condition, bringing 75% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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 Robin Hood (X21); the damage runs off different engines, so the three do not compound.

  38. 37 Tomyris, front rowHelsingen, middle rowPenthesilea, back row Tomyris · Helsingen · Penthesilea Current meta 81.20 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 redirected attacks, 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 83.96 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Penthesilea (SP · paid) score 83.96 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 82% 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 redirected attacks, 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 14% of the hardest-hitting trio in the roster.

  40. 39 Tomyris, front rowPenthesilea, middle rowSeraphina, back row Tomyris · Penthesilea · Seraphina Current meta 80.10 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 redirected attacks, 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.

  41. 40 Tomyris, front rowPenthesilea, middle rowOliver, back row Tomyris · Penthesilea · Oliver Current meta 82.73 out of 100
    Tomyris (X28), Penthesilea (SP · paid) and Oliver (X24) score 82.73 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 win condition, bringing 83% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  42. 41 Helsingen, front rowSeraphina, middle rowRobin Hood, back row Helsingen · Seraphina · Robin Hood Current meta 79.66 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 marks, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces marks, 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.

  43. 42 Henry V, front rowRobin Hood, middle rowOliver, back row Henry V · Robin Hood · Oliver Current meta 80.91 out of 100
    Henry V (X17), Robin Hood (X21) and Oliver (X24) score 80.91 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 win condition, bringing 75% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  44. 43 Robin Hood, front rowTomyris, middle rowOliver, back row Robin Hood · Tomyris · Oliver Current meta 80.85 out of 100
    Robin Hood (X21), Tomyris (X28) and Oliver (X24) score 80.85 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 win condition, bringing 73% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained. Budget note: every hero in this lineup can be completed without spending.

  45. 44 Tomyris, front rowHenry V, middle rowPenthesilea, back row Tomyris · Henry V · Penthesilea Current meta 78.46 out of 100
    Tomyris (X28), Henry V (X17) and Penthesilea (SP · paid) score 78.46 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. 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. 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 redirected attacks, 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; Penthesilea raises Tomyris’s output directly rather than adding a number of its own. What you give up: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; raw damage reaches only about 21% of the hardest-hitting trio in the roster.

  46. 45 Helsingen, front rowRobin Hood, middle rowFrederick I, back row Helsingen · Robin Hood · Frederick I Current meta 79.62 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.

  47. 46 Zhuge Liang, front rowPenthesilea, middle rowOliver, back row Zhuge Liang · Penthesilea · Oliver Current meta 83.30 out of 100
    Zhuge Liang (X26), Penthesilea (SP · paid) and Oliver (X24) score 83.30 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 win condition, bringing 83% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  48. 47 Seraphina, front rowRobin Hood, middle rowFrederick I, back row Seraphina · Robin Hood · Frederick I Current meta 78.89 out of 100
    Seraphina (X28), Robin Hood (X21) and Frederick I (X16) score 78.89 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. Frederick I is the win condition, bringing 42% 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: 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. Budget note: every hero in this lineup can be completed without spending.

  49. 48 Penthesilea, front rowOliver, middle rowSeraphina, back row Penthesilea · Oliver · Seraphina Current meta 82.62 out of 100
    Penthesilea (SP · paid), Oliver (X24) and Seraphina (X28) score 82.62 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 win condition, bringing 85% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  50. 49 Robin Hood, front rowBeowulf, middle rowOliver, back row Robin Hood · Beowulf · Oliver Current meta 80.16 out of 100
    Robin Hood (X21), Beowulf (SP · paid) and Oliver (X24) score 80.16 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 win condition, bringing 81% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  51. 50 Penthesilea, front rowHelsingen, middle rowSeraphina, back row Penthesilea · Helsingen · Seraphina Current meta 80.33 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 marks, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces marks, 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.

  52. 51 Al-Hawra, front rowPenthesilea, middle rowOliver, back row Al-Hawra · Penthesilea · Oliver Current meta 84.01 out of 100
    Al-Hawra (X01 · paid), Penthesilea (SP · paid) and Oliver (X24) score 84.01 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 win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  53. 52 Galahad, front rowSeraphina, middle rowHelsingen, back row Galahad · Seraphina · Helsingen Current meta developer pick 79.98 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 marks, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces marks, 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.

  54. 53 Frederick I, front rowOliver, middle rowRobin Hood, back row Frederick I · Oliver · Robin Hood Current meta 79.24 out of 100
    Frederick I (X16), Oliver (X24) and Robin Hood (X21) score 79.24 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 win condition, bringing 70% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, 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.

  55. 54 Penthesilea, front rowHelsingen, middle rowOliver, back row Penthesilea · Helsingen · Oliver Current meta 84.09 out of 100
    Penthesilea (SP · paid), Helsingen (X28) and Oliver (X24) score 84.09 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. 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 win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  56. 55 Galahad, front rowSeraphina, middle rowOliver, back row Galahad · Seraphina · Oliver Current meta 79.64 out of 100
    Galahad (X23), Seraphina (X28) and Oliver (X24) score 79.64 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 win condition, bringing 82% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  57. 56 Robin Hood, front rowRamses II, middle rowOliver, back row Robin Hood · Ramses II · Oliver Current meta 82.94 out of 100
    Robin Hood (X21), Ramses II (SP · paid) and Oliver (X24) score 82.94 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. 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 win condition, bringing 85% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  58. 57 Penthesilea, front rowJulian, middle rowOliver, back row Penthesilea · Julian · Oliver Current meta 83.95 out of 100
    Penthesilea (SP · paid), Julian (X25) and Oliver (X24) score 83.95 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. 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 win condition, bringing 99% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  59. 58 Hector, front rowPenthesilea, middle rowOliver, back row Hector · Penthesilea · Oliver Current meta 83.54 out of 100
    Hector (X15 · paid), Penthesilea (SP · paid) and Oliver (X24) score 83.54 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 win condition, bringing 81% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  60. 59 Beowulf, front rowZhuge Liang, middle rowPenthesilea, back row Beowulf · Zhuge Liang · Penthesilea Current meta 81.92 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.

  61. 60 Robin Hood, front rowPenthesilea, middle rowBeowulf, back row Robin Hood · Penthesilea · Beowulf Current meta 82.14 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.

  62. 61 Galahad, front rowPenthesilea, middle rowSeraphina, back row Galahad · Penthesilea · Seraphina Current meta 79.34 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.

  63. 62 Seraphina, front rowRobin Hood, middle rowNicolas Flamel, back row Seraphina · Robin Hood · Nicolas Flamel Current meta 82.21 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.

  64. 63 Henry V, front rowPenthesilea, middle rowOliver, back row Henry V · Penthesilea · Oliver Current meta 82.78 out of 100
    Henry V (X17), Penthesilea (SP · paid) and Oliver (X24) score 82.78 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. 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 win condition, bringing 85% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  65. 64 Beowulf, front rowPenthesilea, middle rowSeraphina, back row Beowulf · Penthesilea · Seraphina Current meta 82.39 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 Galahad, front rowZhuge Liang, middle rowPenthesilea, back row Galahad · Zhuge Liang · Penthesilea Current meta 79.71 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.

  67. 66 Galahad, front rowPenthesilea, middle rowHelsingen, back row Galahad · Penthesilea · Helsingen Current meta 79.62 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.

  68. 67 Ragnar, front rowPenthesilea, middle rowOliver, back row Ragnar · Penthesilea · Oliver Current meta 79.59 out of 100
    Ragnar (X12 · paid), Penthesilea (SP · paid) and Oliver (X24) score 79.59 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 win condition, bringing 89% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound.

  69. 68 Al-Hawra, front rowSeraphina, middle rowHelsingen, back row Al-Hawra · Seraphina · Helsingen Current meta developer pick 71.52 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 marks, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces marks, 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.

  70. 69 Penthesilea, front rowFrederick I, middle rowOliver, back row Penthesilea · Frederick I · Oliver Current meta 84.36 out of 100
    Penthesilea (SP · paid), Frederick I (X16) and Oliver (X24) score 84.36 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 win condition, bringing 80% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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; little here disrupts the enemy plan, so the fight is decided on raw output.

  71. 70 Penthesilea, front rowHenry II, middle rowOliver, back row Penthesilea · Henry II · Oliver Current meta 81.45 out of 100
    Penthesilea (SP · paid), Henry II (X20) and Oliver (X24) score 81.45 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 win condition, bringing 69% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.

  72. 71 Beowulf, front rowHelsingen, middle rowPenthesilea, back row Beowulf · Helsingen · Penthesilea Current meta 82.87 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.

  73. 72 Robin Hood, front rowJulian, middle rowOliver, back row Robin Hood · Julian · Oliver Current meta 82.72 out of 100
    Robin Hood (X21), Julian (X25) and Oliver (X24) score 82.72 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 win condition, bringing 85% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  74. 73 Al-Hawra, front rowBoudica, middle rowOliver, back row Al-Hawra · Boudica · Oliver Current meta 81.46 out of 100
    Al-Hawra (X01 · paid), Boudica (X01 · paid) and Oliver (X24) score 81.46 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 win condition, bringing 78% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  75. 74 Helsingen, front rowRobin Hood, middle rowNicolas Flamel, back row Helsingen · Robin Hood · Nicolas Flamel Current meta 82.92 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.

  76. 75 Penthesilea, front rowNicolas Flamel, middle rowOliver, back row Penthesilea · Nicolas Flamel · Oliver Current meta 83.19 out of 100
    Penthesilea (SP · paid), Nicolas Flamel (X18) and Oliver (X24) score 83.19 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 win condition, bringing 76% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  77. 76 Ragnar, front rowZhuge Liang, middle rowOliver, back row Ragnar · Zhuge Liang · Oliver Current meta 81.83 out of 100
    Ragnar (X12 · paid), Zhuge Liang (X26) and Oliver (X24) score 81.83 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 win condition, bringing 75% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 Oliver waits on; Ragnar raises Oliver’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; damage is spread across the enemy line, with no finisher to focus one squad down.

  78. 77 Galahad, front rowAl-Hawra, middle rowOliver, back row Galahad · Al-Hawra · Oliver Current meta 81.27 out of 100
    Galahad (X23), Al-Hawra (X01 · paid) and Oliver (X24) score 81.27 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. 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 win condition, bringing 83% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  79. 78 Hector, front rowZhuge Liang, middle rowOliver, back row Hector · Zhuge Liang · Oliver Current meta 83.75 out of 100
    Hector (X15 · paid), Zhuge Liang (X26) and Oliver (X24) score 83.75 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 win condition, bringing 70% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  80. 79 Penthesilea, front rowNicolas Flamel, middle rowSeraphina, back row Penthesilea · Nicolas Flamel · Seraphina Current meta 82.09 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.

  81. 80 Henry V, front rowGalahad, middle rowOliver, back row Henry V · Galahad · Oliver Current meta 79.23 out of 100
    Henry V (X17), Galahad (X23) and Oliver (X24) score 79.23 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 win condition, bringing 82% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  82. 81 Al-Hawra, front rowHenry II, middle rowOliver, back row Al-Hawra · Henry II · Oliver Current meta 81.77 out of 100
    Al-Hawra (X01 · paid), Henry II (X20) and Oliver (X24) score 81.77 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 win condition, bringing 62% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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); little here disrupts the enemy plan, so the fight is decided on raw output.

  83. 82 Ragnar, front rowAl-Hawra, middle rowOliver, back row Ragnar · Al-Hawra · Oliver Current meta 80.28 out of 100
    Ragnar (X12 · paid), Al-Hawra (X01 · paid) and Oliver (X24) score 80.28 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 win condition, bringing 78% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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: little here disrupts the enemy plan, so the fight is decided on raw output; a mid-era lineup anchored by Oliver (X24).

  84. 83 Henry V, front rowSeraphina, middle rowOliver, back row Henry V · Seraphina · Oliver Current meta 84.38 out of 100
    Henry V (X17), Seraphina (X28) and Oliver (X24) score 84.38 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 win condition, bringing 75% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  85. 84 Tomyris, front rowHelsingen, middle rowSeraphina, back row Tomyris · Helsingen · Seraphina Current meta 81.16 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 redirected attacks, the exact trigger Helsingen’s Blackflame Curse and Seraphina’s Redflame Curse both wait on; Helsingen’s Dark Crossbow Brand produces marks, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces marks, 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.

  86. 85 Penthesilea, front rowFrederick I, middle rowHelsingen, back row Penthesilea · Frederick I · Helsingen Current meta 79.73 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.

  87. 86 Helsingen, front rowSeraphina, middle rowHenry II, back row Helsingen · Seraphina · Henry II Current meta 80.41 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 marks, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces marks, 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.

  88. 87 Al-Hawra, front rowCleopatra VII, middle rowOliver, back row Al-Hawra · Cleopatra VII · Oliver Current meta 81.38 out of 100
    Al-Hawra (X01 · paid), Cleopatra VII (S03 · paid) and Oliver (X24) score 81.38 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 win condition, bringing 84% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  89. 88 Henry V, front rowPenthesilea, middle rowBeowulf, back row Henry V · Penthesilea · Beowulf Current meta 80.65 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.

  90. 89 Al-Hawra, front rowFrederick I, middle rowOliver, back row Al-Hawra · Frederick I · Oliver Current meta 83.53 out of 100
    Al-Hawra (X01 · paid), Frederick I (X16) and Oliver (X24) score 83.53 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 win condition, bringing 71% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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).

  91. 90 Henry V, front rowZhuge Liang, middle rowOliver, back row Henry V · Zhuge Liang · Oliver Current meta 85.03 out of 100
    Henry V (X17), Zhuge Liang (X26) and Oliver (X24) score 85.03 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 win condition, bringing 73% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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; 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.

  92. 91 Tomyris, front rowBeowulf, middle rowSeraphina, back row Tomyris · Beowulf · Seraphina Current meta 78.96 out of 100
    Tomyris (X28), Beowulf (SP · paid) and Seraphina (X28) score 78.96 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. 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. 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 Tomyris’s Vanguard Defense produces redirected attacks, the exact trigger Seraphina’s Redflame 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; 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; raw damage reaches only about 24% of the hardest-hitting trio in the roster.

  93. 92 Penthesilea, front rowFrederick I, middle rowSeraphina, back row Penthesilea · Frederick I · Seraphina Current meta 78.64 out of 100
    Penthesilea (SP · paid), Frederick I (X16) and Seraphina (X28) score 78.64 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. Frederick I is the win condition, bringing 59% 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.

  94. 93 Beowulf, front rowHelsingen, middle rowSeraphina, back row Beowulf · Helsingen · Seraphina Current meta 82.60 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 marks, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces marks, 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.

  95. 94 Ramses II, front rowPenthesilea, middle rowOliver, back row Ramses II · Penthesilea · Oliver Current meta 83.94 out of 100
    Ramses II (SP · paid), Penthesilea (SP · paid) and Oliver (X24) score 83.94 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 win condition, bringing 99% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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; little here disrupts the enemy plan, so the fight is decided on raw output.

  96. 95 Seraphina, front rowFrederick I, middle rowOliver, back row Seraphina · Frederick I · Oliver Current meta 81.76 out of 100
    Seraphina (X28), Frederick I (X16) and Oliver (X24) score 81.76 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. 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 win condition, bringing 70% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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, but its guard and the trio's best heal sit below a typical hero's. Budget note: every hero in this lineup can be completed without spending.

  97. 96 Tomyris, front rowAl-Hawra, middle rowOliver, back row Tomyris · Al-Hawra · Oliver Current meta 80.80 out of 100
    Tomyris (X28), Al-Hawra (X01 · paid) and Oliver (X24) score 80.80 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. 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 win condition, bringing 74% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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).

  98. 97 Beowulf, front rowPenthesilea, middle rowHenry II, back row Beowulf · Penthesilea · Henry II Current meta 81.85 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.

  99. 98 Henry V, front rowCleopatra VII, middle rowPenthesilea, back row Henry V · Cleopatra VII · Penthesilea Current meta 78.51 out of 100
    Henry V (X17), Cleopatra VII (S03 · paid) and Penthesilea (SP · paid) score 78.51 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. 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 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 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 12% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several.

  100. 99 Al-Hawra, front rowCleopatra VII, middle rowPenthesilea, back row Al-Hawra · Cleopatra VII · Penthesilea Current meta 79.69 out of 100
    Al-Hawra (X01 · paid), Cleopatra VII (S03 · paid) and Penthesilea (SP · paid) score 79.69 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. 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 Penthesilea’s Twin Fates 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 Penthesilea (SP); raw damage reaches only about 11% of the hardest-hitting trio in the roster.

  101. 100 Helsingen, front rowFrederick I, middle rowOliver, back row Helsingen · Frederick I · Oliver Current meta 83.25 out of 100
    Helsingen (X28), Frederick I (X16) and Oliver (X24) score 83.25 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 win condition, bringing 71% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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, but its guard and the trio's best heal sit below a typical hero's. Budget note: every hero in this lineup can be completed without spending.

  102. 101 Tomyris, front rowBeowulf, middle rowHelsingen, back row Tomyris · Beowulf · Helsingen Current meta 79.96 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 redirected attacks, 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.

  103. 102 Beowulf, front rowPenthesilea, middle rowNicolas Flamel, back row Beowulf · Penthesilea · Nicolas Flamel Current meta 79.34 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.

  104. 103 Seraphina, front rowNicolas Flamel, middle rowOliver, back row Seraphina · Nicolas Flamel · Oliver Current meta 84.04 out of 100
    Seraphina (X28), Nicolas Flamel (X18) and Oliver (X24) score 84.04 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 win condition, bringing 68% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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, but its guard and the trio's best heal sit below a typical hero's. Budget note: every hero in this lineup can be completed without spending.

  105. 104 Beowulf, front rowAl-Hawra, middle rowOliver, back row Beowulf · Al-Hawra · Oliver Current meta 80.08 out of 100
    Beowulf (SP · paid), Al-Hawra (X01 · paid) and Oliver (X24) score 80.08 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 win condition, bringing 83% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  106. 105 Helsingen, front rowRamses II, middle rowSeraphina, back row Helsingen · Ramses II · Seraphina Current meta 84.22 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 marks, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces marks, 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.

  107. 106 Galahad, front rowPenthesilea, middle rowHenry II, back row Galahad · Penthesilea · Henry II Current meta 79.79 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.

  108. 107 Robin Hood, front rowFrederick I, middle rowNicolas Flamel, back row Robin Hood · Frederick I · Nicolas Flamel Current meta 79.44 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. Budget note: every hero in this lineup can be completed without spending.

  109. 108 Zhuge Liang, front rowHenry II, middle rowOliver, back row Zhuge Liang · Henry II · Oliver Current meta 83.02 out of 100
    Zhuge Liang (X26), Henry II (X20) and Oliver (X24) score 83.02 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 win condition, bringing 60% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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; 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.

  110. 109 Penthesilea, front rowHelsingen, middle rowNicolas Flamel, back row Penthesilea · Helsingen · Nicolas Flamel Current meta 82.93 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.

  111. 110 Tomyris, front rowBeowulf, middle rowCleopatra VII, back row Tomyris · Beowulf · Cleopatra VII Current meta 80.20 out of 100
    Tomyris (X28), Beowulf (SP · paid) and Cleopatra VII (S03 · paid) score 80.20 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. 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. Cleopatra VII adds a second source of control, so the lock rarely has an off round: Mesmerizing Posture 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 Tomyris’s Vanguard Defense produces redirected attacks, the exact trigger Cleopatra VII’s Dazzling Shield 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: raw damage reaches only about 16% of the hardest-hitting trio in the roster; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.

  112. 111 Boudica, front rowHector, middle rowAl-Hawra, back row Boudica · Hector · Al-Hawra Current meta developer pick 73.91 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.

  113. 112 Frederick I, front rowOliver, middle rowHector, back row Frederick I · Oliver · Hector Current meta 80.24 out of 100
    Frederick I (X16), Oliver (X24) and Hector (X15 · paid) score 80.24 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 win condition, bringing 67% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, 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.

  114. 113 Penthesilea, front rowCleopatra VII, middle rowHenry II, back row Penthesilea · Cleopatra VII · Henry II Current meta 80.07 out of 100
    Penthesilea (SP · paid), Cleopatra VII (S03 · paid) and Henry II (X20) score 80.07 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 91% 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; the trigger chain is thin — the three lean on one link rather than several.

  115. 114 Zhuge Liang, front rowFrederick I, middle rowOliver, back row Zhuge Liang · Frederick I · Oliver Current meta 85.30 out of 100
    Zhuge Liang (X26), Frederick I (X16) and Oliver (X24) score 85.30 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 win condition, bringing 69% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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; 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.

  116. 115 Tomyris, front rowBeowulf, middle rowGalahad, back row Tomyris · Beowulf · Galahad Current meta 81.65 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 redirected attacks, 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.

  117. 116 Helsingen, front rowNicolas Flamel, middle rowOliver, back row Helsingen · Nicolas Flamel · Oliver Current meta 84.64 out of 100
    Helsingen (X28), Nicolas Flamel (X18) and Oliver (X24) score 84.64 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 win condition, bringing 68% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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, but its guard and the trio's best heal sit below a typical hero's. Budget note: every hero in this lineup can be completed without spending.

  118. 117 Beowulf, front rowHelsingen, middle rowOliver, back row Beowulf · Helsingen · Oliver Current meta 80.07 out of 100
    Beowulf (SP · paid), Helsingen (X28) and Oliver (X24) score 80.07 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 win condition, bringing 82% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  119. 118 Henry V, front rowHelsingen, middle rowFrederick I, back row Henry V · Helsingen · Frederick I Current meta 79.51 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.

  120. 119 Seraphina, front rowRamses II, middle rowOliver, back row Seraphina · Ramses II · Oliver Current meta 82.82 out of 100
    Seraphina (X28), Ramses II (SP · paid) and Oliver (X24) score 82.82 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 win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  121. 120 Zhuge Liang, front rowNicolas Flamel, middle rowOliver, back row Zhuge Liang · Nicolas Flamel · Oliver Current meta 84.15 out of 100
    Zhuge Liang (X26), Nicolas Flamel (X18) and Oliver (X24) score 84.15 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 win condition, bringing 66% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  122. 121 Helsingen, front rowRagnar, middle rowFrederick I, back row Helsingen · Ragnar · Frederick I Current meta 79.27 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.

  123. 122 Tomyris, front rowCleopatra VII, middle rowOliver, back row Tomyris · Cleopatra VII · Oliver Current meta 82.97 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Oliver (X24) score 82.97 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. 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 win condition, bringing 81% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 redirected attacks, 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).

  124. 123 Penthesilea, front rowCleopatra VII, middle rowFrederick I, back row Penthesilea · Cleopatra VII · Frederick I Current meta 79.07 out of 100
    Penthesilea (SP · paid), Cleopatra VII (S03 · paid) and Frederick I (X16) score 79.07 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. Frederick I is the win condition, bringing 85% 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 Penthesilea’s Twin Fates 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; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Frederick I 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; the damage runs off different engines, so the three do not compound.

  125. 124 Hector, front rowNicolas Flamel, middle rowOliver, back row Hector · Nicolas Flamel · Oliver Current meta 79.54 out of 100
    Hector (X15 · paid), Nicolas Flamel (X18) and Oliver (X24) score 79.54 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 win condition, bringing 65% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  126. 125 Henry V, front rowSeraphina, middle rowHenry II, back row Henry V · Seraphina · Henry II Current meta 81.83 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.

  127. 126 Beowulf, front rowJulian, middle rowTomyris, back row Beowulf · Julian · Tomyris Current meta 82.04 out of 100
    Beowulf (SP · paid), Julian (X25) and Tomyris (X28) score 82.04 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.

  128. 127 Ramses II, front rowAl-Hawra, middle rowOliver, back row Ramses II · Al-Hawra · Oliver Current meta 83.52 out of 100
    Ramses II (SP · paid), Al-Hawra (X01 · paid) and Oliver (X24) score 83.52 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 win condition, bringing 87% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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: little here disrupts the enemy plan, so the fight is decided on raw output; a mid-era lineup anchored by Ramses II (SP).

  129. 128 Henry V, front rowNicolas Flamel, middle rowOliver, back row Henry V · Nicolas Flamel · Oliver Current meta 83.53 out of 100
    Henry V (X17), Nicolas Flamel (X18) and Oliver (X24) score 83.53 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 win condition, bringing 68% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  130. 129 Al-Hawra, front rowHenry II, middle rowHelsingen, back row Al-Hawra · Henry II · Helsingen Current meta 79.06 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.

  131. 130 Ramses II, front rowBeowulf, middle rowTomyris, back row Ramses II · Beowulf · Tomyris Current meta 80.57 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.

  132. 131 Galahad, front rowHelsingen, middle rowFrederick I, back row Galahad · Helsingen · Frederick I Current meta 80.46 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.

  133. 132 Beowulf, front rowHelsingen, middle rowZhuge Liang, back row Beowulf · Helsingen · Zhuge Liang Current meta 79.27 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.

  134. 133 Seraphina, front rowRagnar, middle rowNicolas Flamel, back row Seraphina · Ragnar · Nicolas Flamel Current meta 81.45 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.

  135. 134 Penthesilea, front rowFrederick I, middle rowNicolas Flamel, back row Penthesilea · Frederick I · Nicolas Flamel Current meta 81.34 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.

  136. 135 Henry V, front rowSeraphina, middle rowFrederick I, back row Henry V · Seraphina · Frederick I Current meta 78.57 out of 100
    Henry V (X17), Seraphina (X28) and Frederick I (X16) score 78.57 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. 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 Seraphina’s Crimson Tide Fire Rain 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.

  137. 136 Henry V, front rowHelsingen, middle rowHenry II, back row Henry V · Helsingen · Henry II Current meta 82.76 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.

  138. 137 Henry V, front rowRamses II, middle rowOliver, back row Henry V · Ramses II · Oliver Current meta 82.22 out of 100
    Henry V (X17), Ramses II (SP · paid) and Oliver (X24) score 82.22 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 win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound.

  139. 138 Beowulf, front rowFrederick I, middle rowHelsingen, back row Beowulf · Frederick I · Helsingen Current meta 82.50 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.

  140. 139 Oliver, front rowZhuge Liang, middle rowRamses II, back row Oliver · Zhuge Liang · Ramses II Current meta 82.75 out of 100
    Oliver (X24), Zhuge Liang (X26) and Ramses II (SP · paid) score 82.75 out of 100 together, and each of the three has a job.

    Oliver is the win condition, bringing 83% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, 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: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound.

  141. 140 Helsingen, front rowRamses II, middle rowOliver, back row Helsingen · Ramses II · Oliver Current meta 82.93 out of 100
    Helsingen (X28), Ramses II (SP · paid) and Oliver (X24) score 82.93 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 win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  142. 141 Cleopatra VII, front rowHelsingen, middle rowFrederick I, back row Cleopatra VII · Helsingen · Frederick I Current meta 78.90 out of 100
    Cleopatra VII (S03 · paid), Helsingen (X28) and Frederick I (X16) score 78.90 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. Frederick I is the win condition, bringing 56% 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; Cleopatra VII produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: a mid-era lineup anchored by Helsingen (X28); raw damage reaches only about 26% of the hardest-hitting trio in the roster.

  143. 142 Beowulf, front rowHenry II, middle rowSeraphina, back row Beowulf · Henry II · Seraphina Current meta 78.38 out of 100
    Beowulf (SP · paid), Henry II (X20) and Seraphina (X28) score 78.38 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 is the win condition, bringing 67% 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 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 Henry II swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Henry II deals stays dealt; 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.

  144. 143 Ramses II, front rowZhuge Liang, middle rowBeowulf, back row Ramses II · Zhuge Liang · Beowulf Current meta developer pick 80.98 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation.

  145. 144 Beowulf, front rowFrederick I, middle rowSeraphina, back row Beowulf · Frederick I · Seraphina Current meta 81.50 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.

  146. 145 Ramses II, front rowTomyris, middle rowOliver, back row Ramses II · Tomyris · Oliver Current meta 82.17 out of 100
    Ramses II (SP · paid), Tomyris (X28) and Oliver (X24) score 82.17 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 win condition, bringing 84% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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; little here disrupts the enemy plan, so the fight is decided on raw output.

  147. 146 Beowulf, front rowNicolas Flamel, middle rowSeraphina, back row Beowulf · Nicolas Flamel · Seraphina Current meta 84.99 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.

  148. 147 Hector, front rowRamses II, middle rowOliver, back row Hector · Ramses II · Oliver Current meta 81.64 out of 100
    Hector (X15 · paid), Ramses II (SP · paid) and Oliver (X24) score 81.64 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 win condition, bringing 81% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  149. 148 Henry V, front rowSeraphina, middle rowNicolas Flamel, back row Henry V · Seraphina · Nicolas Flamel Current meta 82.10 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.

  150. 149 Tomyris, front rowCleopatra VII, middle rowSeraphina, back row Tomyris · Cleopatra VII · Seraphina Current meta 79.64 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Seraphina (X28) score 79.64 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. 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. 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 Tomyris’s Vanguard Defense produces redirected attacks, the exact trigger Cleopatra VII’s Dazzling Shield and Seraphina’s Redflame Curse 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; 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.

  151. 150 Cleopatra VII, front rowRamses II, middle rowOliver, back row Cleopatra VII · Ramses II · Oliver Current meta 84.91 out of 100
    Cleopatra VII (S03 · paid), Ramses II (SP · paid) and Oliver (X24) score 84.91 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 win condition, bringing 96% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  152. 151 Henry V, front rowHelsingen, middle rowNicolas Flamel, back row Henry V · Helsingen · Nicolas Flamel Current meta 82.80 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.

  153. 152 Beowulf, front rowZhuge Liang, middle rowHenry II, back row Beowulf · Zhuge Liang · Henry II Current meta 83.49 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.

  154. 153 Zhuge Liang, front rowNicolas Flamel, middle rowSeraphina, back row Zhuge Liang · Nicolas Flamel · Seraphina Current meta 78.56 out of 100
    Zhuge Liang (X26), Nicolas Flamel (X18) and Seraphina (X28) score 78.56 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 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 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 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 39% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  155. 154 Beowulf, front rowJulian, middle rowSeraphina, back row Beowulf · Julian · Seraphina Current meta 82.86 out of 100
    Beowulf (SP · paid), Julian (X25) and Seraphina (X28) score 82.86 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.

  156. 155 Beowulf, front rowHelsingen, middle rowHenry II, back row Beowulf · Helsingen · Henry II Current meta 79.00 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.

  157. 156 Zhuge Liang, front rowHelsingen, middle rowNicolas Flamel, back row Zhuge Liang · Helsingen · Nicolas Flamel Current meta 79.24 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.

  158. 157 Galahad, front rowPenthesilea, middle rowNicolas Flamel, back row Galahad · Penthesilea · Nicolas Flamel Current meta 79.24 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.

  159. 158 Galahad, front rowFrederick I, middle rowOliver, back row Galahad · Frederick I · Oliver Current meta 79.60 out of 100
    Galahad (X23), Frederick I (X16) and Oliver (X24) score 79.60 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 win condition, bringing 76% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  160. 159 Galahad, front rowNicolas Flamel, middle rowOliver, back row Galahad · Nicolas Flamel · Oliver Current meta 79.58 out of 100
    Galahad (X23), Nicolas Flamel (X18) and Oliver (X24) score 79.58 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 win condition, bringing 73% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  161. 160 Henry V, front rowPenthesilea, middle rowNicolas Flamel, back row Henry V · Penthesilea · Nicolas Flamel Current meta 79.83 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.

  162. 161 Beowulf, front rowZhuge Liang, middle rowJulian, back row Beowulf · Zhuge Liang · Julian Current meta 82.46 out of 100
    Beowulf (SP · paid), Zhuge Liang (X26) and Julian (X25) score 82.46 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.

  163. 162 Cleopatra VII, front rowBeowulf, middle rowZhuge Liang, back row Cleopatra VII · Beowulf · Zhuge Liang Current meta 85.31 out of 100
    Cleopatra VII (S03 · paid), Beowulf (SP · paid) and Zhuge Liang (X26) score 85.31 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. 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: raw damage reaches only about 17% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Beowulf (SP).

  164. 163 Ragnar, front rowJulian, middle rowOliver, back row Ragnar · Julian · Oliver Current meta 79.77 out of 100
    Ragnar (X12 · paid), Julian (X25) and Oliver (X24) score 79.77 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 win condition, bringing 89% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  165. 164 Helsingen, front rowRagnar, middle rowNicolas Flamel, back row Helsingen · Ragnar · Nicolas Flamel Current meta 82.16 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.

  166. 165 Henry V, front rowRamses II, middle rowBeowulf, back row Henry V · Ramses II · Beowulf Current meta 80.01 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.

  167. 166 Seraphina, front rowHector, middle rowNicolas Flamel, back row Seraphina · Hector · Nicolas Flamel Current meta 80.07 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.

  168. 167 Cleopatra VII, front rowSeraphina, middle rowNicolas Flamel, back row Cleopatra VII · Seraphina · Nicolas Flamel Current meta 80.85 out of 100
    Cleopatra VII (S03 · paid), Seraphina (X28) and Nicolas Flamel (X18) score 80.85 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. 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 sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 60% 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; 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 Seraphina (X28); raw damage reaches only about 29% of the hardest-hitting trio in the roster.

  169. 168 Zhuge Liang, front rowJulian, middle rowOliver, back row Zhuge Liang · Julian · Oliver Current meta 83.49 out of 100
    Zhuge Liang (X26), Julian (X25) and Oliver (X24) score 83.49 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. 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 win condition, bringing 83% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  170. 169 Al-Hawra, front rowJulian, middle rowOliver, back row Al-Hawra · Julian · Oliver Current meta 84.19 out of 100
    Al-Hawra (X01 · paid), Julian (X25) and Oliver (X24) score 84.19 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 win condition, bringing 87% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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 Julian (X25); the damage runs off different engines, so the three do not compound.

  171. 170 Oliver, front rowFrederick I, middle rowNicolas Flamel, back row Oliver · Frederick I · Nicolas Flamel Current meta 85.07 out of 100
    Oliver (X24), Frederick I (X16) and Nicolas Flamel (X18) score 85.07 out of 100 together, and each of the three has a job.

    Oliver is the win condition, bringing 64% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, 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 holds the front, but its guard and the trio's best heal sit below a typical hero's. Budget note: every hero in this lineup can be completed without spending.

  172. 171 Henry V, front rowJulian, middle rowBeowulf, back row Henry V · Julian · Beowulf Current meta 81.22 out of 100
    Henry V (X17), Julian (X25) and Beowulf (SP · paid) score 81.22 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.

  173. 172 Seraphina, front rowRamses II, middle rowBeowulf, back row Seraphina · Ramses II · Beowulf Current meta 81.77 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.

  174. 173 Tomyris, front rowHenry II, middle rowSeraphina, back row Tomyris · Henry II · Seraphina Current meta 82.84 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 redirected attacks, 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.

  175. 174 Henry V, front rowJulian, middle rowOliver, back row Henry V · Julian · Oliver Current meta 83.21 out of 100
    Henry V (X17), Julian (X25) and Oliver (X24) score 83.21 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 win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  176. 175 Helsingen, front rowRamses II, middle rowBeowulf, back row Helsingen · Ramses II · Beowulf Current meta 82.90 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.

  177. 176 Ramses II, front rowBeowulf, middle rowRobin Hood, back row Ramses II · Beowulf · Robin Hood Current meta 82.14 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.

  178. 177 Ramses II, front rowHenry II, middle rowOliver, back row Ramses II · Henry II · Oliver Current meta 79.95 out of 100
    Ramses II (SP · paid), Henry II (X20) and Oliver (X24) score 79.95 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. 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 win condition, bringing 69% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 Oliver waits on; Ramses II raises Oliver’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; the damage runs off different engines, so the three do not compound.

  179. 178 Ragnar, front rowFrederick I, middle rowNicolas Flamel, back row Ragnar · Frederick I · Nicolas Flamel Current meta 79.02 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.

  180. 179 Henry V, front rowBeowulf, middle rowNicolas Flamel, back row Henry V · Beowulf · Nicolas Flamel Current meta 78.75 out of 100
    Henry V (X17), Beowulf (SP · paid) and Nicolas Flamel (X18) score 78.75 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. 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 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; Beowulf 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; raw damage reaches only about 30% of the hardest-hitting trio in the roster.

  181. 180 Helsingen, front rowHector, middle rowNicolas Flamel, back row Helsingen · Hector · Nicolas Flamel Current meta 80.73 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.

  182. 181 Cleopatra VII, front rowHelsingen, middle rowNicolas Flamel, back row Cleopatra VII · Helsingen · Nicolas Flamel Current meta 81.62 out of 100
    Cleopatra VII (S03 · paid), Helsingen (X28) and Nicolas Flamel (X18) score 81.62 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 61% 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 29% of the hardest-hitting trio in the roster.

  183. 182 Henry V, front rowCleopatra VII, middle rowJulian, back row Henry V · Cleopatra VII · Julian Current meta 78.50 out of 100
    Henry V (X17), Cleopatra VII (S03 · paid) and Julian (X25) score 78.50 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. 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 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 V swings into a line that cannot answer. 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.

  184. 183 Galahad, front rowSeraphina, middle rowFrederick I, back row Galahad · Seraphina · Frederick I Current meta 79.65 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.

  185. 184 Galahad, front rowSeraphina, middle rowNicolas Flamel, back row Galahad · Seraphina · Nicolas Flamel Current meta 82.98 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.

  186. 185 Frederick I, front rowOliver, middle rowHenry V, back row Frederick I · Oliver · Henry V Current meta 84.67 out of 100
    Frederick I (X16), Oliver (X24) and Henry V (X17) score 84.67 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 win condition, bringing 70% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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; 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; 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.

  187. 186 Tomyris, front rowCleopatra VII, middle rowHelsingen, back row Tomyris · Cleopatra VII · Helsingen Current meta 80.44 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Helsingen (X28) score 80.44 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 50% 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. 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 redirected attacks, the exact trigger Cleopatra VII’s Dazzling Shield and Helsingen’s Blackflame Curse 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; no one hero clearly carries, so the damage is easier to interrupt.

  188. 187 Robin Hood, front rowJulian, middle rowBeowulf, back row Robin Hood · Julian · Beowulf Current meta 82.14 out of 100
    Robin Hood (X21), Julian (X25) 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. 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.

  189. 188 Tomyris, front rowRamses II, middle rowSeraphina, back row Tomyris · Ramses II · Seraphina Current meta 79.80 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 redirected attacks, 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.

  190. 189 Zhuge Liang, front rowCleopatra VII, middle rowHenry II, back row Zhuge Liang · Cleopatra VII · Henry II Current meta 82.28 out of 100
    Zhuge Liang (X26), Cleopatra VII (S03 · paid) and Henry II (X20) score 82.28 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 65% 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: the trigger chain is thin — the three lean on one link rather than several; a mid-era lineup anchored by Zhuge Liang (X26).

  191. 190 Galahad, front rowHelsingen, middle rowNicolas Flamel, back row Galahad · Helsingen · Nicolas Flamel Current meta 83.77 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.

  192. 191 Henry V, front rowNicolas Flamel, middle rowFrederick I, back row Henry V · Nicolas Flamel · Frederick I Current meta developer pick 79.28 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. 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.

  193. 192 Cleopatra VII, front rowJulian, middle rowBeowulf, back row Cleopatra VII · Julian · Beowulf Current meta 79.31 out of 100
    Cleopatra VII (S03 · paid), Julian (X25) and Beowulf (SP · paid) 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. 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; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Beowulf 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.

  194. 193 Ramses II, front rowFrederick I, middle rowOliver, back row Ramses II · Frederick I · Oliver Current meta 84.56 out of 100
    Ramses II (SP · paid), Frederick I (X16) and Oliver (X24) score 84.56 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 win condition, bringing 80% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound.

  195. 194 Beowulf, front rowHelsingen, middle rowJulian, back row Beowulf · Helsingen · Julian Current meta 83.11 out of 100
    Beowulf (SP · paid), Helsingen (X28) and Julian (X25) score 83.11 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.

  196. 195 Tomyris, front rowHenry V, middle rowSeraphina, back row Tomyris · Henry V · Seraphina Current meta 79.50 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 redirected attacks, 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.

  197. 196 Cleopatra VII, front rowJulian, middle rowOliver, back row Cleopatra VII · Julian · Oliver Current meta 83.76 out of 100
    Cleopatra VII (S03 · paid), Julian (X25) and Oliver (X24) score 83.76 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. Oliver is the win condition, bringing 96% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  198. 197 Hector, front rowJulian, middle rowOliver, back row Hector · Julian · Oliver Current meta 81.35 out of 100
    Hector (X15 · paid), Julian (X25) and Oliver (X24) score 81.35 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 win condition, bringing 81% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  199. 198 Henry V, front rowAl-Hawra, middle rowNicolas Flamel, back row Henry V · Al-Hawra · Nicolas Flamel Current meta 79.34 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.

  200. 199 Galahad, front rowRamses II, middle rowSeraphina, back row Galahad · Ramses II · Seraphina Current meta 79.33 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 Cleopatra VII, front rowRamses II, middle rowBeowulf, back row Cleopatra VII · Ramses II · Beowulf Current meta 78.95 out of 100
    Cleopatra VII (S03 · paid), Ramses II (SP · paid) and Beowulf (SP · paid) score 78.95 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; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Beowulf swings into a line that cannot answer; Ramses II raises Beowulf’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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.

  202. 201 Hector, front rowFrederick I, middle rowNicolas Flamel, back row Hector · Frederick I · Nicolas Flamel Current meta 79.55 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.

  203. 202 Ramses II, front rowRagnar, middle rowHenry II, back row Ramses II · Ragnar · Henry II Current meta developer pick 71.99 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.

  204. 203 Ramses II, front rowNicolas Flamel, middle rowOliver, back row Ramses II · Nicolas Flamel · Oliver Current meta 83.40 out of 100
    Ramses II (SP · paid), Nicolas Flamel (X18) and Oliver (X24) score 83.40 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 win condition, bringing 77% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  205. 204 Tomyris, front rowCleopatra VII, middle rowZhuge Liang, back row Tomyris · Cleopatra VII · Zhuge Liang Current meta 79.47 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Zhuge Liang (X26) score 79.47 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 45% 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. 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 redirected attacks, the exact trigger Cleopatra VII’s Dazzling Shield waits on; Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Cleopatra VII 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: 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.

  206. 205 Ramses II, front rowBeowulf, middle rowHenry II, back row Ramses II · Beowulf · Henry II Current meta 81.26 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.

  207. 206 Galahad, front rowCleopatra VII, middle rowZhuge Liang, back row Galahad · Cleopatra VII · Zhuge Liang Current meta 83.15 out of 100
    Galahad (X23), Cleopatra VII (S03 · paid) and Zhuge Liang (X26) score 83.15 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; raw damage reaches only about 17% of the hardest-hitting trio in the roster.

  208. 207 Al-Hawra, front rowCleopatra VII, middle rowJulian, back row Al-Hawra · Cleopatra VII · Julian Current meta 79.68 out of 100
    Al-Hawra (X01 · paid), Cleopatra VII (S03 · paid) and Julian (X25) score 79.68 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: raw damage reaches only about 11% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Julian (X25).

  209. 208 Al-Hawra, front rowZhuge Liang, middle rowHenry II, back row Al-Hawra · Zhuge Liang · Henry II Current meta developer pick 70.34 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.

  210. 209 Tomyris, front rowGalahad, middle rowSeraphina, back row Tomyris · Galahad · Seraphina Current meta 81.20 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 redirected attacks, 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.

  211. 210 Helsingen, front rowRamses II, middle rowFrederick I, back row Helsingen · Ramses II · Frederick I Current meta 83.60 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.

  212. 211 Tomyris, front rowHelsingen, middle rowHenry II, back row Tomyris · Helsingen · Henry II Current meta 83.76 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 redirected attacks, 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.

  213. 212 Tomyris, front rowCleopatra VII, middle rowHenry II, back row Tomyris · Cleopatra VII · Henry II Current meta 82.76 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Henry II (X20) score 82.76 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. 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 66% 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 redirected attacks, 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; a mid-era lineup anchored by Tomyris (X28).

  214. 213 Tomyris, front rowNicolas Flamel, middle rowSeraphina, back row Tomyris · Nicolas Flamel · Seraphina Current meta 81.30 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 redirected attacks, 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.

  215. 214 Seraphina, front rowRamses II, middle rowFrederick I, back row Seraphina · Ramses II · Frederick I Current meta 81.85 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.

  216. 215 Al-Hawra, front rowHenry II, middle rowHenry V, back row Al-Hawra · Henry II · Henry V Current meta 80.90 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.

  217. 216 Galahad, front rowZhuge Liang, middle rowHenry II, back row Galahad · Zhuge Liang · Henry II Current meta 82.46 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; 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.

  218. 217 Galahad, front rowJulian, middle rowSeraphina, back row Galahad · Julian · Seraphina Current meta 79.32 out of 100
    Galahad (X23), Julian (X25) and Seraphina (X28) score 79.32 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.

  219. 218 Beowulf, front rowFrederick I, middle rowNicolas Flamel, back row Beowulf · Frederick I · Nicolas Flamel Current meta 81.29 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.

  220. 219 Galahad, front rowFrederick I, middle rowNicolas Flamel, back row Galahad · Frederick I · Nicolas Flamel Current meta 81.81 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.

  221. 220 Tomyris, front rowCleopatra VII, middle rowRamses II, back row Tomyris · Cleopatra VII · Ramses II Current meta 83.43 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Ramses II (SP · paid) score 83.43 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 84% 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 redirected attacks, 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 13% of the hardest-hitting trio in the roster.

  222. 221 Beowulf, front rowJulian, middle rowHenry II, back row Beowulf · Julian · Henry II Current meta 82.33 out of 100
    Beowulf (SP · paid), Julian (X25) and Henry II (X20) score 82.33 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.

  223. 222 Julian, front rowFrederick I, middle rowOliver, back row Julian · Frederick I · Oliver Current meta 80.25 out of 100
    Julian (X25), Frederick I (X16) and Oliver (X24) score 80.25 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 win condition, bringing 80% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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: Julian holds the front, but its guard and the trio's best heal sit below a typical hero's; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  224. 223 Tomyris, front rowGalahad, middle rowHelsingen, back row Tomyris · Galahad · Helsingen Current meta 82.01 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 redirected attacks, 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.

  225. 224 Tomyris, front rowHelsingen, middle rowNicolas Flamel, back row Tomyris · Helsingen · Nicolas Flamel Current meta 81.99 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 redirected attacks, 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.

  226. 225 Frederick I, front rowHenry II, middle rowHenry V, back row Frederick I · Henry II · Henry V Current meta 79.79 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. Budget note: every hero in this lineup can be completed without spending.

  227. 226 Tomyris, front rowJulian, middle rowOliver, back row Tomyris · Julian · Oliver Current meta 83.15 out of 100
    Tomyris (X28), Julian (X25) and Oliver (X24) score 83.15 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 win condition, bringing 84% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads 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 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.

  228. 227 Cleopatra VII, front rowRamses II, middle rowHenry II, back row Cleopatra VII · Ramses II · Henry II Current meta 79.66 out of 100
    Cleopatra VII (S03 · paid), Ramses II (SP · paid) and Henry II (X20) score 79.66 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 92% 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; the trigger chain is thin — the three lean on one link rather than several.

  229. 228 Ramses II, front rowBeowulf, middle rowNicolas Flamel, back row Ramses II · Beowulf · Nicolas Flamel Current meta 79.18 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.

  230. 229 Cleopatra VII, front rowRamses II, middle rowAl-Hawra, back row Cleopatra VII · Ramses II · Al-Hawra Current meta 79.15 out of 100
    Cleopatra VII (S03 · paid), Ramses II (SP · paid) and Al-Hawra (X01 · paid) score 79.15 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. 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 Ramses II’s Peace of Silver Plate 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: raw damage reaches only about 11% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Ramses II (SP).

  231. 230 Henry V, front rowRamses II, middle rowNicolas Flamel, back row Henry V · Ramses II · Nicolas Flamel Current meta 79.95 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.

  232. 231 Tomyris, front rowJulian, middle rowSeraphina, back row Tomyris · Julian · Seraphina Current meta 80.64 out of 100
    Tomyris (X28), Julian (X25) and Seraphina (X28) score 80.64 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 redirected attacks, 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.

  233. 232 Beowulf, front rowJulian, middle rowNicolas Flamel, back row Beowulf · Julian · Nicolas Flamel Current meta 79.26 out of 100
    Beowulf (SP · paid), Julian (X25) and Nicolas Flamel (X18) score 79.26 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.

  234. 233 Tomyris, front rowHelsingen, middle rowRamses II, back row Tomyris · Helsingen · Ramses II Current meta 81.56 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 redirected attacks, 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.

  235. 234 Henry V, front rowJulian, middle rowNicolas Flamel, back row Henry V · Julian · Nicolas Flamel Current meta 79.81 out of 100
    Henry V (X17), Julian (X25) and Nicolas Flamel (X18) score 79.81 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.

  236. 235 Tomyris, front rowCleopatra VII, middle rowJulian, back row Tomyris · Cleopatra VII · Julian Current meta 83.72 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Julian (X25) score 83.72 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 84% 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 redirected attacks, 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 13% of the hardest-hitting trio in the roster.

  237. 236 Tomyris, front rowHelsingen, middle rowHenry V, back row Tomyris · Helsingen · Henry V Current meta 80.43 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 redirected attacks, 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.

  238. 237 Tomyris, front rowCleopatra VII, middle rowHenry V, back row Tomyris · Cleopatra VII · Henry V Current meta 80.30 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Henry V (X17) score 80.30 out of 100 together, and each of the three has a job.

    Tomyris is the win condition, bringing 49% 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. 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 redirected attacks, the exact trigger Cleopatra VII’s Dazzling Shield and Henry V’s Wildfire of Wales 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: no one hero clearly carries, so the damage is easier to interrupt; a mid-era lineup anchored by Tomyris (X28).

  239. 238 Tomyris, front rowGalahad, middle rowHenry II, back row Tomyris · Galahad · Henry II Current meta 83.27 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 redirected attacks, 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.

  240. 239 Tomyris, front rowCleopatra VII, middle rowGalahad, back row Tomyris · Cleopatra VII · Galahad Current meta 82.74 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Galahad (X23) score 82.74 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. 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 redirected attacks, 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; raw damage reaches only about 16% of the hardest-hitting trio in the roster.

  241. 240 Julian, front rowOliver, middle rowRamses II, back row Julian · Oliver · Ramses II Current meta 84.16 out of 100
    Julian (X25), Oliver (X24) and Ramses II (SP · paid) score 84.16 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 win condition, bringing 100% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, 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 Cleopatra VII, front rowRamses II, middle rowFrederick I, back row Cleopatra VII · Ramses II · Frederick I Current meta 78.56 out of 100
    Cleopatra VII (S03 · paid), Ramses II (SP · paid) and Frederick I (X16) score 78.56 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. 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 87% 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 Ramses II’s Peace of Silver Plate 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: raw damage reaches only about 17% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  243. 242 Ramses II, front rowFrederick I, middle rowNicolas Flamel, back row Ramses II · Frederick I · Nicolas Flamel Current meta 84.93 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.

  244. 243 Tomyris, front rowGalahad, middle rowRamses II, back row Tomyris · Galahad · Ramses II Current meta 84.13 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 redirected attacks, 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.

  245. 244 Tomyris, front rowHenry II, middle rowHenry V, back row Tomyris · Henry II · Henry V Current meta 82.24 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 redirected attacks, 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.

  246. 245 Tomyris, front rowHenry V, middle rowNicolas Flamel, back row Tomyris · Henry V · Nicolas Flamel Current meta 82.06 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 redirected attacks, 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.

  247. 246 Tomyris, front rowGalahad, middle rowZhuge Liang, back row Tomyris · Galahad · Zhuge Liang Current meta 80.58 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 redirected attacks, 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.

  248. 247 Tomyris, front rowHelsingen, middle rowJulian, back row Tomyris · Helsingen · Julian Current meta 81.52 out of 100
    Tomyris (X28), Helsingen (X28) and Julian (X25) score 81.52 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 redirected attacks, 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.

  249. 248 Tomyris, front rowHenry V, middle rowJulian, back row Tomyris · Henry V · Julian Current meta 79.09 out of 100
    Tomyris (X28), Henry V (X17) and Julian (X25) score 79.09 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 redirected attacks, 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; 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 Galahad, front rowZhuge Liang, middle rowRamses II, back row Galahad · Zhuge Liang · Ramses II Current meta 79.06 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.

  251. 250 Galahad, front rowRamses II, middle rowNicolas Flamel, back row Galahad · Ramses II · Nicolas Flamel Current meta 79.27 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.

  252. 251 Tomyris, front rowGalahad, middle rowJulian, back row Tomyris · Galahad · Julian Current meta 84.56 out of 100
    Tomyris (X28), Galahad (X23) and Julian (X25) score 84.56 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 redirected attacks, 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.

  253. 252 Tomyris, front rowGalahad, middle rowHenry V, back row Tomyris · Galahad · Henry V Current meta 80.48 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 redirected attacks, 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained. Budget note: every hero in this lineup can be completed without spending.

  254. 253 Galahad, front rowZhuge Liang, middle rowJulian, back row Galahad · Zhuge Liang · Julian Current meta 79.48 out of 100
    Galahad (X23), Zhuge Liang (X26) and Julian (X25) score 79.48 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.

  255. 254 Galahad, front rowJulian, middle rowNicolas Flamel, back row Galahad · Julian · Nicolas Flamel Current meta 79.19 out of 100
    Galahad (X23), Julian (X25) and Nicolas Flamel (X18) score 79.19 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained. 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, apart from developer picks that span eras, which sit here with their badge. Lineups for accounts partway up the hero ladder.

  257. 1 Boudica, front rowSakura Blossom, middle rowRobin Hood, back row Boudica · Sakura Blossom · Robin Hood Mid progression developer pick 64.29 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 priority action, 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 Mid progression developer pick 67.33 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 priority action, 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 Boudica, front rowSakura Blossom, middle rowElk, back row Boudica · Sakura Blossom · Elk Mid progression developer pick 56.00 out of 100
    Boudica (X01 · paid), Sakura Blossom (X01) and Elk (X01) score 56.00 out of 100 together, and each of the three has a job.

    Boudica is the win condition, bringing 51% 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 priority action, 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.

  260. 4 Boudica, front rowSakura Blossom, middle rowTarantula, back row Boudica · Sakura Blossom · Tarantula Mid progression developer pick 60.73 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 priority action, 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.

  261. 5 Sky Breaker, front rowWitch Hunter, middle rowFrederick I, back row Sky Breaker · Witch Hunter · Frederick I Mid progression developer pick 72.33 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 holds the front, but its guard and the trio's best heal sit below a typical hero's. 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 Henry V, front rowWitch Hunter, middle rowFrederick I, back row Henry V · Witch Hunter · Frederick I Mid progression developer pick 73.44 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.

  263. 7 Inquisitor, front rowEselfred, middle rowIsabella I, back row Inquisitor · Eselfred · Isabella I Mid progression 79.66 out of 100
    Inquisitor (S02), Eselfred (X14) and Isabella I (S01) score 79.66 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. Eselfred is the win condition, bringing 65% 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. 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 Eselfred 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 24% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  264. 8 Warden, front rowCharles the Great, middle rowEselfred, back row Warden · Charles the Great · Eselfred Mid progression 82.01 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.

  265. 9 Warden, front rowEselfred, middle rowLeonidas, back row Warden · Eselfred · Leonidas Mid progression 80.27 out of 100
    Warden (X06), Eselfred (X14) and Leonidas (S00) 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. 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); the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  266. 10 Inquisitor, front rowIsabella I, middle rowLilith, back row Inquisitor · Isabella I · Lilith Mid progression 79.72 out of 100
    Inquisitor (S02), Isabella I (S01) and Lilith (X09) score 79.72 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. 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 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 produces control effects, the exact trigger Lilith’s Pandora's Box waits on. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; 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.

  267. 11 Warden, front rowLeonidas, middle rowSpectral Reaper, back row Warden · Leonidas · Spectral Reaper Mid progression 79.53 out of 100
    Warden (X06), Leonidas (S00) and Spectral Reaper (X03) score 79.53 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. 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. Spectral Reaper is the win condition, bringing 63% 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 Leonidas’s Sharp Spear and Spectral Reaper’s Tamashi-kusari both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Spectral Reaper waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Spectral Reaper swings into a line that cannot answer. 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 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  268. 12 Warden, front rowLeonidas, middle rowLilith, back row Warden · Leonidas · Lilith Mid progression 79.80 out of 100
    Warden (X06), Leonidas (S00) and Lilith (X09) score 79.80 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.

  269. 13 Warden, front rowSky Breaker, middle rowEselfred, back row Warden · Sky Breaker · Eselfred Mid progression 81.36 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.

  270. 14 Warden, front rowEselfred, middle rowDefender, back row Warden · Eselfred · Defender Mid progression 81.34 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.

  271. 15 Warden, front rowInquisitor, middle rowEselfred, back row Warden · Inquisitor · Eselfred Mid progression 83.86 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.

  272. 16 Warden, front rowCharles the Great, middle rowLilith, back row Warden · Charles the Great · Lilith Mid progression 82.45 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.

  273. 17 Tarantula, front rowWarden, middle rowLeonidas, back row Tarantula · Warden · Leonidas Mid progression 78.96 out of 100
    Tarantula (X02), Warden (X06) and Leonidas (S00) score 78.96 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.

  274. 18 Darius, front rowPoison Master, middle rowBelisarius, back row Darius · Poison Master · Belisarius Mid progression developer pick 65.21 out of 100
    Darius (X13), Poison Master (X10) and Belisarius (X12) score 65.21 out of 100 together, and each of the three has a job.

    Darius is the win condition, bringing 46% 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 36% 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 poison and bleed states, the exact trigger Belisarius’s Hunting Down waits on; Poison Master’s Spreading Poison produces poison and bleed states, 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; 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.

  275. 19 Warden, front rowWitch Hunter, middle rowEselfred, back row Warden · Witch Hunter · Eselfred Mid progression 83.51 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.

  276. 20 Warden, front rowSky Breaker, middle rowLilith, back row Warden · Sky Breaker · Lilith Mid progression 80.14 out of 100
    Warden (X06), Sky Breaker (S03) and Lilith (X09) score 80.14 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. 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 Sky Breaker’s Wrath of the Wilderness both wait on; Sky Breaker produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Lilith 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; 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.

  277. 21 Warden, front rowEselfred, middle rowAshen Verdict, back row Warden · Eselfred · Ashen Verdict Mid progression 81.98 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.

  278. 22 Hellfire, front rowWarden, middle rowEselfred, back row Hellfire · Warden · Eselfred Mid progression 81.38 out of 100
    Hellfire (X09), Warden (X06) and Eselfred (X14) score 81.38 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.

  279. 23 Warden, front rowEdward the Confessor, middle rowEselfred, back row Warden · Edward the Confessor · Eselfred Mid progression 83.55 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.

  280. 24 Warden, front rowInquisitor, middle rowTarantula, back row Warden · Inquisitor · Tarantula Mid progression 81.87 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.

  281. 25 Hellfire, front rowWarden, middle rowLilith, back row Hellfire · Warden · Lilith Mid progression 81.54 out of 100
    Hellfire (X09), Warden (X06) and Lilith (X09) score 81.54 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.

  282. 26 Defender, front rowRamses II, middle rowSpectral Reaper, back row Defender · Ramses II · Spectral Reaper Mid progression developer pick 77.68 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.

  283. 27 Warden, front rowLilith, middle rowDefender, back row Warden · Lilith · Defender Mid progression 81.92 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.

  284. 28 Isabella I, front rowWarden, middle rowEselfred, back row Isabella I · Warden · Eselfred Mid progression 83.22 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.

  285. 29 Warden, front rowLilith, middle rowEselfred, back row Warden · Lilith · Eselfred Mid progression 80.05 out of 100
    Warden (X06), Lilith (X09) and Eselfred (X14) score 80.05 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. Eselfred is the win condition, bringing 55% 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 Lilith’s Poison Needle both wait on; Lilith’s Infatuated Shadow applies Confuse 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.

  286. 30 Warden, front rowEdward the Confessor, middle rowLilith, back row Warden · Edward the Confessor · Lilith Mid progression 83.25 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.

  287. 31 Warden, front rowWitch Hunter, middle rowTarantula, back row Warden · Witch Hunter · Tarantula Mid progression 80.70 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 rowInquisitor, middle rowLilith, back row Warden · Inquisitor · Lilith Mid progression 82.67 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.

  289. 33 Warden, front rowWitch Hunter, middle rowLilith, back row Warden · Witch Hunter · Lilith Mid progression 81.88 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.

  290. 34 Warden, front rowEdward the Confessor, middle rowAshen Verdict, back row Warden · Edward the Confessor · Ashen Verdict Mid progression 80.19 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.

  291. 35 Isabella I, front rowWarden, middle rowTarantula, back row Isabella I · Warden · Tarantula Mid progression 79.91 out of 100
    Isabella I (S01), Warden (X06) and Tarantula (X02) score 79.91 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. 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 Isabella I’s Queen of the Storm and Tarantula’s Plundering Charge both wait on; Isabella I’s Queen of the Storm 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 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  292. 36 Warden, front rowYukimura Sanada, middle rowEselfred, back row Warden · Yukimura Sanada · Eselfred Mid progression 80.20 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.

  293. 37 Warden, front rowEdward the Confessor, middle rowTarantula, back row Warden · Edward the Confessor · Tarantula Mid progression 81.52 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.

  294. 38 Eidolon, front rowAshen Verdict, middle rowSpectral Reaper, back row Eidolon · Ashen Verdict · Spectral Reaper Mid progression developer pick 56.94 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.

  295. 39 Warden, front rowDivine Arrow, middle rowEselfred, back row Warden · Divine Arrow · Eselfred Mid progression 81.19 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.

  296. 40 Warden, front rowPoison Master, middle rowEselfred, back row Warden · Poison Master · Eselfred Mid progression 80.32 out of 100
    Warden (X06), Poison Master (X10) and Eselfred (X14) score 80.32 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 74% 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: 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.

  297. 41 Hellfire, front rowWarden, middle rowWitch Hunter, back row Hellfire · Warden · Witch Hunter Mid progression 80.31 out of 100
    Hellfire (X09), Warden (X06) and Witch Hunter (S02) score 80.31 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.

  298. 42 Isabella I, front rowWarden, middle rowLilith, back row Isabella I · Warden · Lilith Mid progression 82.63 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.

  299. 43 Warden, front rowYukimura Sanada, middle rowLilith, back row Warden · Yukimura Sanada · Lilith Mid progression 80.82 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 rowQueen Anne, middle rowLilith, back row Warden · Queen Anne · Lilith Mid progression 80.21 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.

  301. 45 Warden, front rowAshen Verdict, middle rowLilith, back row Warden · Ashen Verdict · Lilith Mid progression 80.18 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.

  302. 46 Warden, front rowDivine Arrow, middle rowSpectral Reaper, back row Warden · Divine Arrow · Spectral Reaper Mid progression 79.01 out of 100
    Warden (X06), Divine Arrow (S04) and Spectral Reaper (X03) score 79.01 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. 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. Spectral Reaper is the win condition, bringing 69% 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 Divine Arrow’s For Heaven and Spectral Reaper’s Tamashi-kusari both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Spectral Reaper waits on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Spectral Reaper swings into a line that cannot answer. 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 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  303. 47 Ramses II, front rowAshen Verdict, middle rowSpectral Reaper, back row Ramses II · Ashen Verdict · Spectral Reaper Mid progression developer pick 72.28 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.

  304. 48 Ramses II, front rowCharles the Great, middle rowAl Faith, back row Ramses II · Charles the Great · Al Faith Mid progression developer pick 65.60 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.

  305. 49 Warden, front rowQueen Anne, middle rowEselfred, back row Warden · Queen Anne · Eselfred Mid progression 80.07 out of 100
    Warden (X06), Queen Anne (S00) and Eselfred (X14) score 80.07 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. 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 Queen Anne’s Slaughter both wait on; Queen Anne’s Slaughter 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: Queen Anne (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.

  306. 50 Hellfire, front rowWarden, middle rowPoison Master, back row Hellfire · Warden · Poison Master Mid progression 79.00 out of 100
    Hellfire (X09), Warden (X06) and Poison Master (X10) score 79.00 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. 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 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 Poison Master’s Deadly Virus both wait on; Hellfire produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Hellfire raises Poison Master’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 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  307. 51 Warden, front rowEdward the Confessor, middle rowDarius, back row Warden · Edward the Confessor · Darius Mid progression 81.96 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.

  308. 52 Warden, front rowInquisitor, middle rowDarius, back row Warden · Inquisitor · Darius Mid progression 81.69 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.

  309. 53 Warden, front rowDivine Arrow, middle rowLilith, back row Warden · Divine Arrow · Lilith Mid progression 81.23 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.

  310. 54 Warden, front rowWitch Hunter, middle rowDarius, back row Warden · Witch Hunter · Darius Mid progression 80.53 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.

  311. 55 Hellfire, front rowWarden, middle rowInquisitor, back row Hellfire · Warden · Inquisitor Mid progression 80.41 out of 100
    Hellfire (X09), Warden (X06) and Inquisitor (S02) score 80.41 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.

  312. 56 Warden, front rowRough Rider, middle rowLilith, back row Warden · Rough Rider · Lilith Mid progression 80.36 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.

  313. 57 Isabella I, front rowWarden, middle rowDarius, back row Isabella I · Warden · Darius Mid progression 79.98 out of 100
    Isabella I (S01), Warden (X06) and Darius (X13) score 79.98 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. Darius is the win condition, bringing 60% 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 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 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: a mid-era lineup anchored by Warden (X06); 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.

  314. 58 Tarantula, front rowDivine Arrow, middle rowWarden, back row Tarantula · Divine Arrow · Warden Mid progression 79.97 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.

  315. 59 Warden, front rowPoison Master, middle rowLilith, back row Warden · Poison Master · Lilith Mid progression 79.76 out of 100
    Warden (X06), Poison Master (X10) and Lilith (X09) score 79.76 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 16% 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 rowDefender, back row Warden · Darius · Defender Mid progression 79.75 out of 100
    Warden (X06), Darius (X13) and Defender (X03) score 79.75 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 75% 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. 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 Darius’s Disdain and Defender’s Heavenly Smite both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Defender waits on; Warden raises Darius’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 13% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  317. 61 Warden, front rowNorth's Rage, middle rowLilith, back row Warden · North's Rage · Lilith Mid progression 79.69 out of 100
    Warden (X06), North's Rage (S00) and Lilith (X09) score 79.69 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% 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 North's Rage’s For the North! both wait on; North's Rage produces control effects, the exact trigger Lilith’s Pandora's Box waits on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: North's Rage (S00) 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.

  318. 62 Warden, front rowRamses II, middle rowSpectral Reaper, back row Warden · Ramses II · Spectral Reaper Mid progression developer pick 75.65 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.

  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 Starter developer pick 59.85 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 Starter developer pick 58.01 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 rowLeonidas, middle rowCharles the Great, back row Immortal Guardian · Leonidas · Charles the Great Starter 65.23 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Charles the Great (S01) score 65.23 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.

  323. 4 Inquisitor, front rowIsabella I, middle rowJade Eagle, back row Inquisitor · Isabella I · Jade Eagle Starter 67.50 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 Immortal Guardian, front rowDivine Arrow, middle rowJade Eagle, back row Immortal Guardian · Divine Arrow · Jade Eagle Starter developer pick 58.83 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.

  325. 6 Sky Breaker, front rowIsabella I, middle rowWitch Hunter, back row Sky Breaker · Isabella I · Witch Hunter Starter developer pick 62.03 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.

  326. 7 Isabella I, front rowInquisitor, middle rowWitch Hunter, back row Isabella I · Inquisitor · Witch Hunter Starter 67.81 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 Edward the Confessor, front rowLeonidas, middle rowWilliam the Conqueror, back row Edward the Confessor · Leonidas · William the Conqueror Starter developer pick 57.86 out of 100
    Edward the Confessor (S01), Leonidas (S00) and William the Conqueror (S00) score 57.86 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 win condition, bringing 60% of the lineup's expected damage: 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.

  328. 9 Inquisitor, front rowIsabella I, middle rowSky Breaker, back row Inquisitor · Isabella I · Sky Breaker Starter 66.44 out of 100
    Inquisitor (S02), Isabella I (S01) and Sky Breaker (S03) score 66.44 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. 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 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 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; 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.

  329. 10 Inquisitor, front rowIsabella I, middle rowLeonidas, back row Inquisitor · Isabella I · Leonidas Starter 66.63 out of 100
    Inquisitor (S02), Isabella I (S01) and Leonidas (S00) score 66.63 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.

  330. 11 Immortal Guardian, front rowEdward the Confessor, middle rowCharles the Great, back row Immortal Guardian · Edward the Confessor · Charles the Great Starter 65.90 out of 100
    Immortal Guardian (S04), Edward the Confessor (S01) and Charles the Great (S01) score 65.90 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. 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 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; 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.

  331. 12 Inquisitor, front rowCharles the Great, middle rowIsabella I, back row Inquisitor · Charles the Great · Isabella I Starter 66.34 out of 100
    Inquisitor (S02), Charles the Great (S01) and Isabella I (S01) score 66.34 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. 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. 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: 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.

  332. 13 Edward the Confessor, front rowCharles the Great, middle rowAl Faith, back row Edward the Confessor · Charles the Great · Al Faith Starter developer pick 59.63 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.

  333. 14 Immortal Guardian, front rowLeonidas, middle rowIsabella I, back row Immortal Guardian · Leonidas · Isabella I Starter 66.22 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Isabella I (S01) score 66.22 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.

  334. 15 Immortal Guardian, front rowIsabella I, middle rowWitch Hunter, back row Immortal Guardian · Isabella I · Witch Hunter Starter 67.31 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.

  335. 16 Inquisitor, front rowImmortal Guardian, middle rowIsabella I, back row Inquisitor · Immortal Guardian · Isabella I Starter 72.42 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.

  336. 17 Immortal Guardian, front rowEdward the Confessor, middle rowSky Breaker, back row Immortal Guardian · Edward the Confessor · Sky Breaker Starter 67.98 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.

  337. 18 Immortal Guardian, front rowDivine Arrow, middle rowSky Breaker, back row Immortal Guardian · Divine Arrow · Sky Breaker Starter 66.70 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.

  338. 19 Immortal Guardian, front rowYukimura Sanada, middle rowSky Breaker, back row Immortal Guardian · Yukimura Sanada · Sky Breaker Starter 65.29 out of 100
    Immortal Guardian (S04), Yukimura Sanada (S00) and Sky Breaker (S03) score 65.29 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. 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. 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 Yukimura Sanada’s Scarlet Armor 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; Yukimura Sanada (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.

  339. 20 Inquisitor, front rowEdward the Confessor, middle rowIsabella I, back row Inquisitor · Edward the Confessor · Isabella I Starter 69.99 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.

  340. 21 Inquisitor, front rowDivine Arrow, middle rowIsabella I, back row Inquisitor · Divine Arrow · Isabella I Starter 69.85 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.

  341. 22 Immortal Guardian, front rowAl Faith, middle rowSky Breaker, back row Immortal Guardian · Al Faith · Sky Breaker Starter 65.84 out of 100
    Immortal Guardian (S04), Al Faith (S01) and Sky Breaker (S03) score 65.84 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. 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. 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 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 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  342. 23 Inquisitor, front rowAl Faith, middle rowIsabella I, back row Inquisitor · Al Faith · Isabella I Starter 72.12 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.

  343. 24 Divine Arrow, front rowEdward the Confessor, middle rowIsabella I, back row Divine Arrow · Edward the Confessor · Isabella I Starter 69.21 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.

  344. 25 Immortal Guardian, front rowEdward the Confessor, middle rowIsabella I, back row Immortal Guardian · Edward the Confessor · Isabella I Starter 68.92 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.

  345. 26 Isabella I, front rowAl Faith, middle rowEdward the Confessor, back row Isabella I · Al Faith · Edward the Confessor Starter 68.66 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.

  346. 27 Immortal Guardian, front rowDivine Arrow, middle rowIsabella I, back row Immortal Guardian · Divine Arrow · Isabella I Starter 68.22 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 Divine Arrow, front rowAl Faith, middle rowIsabella I, back row Divine Arrow · Al Faith · Isabella I Starter 67.15 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.

  348. 29 Isabella I, front rowAl Faith, middle rowWitch Hunter, back row Isabella I · Al Faith · Witch Hunter Starter 67.02 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.

  349. 30 Immortal Guardian, front rowAl Faith, middle rowIsabella I, back row Immortal Guardian · Al Faith · Isabella I Starter 66.95 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.

  350. 31 Immortal Guardian, front rowDivine Arrow, middle rowLeonidas, back row Immortal Guardian · Divine Arrow · Leonidas Starter 66.95 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.

  351. 32 Immortal Guardian, front rowEdward the Confessor, middle rowInquisitor, back row Immortal Guardian · Edward the Confessor · Inquisitor Starter 65.98 out of 100
    Immortal Guardian (S04), Edward the Confessor (S01) and Inquisitor (S02) score 65.98 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. 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 Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Inquisitor swings into a line that cannot answer; Edward the Confessor raises Inquisitor’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.

  352. 33 Isabella I, front rowAl Faith, middle rowLeonidas, back row Isabella I · Al Faith · Leonidas Starter 65.96 out of 100
    Isabella I (S01), Al Faith (S01) and Leonidas (S00) score 65.96 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.

  353. 34 Immortal Guardian, front rowAl Faith, middle rowLeonidas, back row Immortal Guardian · Al Faith · Leonidas Starter 65.94 out of 100
    Immortal Guardian (S04), Al Faith (S01) and Leonidas (S00) score 65.94 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. 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 Al Faith raises Leonidas’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 2% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  354. 35 Leonidas, front rowAl Faith, middle rowDivine Arrow, back row Leonidas · Al Faith · Divine Arrow Starter 65.69 out of 100
    Leonidas (S00), Al Faith (S01) and Divine Arrow (S04) score 65.69 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. 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 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 Leonidas swings into a line that cannot answer; Al Faith raises Leonidas’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 3% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  355. 36 Immortal Guardian, front rowAl Faith, middle rowWitch Hunter, back row Immortal Guardian · Al Faith · Witch Hunter Starter 64.99 out of 100
    Immortal Guardian (S04), Al Faith (S01) and Witch Hunter (S02) score 64.99 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. 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 Al Faith raises Witch Hunter’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. 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. Inside each tier the order is set by simulated battles: the list's top thirty, all Current meta, by a round-robin against each other, and every other lineup in every tier by its record against eight reference lineups. So the score need not fall steadily down a tier.

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

The game has two hero economies. The free 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