Top 3 Archer combos right now

Archer #1 87.45/100out of 100
Galahad Rise of Castles hero, rank 1 Archer combo Penthesilea Rise of Castles hero, rank 1 Archer combo Oliver Rise of Castles hero, rank 1 Archer combo

Galahad · Penthesilea · Oliver

Why this lineup works

Galahad (X23), Penthesilea (SP · paid) and Oliver (X24) score 87.45 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 103% 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 88% 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 rather than focused on one squad; raw damage reaches only about 54% of the hardest-hitting trio in the roster. How these scores work →

Archer #2 87.27/100out of 100
Galahad Rise of Castles hero, rank 2 Archer combo Zhuge Liang Rise of Castles hero, rank 2 Archer combo Oliver Rise of Castles hero, rank 2 Archer combo

Galahad · Zhuge Liang · Oliver

Why this lineup works

Galahad (X23), Zhuge Liang (X26) and Oliver (X24) score 87.27 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. 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 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 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 rather than focused on one squad; raw damage reaches only about 56% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

Archer #3 85.6/100out of 100
Galahad Rise of Castles hero, rank 3 Archer combo Julian Rise of Castles hero, rank 3 Archer combo Oliver Rise of Castles hero, rank 3 Archer combo

Galahad · Julian · Oliver

Why this lineup works

Galahad (X23), Julian (X25) and Oliver (X24) score 85.60 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. 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 Galahad and Oliver both wait on. 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 rather than focused on one 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, and the scorecard shows why it earns the recommendation. How these scores work →

All 220 ranked Archer combos

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

  1. Current meta combos

    Every hero here is X16 or newer, or an SP. These are the strongest lineups in the game right now, and the most expensive to actually own.

  2. 1 Galahad, front rowPenthesilea, middle rowOliver, back row Galahad · Penthesilea · Oliver
    Galahad (X23), Penthesilea (SP · paid) and Oliver (X24) score 87.45 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 103% 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 88% 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 rather than focused on one squad; raw damage reaches only about 54% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 87.45/100 out of 100
  3. 2 Galahad, front rowZhuge Liang, middle rowOliver, back row Galahad · Zhuge Liang · Oliver
    Galahad (X23), Zhuge Liang (X26) and Oliver (X24) score 87.27 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. 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 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 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 rather than focused on one squad; raw damage reaches only about 56% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 87.27/100 out of 100
  4. 3 Galahad, front rowJulian, middle rowOliver, back row Galahad · Julian · Oliver
    Galahad (X23), Julian (X25) and Oliver (X24) score 85.60 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. 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 Galahad and Oliver both wait on. 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 rather than focused on one 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, and the scorecard shows why it earns the recommendation. How these scores work →

    Current meta 85.60/100 out of 100
  5. 4 Galahad, front rowRamses II, middle rowOliver, back row Galahad · Ramses II · Oliver
    Galahad (X23), Ramses II (SP · paid) and Oliver (X24) score 85.39 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 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 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: little here disrupts the enemy plan, so the fight is decided on raw output; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 85.39/100 out of 100
  6. 5 Beowulf, front rowJulian, middle rowOliver, back row Beowulf · Julian · Oliver
    Beowulf (SP · paid), Julian (X25) and Oliver (X24) score 84.44 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 84.44/100 out of 100
  7. 6 Beowulf, front rowZhuge Liang, middle rowOliver, back row Beowulf · Zhuge Liang · Oliver
    Beowulf (SP · paid), Zhuge Liang (X26) and Oliver (X24) score 84.11 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. 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 92% 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: damage is spread across the enemy line rather than focused on one squad; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 84.11/100 out of 100
  8. 7 Beowulf, front rowPenthesilea, middle rowOliver, back row Beowulf · Penthesilea · Oliver
    Beowulf (SP · paid), Penthesilea (SP · paid) and Oliver (X24) score 84.06 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 103% 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 84.06/100 out of 100
  9. 8 Ramses II, front rowBeowulf, middle rowOliver, back row Ramses II · Beowulf · Oliver
    Ramses II (SP · paid), Beowulf (SP · paid) and Oliver (X24) score 84.00 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: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 84.00/100 out of 100
  10. 9 Tomyris, front rowNicolas Flamel, middle rowFrederick I, back row Tomyris · Nicolas Flamel · Frederick I
    Tomyris (X28), Nicolas Flamel (X18) and Frederick I (X16) score 80.64 out of 100 together, and each of the three has a job.

    Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Nicolas Flamel brings a second damage line worth 44% 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. 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 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 43% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 80.64/100 out of 100
  11. 10 Julian, front rowSpectral Reaper, middle rowOliver, back row Julian · Spectral Reaper · Oliver
    Julian (X25), Spectral Reaper (X03) and Oliver (X24) score 79.93 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 one built to survive the opening exchange. Spectral Reaper brings a second damage line worth 13% of the expected output, so no single silence stops the plan: Tamashi-kusari puts 742% into one enemy squad on a 35% roll, 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 Spectral Reaper and Oliver both wait on; Spectral Reaper shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: Spectral Reaper (X03) 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. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 79.93/100 out of 100
  12. 11 Penthesilea, front rowSpectral Reaper, middle rowOliver, back row Penthesilea · Spectral Reaper · Oliver
    Penthesilea (SP · paid), Spectral Reaper (X03) and Oliver (X24) score 79.87 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 103% of damage amplification across its kit, and takes the front as the sturdiest of the three. Spectral Reaper brings a second damage line worth 12% of the expected output, so no single silence stops the plan: Tamashi-kusari puts 742% into one enemy squad on a 35% roll, 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Spectral Reaper 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; Spectral Reaper shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: Spectral Reaper (X03) 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. How these scores work →

    Current meta 79.87/100 out of 100
  13. 12 Beowulf, front rowJulian, middle rowHenry II, back row Beowulf · Julian · Henry II
    Beowulf (SP · paid), Julian (X25) and Henry II (X20) score 79.25 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. 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 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 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: raw damage reaches only about 31% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. How these scores work →

    Current meta 79.25/100 out of 100
  14. 13 Zhuge Liang, front rowLilith, middle rowOliver, back row Zhuge Liang · Lilith · Oliver
    Zhuge Liang (X26), Lilith (X09) and Oliver (X24) score 79.10 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. Lilith brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Infatuated Shadow puts 450% into one enemy squad 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 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Zhuge Liang produces control effects, the exact trigger Lilith’s Pandora's Box 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 rather than focused on one squad; 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 →

    Current meta 79.10/100 out of 100
  15. 14 Beowulf, front rowPenthesilea, middle rowHenry II, back row Beowulf · Penthesilea · Henry II
    Beowulf (SP · paid), Penthesilea (SP · paid) and Henry II (X20) score 78.96 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 103% 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 90% 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: raw damage reaches only about 32% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. How these scores work →

    Current meta 78.96/100 out of 100
  16. 15 Beowulf, front rowZhuge Liang, middle rowHenry II, back row Beowulf · Zhuge Liang · Henry II
    Beowulf (SP · paid), Zhuge Liang (X26) and Henry II (X20) score 78.88 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 87% 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: raw damage reaches only about 33% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. How these scores work →

    Current meta 78.88/100 out of 100
  17. 16 Henry V, front rowHelsingen, middle rowFrederick I, back row Henry V · Helsingen · Frederick I
    Henry V (X17), Helsingen (X28) and Frederick I (X16) score 78.85 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 brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad 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 58% 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 Helsingen’s Nightshadow Scorching Arrow and Frederick I’s Frenzy War 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: raw damage reaches only about 41% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 78.85/100 out of 100
  18. 17 Galahad, front rowJulian, middle rowBeowulf, back row Galahad · Julian · Beowulf
    Galahad (X23), Julian (X25) and Beowulf (SP · paid) score 78.62 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. 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 Galahad and Beowulf both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Galahad swings into a line that cannot answer; Beowulf raises Galahad’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 78.62/100 out of 100
  19. 18 Galahad, front rowPenthesilea, middle rowBeowulf, back row Galahad · Penthesilea · Beowulf
    Galahad (X23), Penthesilea (SP · paid) and Beowulf (SP · paid) score 78.47 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 103% 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 Galahad and Beowulf both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Galahad swings into a line that cannot answer; Penthesilea raises Galahad’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 78.47/100 out of 100
  20. 19 Galahad, front rowRamses II, middle rowBeowulf, back row Galahad · Ramses II · Beowulf
    Galahad (X23), Ramses II (SP · paid) and Beowulf (SP · paid) score 78.41 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. 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 Galahad and Beowulf both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Galahad swings into a line that cannot answer; Ramses II raises Galahad’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 78.41/100 out of 100
  21. 20 Seraphina, front rowRobin Hood, middle rowFrederick I, back row Seraphina · Robin Hood · Frederick I
    Seraphina (X28), Robin Hood (X21) and Frederick I (X16) score 78.01 out of 100 together, and each of the three has a job.

    Seraphina brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad 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 300% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 52% 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: raw damage reaches only about 45% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 78.01/100 out of 100
  22. 21 Warden, front rowDarius, middle rowFrederick I, back row Warden · Darius · Frederick I
    Warden (X06), Darius (X13) and Frederick I (X16) score 77.92 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Darius brings a second damage line worth 29% of the expected output, so no single silence stops the plan: 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. Frederick I is the win condition, bringing 66% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Darius and Frederick I both wait on; Darius produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Warden raises Frederick I’s output directly rather than adding a number of its own. What you give up: Warden (X06) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 36% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 77.92/100 out of 100
  23. 22 Seraphina, front rowRamses II, middle rowNicolas Flamel, back row Seraphina · Ramses II · Nicolas Flamel
    Seraphina (X28), Ramses II (SP · paid) and Nicolas Flamel (X18) score 77.80 out of 100 together, and each of the three has a job.

    Seraphina brings a second damage line worth 36% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad 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: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 30% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 77.80/100 out of 100
  24. 23 Hector, front rowWarden, middle rowFrederick I, back row Hector · Warden · Frederick I
    Hector (X15 · paid), Warden (X06) and Frederick I (X16) score 77.70 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 in total, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction 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 59% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hector and Frederick I both wait on; Hector produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Warden raises Frederick I’s output directly rather than adding a number of its own. What you give up: Warden (X06) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 40% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 77.70/100 out of 100
  25. 24 Henry V, front rowHelsingen, middle rowHenry II, back row Henry V · Helsingen · Henry II
    Henry V (X17), Helsingen (X28) and Henry II (X20) score 77.53 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. Helsingen brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad 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 62% 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 46% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 77.53/100 out of 100
  26. 25 Hector, front rowAl-Hawra, middle rowOliver, back row Hector · Al-Hawra · Oliver
    Hector (X15 · paid), Al-Hawra (X01 · paid) and Oliver (X24) score 77.53 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, 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 Hector and Oliver 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: damage is spread across the enemy line rather than focused on one squad; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 77.53/100 out of 100
  27. 26 Al-Hawra, front rowEselfred, middle rowOliver, back row Al-Hawra · Eselfred · Oliver
    Al-Hawra (X01 · paid), Eselfred (X14) and Oliver (X24) score 77.46 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. Eselfred brings a second damage line worth 24% of the expected output, so no single silence stops the plan: 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. 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Eselfred and Oliver both wait on; Eselfred 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 rather than focused on one squad; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 77.46/100 out of 100
  28. 27 Henry V, front rowSeraphina, middle rowHenry II, back row Henry V · Seraphina · Henry II
    Henry V (X17), Seraphina (X28) and Henry II (X20) score 77.38 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 brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad 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 62% 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 46% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 77.38/100 out of 100
  29. 28 Henry V, front rowNicolas Flamel, middle rowFrederick I, back row Henry V · Nicolas Flamel · Frederick I
    Henry V (X17), Nicolas Flamel (X18) and Frederick I (X16) score 77.06 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 38% 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. 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 Henry V’s Wildfire of Wales produces burns, the exact trigger Nicolas Flamel’s Eternal Flame and Frederick I’s Frenzy War 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 50% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation. How these scores work →

    Current meta 77.06/100 out of 100
  30. 29 Tarantula, front rowWarden, middle rowFrederick I, back row Tarantula · Warden · Frederick I
    Tarantula (X02), Warden (X06) and Frederick I (X16) score 76.85 out of 100 together, and each of the three has a job.

    Tarantula brings a second damage line worth 28% of the expected output, so no single silence stops the plan: 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 shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction 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 66% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Tarantula and Frederick I both wait on; Tarantula produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Tarantula raises Frederick I’s output directly rather than adding a number of its own. What you give up: Tarantula (X02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 36% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 76.85/100 out of 100
  31. 30 Helsingen, front rowHector, middle rowFrederick I, back row Helsingen · Hector · Frederick I
    Helsingen (X28), Hector (X15 · paid) and Frederick I (X16) score 76.70 out of 100 together, and each of the three has a job.

    Helsingen brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad 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 in total, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 49% 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: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 48% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 76.70/100 out of 100
  32. 31 Hellfire, front rowSeraphina, middle rowFrederick I, back row Hellfire · Seraphina · Frederick I
    Hellfire (X09), Seraphina (X28) and Frederick I (X16) score 76.56 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. Seraphina brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad 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 69% 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; Hellfire produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 34% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 76.56/100 out of 100
  33. 32 Warden, front rowAshen Verdict, middle rowNicolas Flamel, back row Warden · Ashen Verdict · Nicolas Flamel
    Warden (X06), Ashen Verdict (X05) and Nicolas Flamel (X18) score 76.55 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction 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. Nicolas Flamel is the win condition, bringing 71% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashen Verdict and Nicolas Flamel 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 Nicolas Flamel swings into a line that cannot answer. What you give up: raw damage reaches only about 27% of the hardest-hitting trio in the roster; Ashen Verdict (X05) 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. How these scores work →

    Current meta 76.55/100 out of 100
  34. 33 Warden, front rowBoudica, middle rowFrederick I, back row Warden · Boudica · Frederick I
    Warden (X06), Boudica (X01 · paid) and Frederick I (X16) score 76.54 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Boudica brings a second damage line worth 18% 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. Frederick I is the win condition, bringing 76% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Boudica and Frederick I both wait on; Boudica produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Warden raises Frederick I’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; raw damage reaches only about 31% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 76.54/100 out of 100
  35. 34 Tarantula, front rowAl-Hawra, middle rowFrederick I, back row Tarantula · Al-Hawra · Frederick I
    Tarantula (X02), Al-Hawra (X01 · paid) and Frederick I (X16) score 76.33 out of 100 together, and each of the three has a job.

    Tarantula brings a second damage line worth 29% of the expected output, so no single silence stops the plan: 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. 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. Frederick I is the win condition, bringing 67% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Frederick I both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom and Frederick I’s Frenzy War both wait on; Tarantula raises Frederick I’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 35% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 76.33/100 out of 100
  36. 35 Hector, front rowAl-Hawra, middle rowFrederick I, back row Hector · Al-Hawra · Frederick I
    Hector (X15 · paid), Al-Hawra (X01 · paid) and Frederick I (X16) score 76.33 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 in total, 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. 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Hector and Frederick I both wait on; Hector produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom and Frederick I’s Frenzy War both wait on; Al-Hawra raises Frederick I’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 40% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 76.33/100 out of 100
  37. 36 Tarantula, front rowWarden, middle rowOliver, back row Tarantula · Warden · Oliver
    Tarantula (X02), Warden (X06) and Oliver (X24) score 76.29 out of 100 together, and each of the three has a job.

    Tarantula brings a second damage line worth 17% of the expected output, so no single silence stops the plan: 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 shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Tarantula and Oliver both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Oliver waits on; Tarantula raises Oliver’s output directly rather than adding a number of its own. What you give up: Tarantula (X02) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 76.29/100 out of 100
  38. 37 Helsingen, front rowBeowulf, middle rowSeraphina, back row Helsingen · Beowulf · Seraphina
    Helsingen (X28), Beowulf (SP · paid) and Seraphina (X28) score 76.02 out of 100 together, and each of the three has a job.

    Helsingen brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, 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. Seraphina is the win condition, bringing 45% of the lineup's expected damage: Crimson Tide Fire Rain puts 285% into one enemy squad 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 Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 23% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 76.02/100 out of 100
  39. 38 Al-Hawra, front rowBoudica, middle rowOliver, back row Al-Hawra · Boudica · Oliver
    Al-Hawra (X01 · paid), Boudica (X01 · paid) and Oliver (X24) score 75.79 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 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Boudica and Oliver 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: Al-Hawra (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. How these scores work →

    Current meta 75.79/100 out of 100
  40. 39 Galahad, front rowPenthesilea, middle rowDefender, back row Galahad · Penthesilea · Defender
    Galahad (X23), Penthesilea (SP · paid) and Defender (X03) score 75.68 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 103% of damage amplification across its kit, 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Galahad and Defender both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Galahad swings into a line that cannot answer; Penthesilea raises Galahad’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 75.68/100 out of 100
  41. 40 Tarantula, front rowAl-Hawra, middle rowOliver, back row Tarantula · Al-Hawra · Oliver
    Tarantula (X02), Al-Hawra (X01 · paid) and Oliver (X24) score 75.67 out of 100 together, and each of the three has a job.

    Tarantula brings a second damage line worth 17% of the expected output, so no single silence stops the plan: 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. 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 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Oliver both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Tarantula raises Oliver’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 75.67/100 out of 100
  42. 41 Helsingen, front rowRamses II, middle rowSeraphina, back row Helsingen · Ramses II · Seraphina
    Helsingen (X28), Ramses II (SP · paid) and Seraphina (X28) score 75.45 out of 100 together, and each of the three has a job.

    Helsingen brings a second damage line worth 49% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad 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. Seraphina is the win condition, bringing 51% of the lineup's expected damage: Crimson Tide Fire Rain puts 285% into one enemy squad 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 Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 21% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 75.45/100 out of 100
  43. 42 Galahad, front rowTomyris, middle rowPenthesilea, back row Galahad · Tomyris · Penthesilea
    Galahad (X23), Tomyris (X28) and Penthesilea (SP · paid) score 75.30 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. Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% 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 103% 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 Galahad waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Galahad swings into a line that cannot answer; Tomyris raises Galahad’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. How these scores work →

    Current meta 75.30/100 out of 100
  44. 43 Hellfire, front rowHelsingen, middle rowNicolas Flamel, back row Hellfire · Helsingen · Nicolas Flamel
    Hellfire (X09), Helsingen (X28) and Nicolas Flamel (X18) score 75.17 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. Helsingen brings a second damage line worth 34% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad 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 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; Hellfire raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; 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. How these scores work →

    Current meta 75.17/100 out of 100
  45. 44 Hellfire, front rowSeraphina, middle rowNicolas Flamel, back row Hellfire · Seraphina · Nicolas Flamel
    Hellfire (X09), Seraphina (X28) and Nicolas Flamel (X18) score 75.09 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. Seraphina brings a second damage line worth 36% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad 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 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: damage is spread across the enemy line rather than focused on one squad; 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. How these scores work →

    Current meta 75.09/100 out of 100
  46. 45 Warden, front rowLilith, middle rowNicolas Flamel, back row Warden · Lilith · Nicolas Flamel
    Warden (X06), Lilith (X09) and Nicolas Flamel (X18) score 74.95 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Lilith brings a second damage line worth 36% of the expected output, so no single silence stops the plan: Infatuated Shadow puts 450% into one enemy squad on a 50% roll, 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Lilith and Nicolas Flamel both wait on; Nicolas Flamel produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Lilith’s Infatuated Shadow applies Confuse and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; 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. How these scores work →

    Current meta 74.95/100 out of 100
  47. 46 Tomyris, front rowPenthesilea, middle rowBeowulf, back row Tomyris · Penthesilea · Beowulf
    Tomyris (X28), Penthesilea (SP · paid) and Beowulf (SP · paid) score 74.91 out of 100 together, and each of the three has a job.

    Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, 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 103% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf adds a second source of control, so the lock rarely has an off round: Dragon Slayer applies Disarm, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Beowulf swings into a line that cannot answer; Tomyris raises Beowulf’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; 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, and the scorecard shows why it earns the recommendation. How these scores work →

    Current meta 74.91/100 out of 100
  48. 47 Julian, front rowDefender, middle rowSpectral Reaper, back row Julian · Defender · Spectral Reaper
    Julian (X25), Defender (X03) and Spectral Reaper (X03) score 74.89 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 one built to survive the opening exchange. 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 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Defender and Spectral Reaper both wait on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Defender raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Defender (X03) 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. How these scores work →

    Current meta 74.89/100 out of 100
  49. 48 Ramses II, front rowDefender, middle rowSpectral Reaper, back row Ramses II · Defender · Spectral Reaper
    Ramses II (SP · paid), Defender (X03) and Spectral Reaper (X03) score 74.77 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. 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 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 and Spectral Reaper both wait on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Ramses II raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Defender (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. How these scores work →

    Current meta 74.77/100 out of 100
  50. 49 Galahad, front rowZhuge Liang, middle rowDefender, back row Galahad · Zhuge Liang · Defender
    Galahad (X23), Zhuge Liang (X26) and Defender (X03) score 74.58 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. 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. 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Galahad and Defender both wait on; Zhuge Liang raises Galahad’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Defender (X03) 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. How these scores work →

    Current meta 74.58/100 out of 100
  51. 50 Penthesilea, front rowDefender, middle rowSpectral Reaper, back row Penthesilea · Defender · Spectral Reaper
    Penthesilea (SP · paid), Defender (X03) and Spectral Reaper (X03) score 74.34 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 103% of damage amplification across its kit, and takes the front as the sturdiest of the three. 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 sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 77% 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Defender and Spectral Reaper both wait on; Penthesilea’s Hunting Domain 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: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 74.34/100 out of 100
  52. 51 Warden, front rowBoudica, middle rowNicolas Flamel, back row Warden · Boudica · Nicolas Flamel
    Warden (X06), Boudica (X01 · paid) and Nicolas Flamel (X18) score 74.25 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Boudica brings a second damage line worth 21% 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. Nicolas Flamel is the win condition, bringing 72% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Boudica and Nicolas Flamel both wait on; Warden raises Nicolas Flamel’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; raw damage reaches only about 27% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 74.25/100 out of 100
  53. 52 Zhuge Liang, front rowDefender, middle rowSpectral Reaper, back row Zhuge Liang · Defender · Spectral Reaper
    Zhuge Liang (X26), Defender (X03) and Spectral Reaper (X03) score 74.23 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. 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 sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 68% 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Defender and Spectral Reaper both wait on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Zhuge Liang raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; Defender (X03) 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. How these scores work →

    Current meta 74.23/100 out of 100
  54. 53 Henry V, front rowPoison Master, middle rowWarden, back row Henry V · Poison Master · Warden
    Henry V (X17), Poison Master (X10) and Warden (X06) score 74.15 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. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction 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 Henry V and Poison Master both wait on; Henry V 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 Henry V swings into a line that cannot answer. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Warden (X06) 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. How these scores work →

    Current meta 74.15/100 out of 100
  55. 54 Eidolon, front rowHelsingen, middle rowFrederick I, back row Eidolon · Helsingen · Frederick I
    Eidolon (X07), Helsingen (X28) and Frederick I (X16) score 74.07 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. Helsingen brings a second damage line worth 27% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad 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 64% 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; Eidolon produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 37% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 74.07/100 out of 100
  56. 55 Ramses II, front rowWarden, middle rowSpectral Reaper, back row Ramses II · Warden · Spectral Reaper
    Ramses II (SP · paid), Warden (X06) and Spectral Reaper (X03) score 74.05 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. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Spectral Reaper waits on; Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Spectral Reaper waits on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; 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. How these scores work →

    Current meta 74.05/100 out of 100
  57. 56 Helsingen, front rowHector, middle rowNicolas Flamel, back row Helsingen · Hector · Nicolas Flamel
    Helsingen (X28), Hector (X15 · paid) and Nicolas Flamel (X18) score 73.97 out of 100 together, and each of the three has a job.

    Helsingen brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad 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 in total, 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 73.97/100 out of 100
  58. 57 Seraphina, front rowHector, middle rowNicolas Flamel, back row Seraphina · Hector · Nicolas Flamel
    Seraphina (X28), Hector (X15 · paid) and Nicolas Flamel (X18) score 73.89 out of 100 together, and each of the three has a job.

    Seraphina brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad 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 in total, 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 73.89/100 out of 100
  59. 58 Robin Hood, front rowPoison Master, middle rowBelisarius, back row Robin Hood · Poison Master · Belisarius
    Robin Hood (X21), Poison Master (X10) and Belisarius (X12) score 73.57 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 300% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Belisarius brings a second damage line worth 42% 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 Robin Hood’s Swift Ranger produces tempo, the exact trigger Belisarius’s Riding Waves waits on; Poison Master’s Spreading Poison produces dot, the exact trigger Belisarius’s Hunting Down waits on; Robin Hood produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Robin Hood (X21). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 73.57/100 out of 100
  60. 59 Tomyris, front rowBelisarius, middle rowDarius, back row Tomyris · Belisarius · Darius
    Tomyris (X28), Belisarius (X12) and Darius (X13) score 73.51 out of 100 together, and each of the three has a job.

    Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Belisarius brings a second damage line worth 42% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 55% 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 Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Darius swings into a line that cannot answer. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 73.51/100 out of 100
  61. 60 Julian, front rowDefender, middle rowAshen Verdict, back row Julian · Defender · Ashen Verdict
    Julian (X25), Defender (X03) and Ashen Verdict (X05) score 73.48 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 one built to survive the opening exchange. 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 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Defender and Ashen Verdict both wait on; Defender raises Ashen Verdict’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Defender (X03) 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. How these scores work →

    Current meta 73.48/100 out of 100
  62. 61 Ramses II, front rowDefender, middle rowAshen Verdict, back row Ramses II · Defender · Ashen Verdict
    Ramses II (SP · paid), Defender (X03) and Ashen Verdict (X05) score 73.36 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. 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 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Defender and Ashen Verdict both wait on; Ramses II raises Ashen Verdict’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 73.36/100 out of 100
  63. 62 Tarantula, front rowWarden, middle rowNicolas Flamel, back row Tarantula · Warden · Nicolas Flamel
    Tarantula (X02), Warden (X06) and Nicolas Flamel (X18) score 73.22 out of 100 together, and each of the three has a job.

    Tarantula brings a second damage line worth 32% of the expected output, so no single silence stops the plan: 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 shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction 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 62% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Tarantula and Nicolas Flamel both wait on; Tarantula raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: Tarantula (X02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 31% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 73.22/100 out of 100
  64. 63 Penthesilea, front rowDefender, middle rowAshen Verdict, back row Penthesilea · Defender · Ashen Verdict
    Penthesilea (SP · paid), Defender (X03) and Ashen Verdict (X05) score 72.92 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 103% of damage amplification across its kit, and takes the front as the sturdiest of the three. 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 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Defender and Ashen Verdict both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Ashen Verdict swings into a line that cannot answer; Penthesilea raises Ashen Verdict’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 72.92/100 out of 100
  65. 64 Tarantula, front rowAl-Hawra, middle rowNicolas Flamel, back row Tarantula · Al-Hawra · Nicolas Flamel
    Tarantula (X02), Al-Hawra (X01 · paid) and Nicolas Flamel (X18) score 72.88 out of 100 together, and each of the three has a job.

    Tarantula brings a second damage line worth 33% of the expected output, so no single silence stops the plan: 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. 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 62% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Nicolas Flamel both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Tarantula raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 31% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 72.88/100 out of 100
  66. 65 Zhuge Liang, front rowDefender, middle rowAshen Verdict, back row Zhuge Liang · Defender · Ashen Verdict
    Zhuge Liang (X26), Defender (X03) and Ashen Verdict (X05) score 72.79 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. 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 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Defender and Ashen Verdict both wait on; Zhuge Liang raises Ashen Verdict’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Defender (X03) 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. How these scores work →

    Current meta 72.79/100 out of 100
  67. 66 Tomyris, front rowBelisarius, middle rowLilith, back row Tomyris · Belisarius · Lilith
    Tomyris (X28), Belisarius (X12) and Lilith (X09) score 72.61 out of 100 together, and each of the three has a job.

    Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Belisarius brings a second damage line worth 40% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 58% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 Lilith’s Poison Needle produces dot, the exact trigger Belisarius’s Hunting Down waits on; Tomyris produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Lilith swings into a line that cannot answer. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Tomyris (X28). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 72.61/100 out of 100
  68. 67 Zhuge Liang, front rowDefender, middle rowLilith, back row Zhuge Liang · Defender · Lilith
    Zhuge Liang (X26), Defender (X03) and Lilith (X09) score 72.39 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. 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 sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 78% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Defender waits on; Zhuge Liang produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Zhuge Liang raises Lilith’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; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 72.39/100 out of 100
  69. 68 Tomyris, front rowPoison Master, middle rowBelisarius, back row Tomyris · Poison Master · Belisarius
    Tomyris (X28), Poison Master (X10) and Belisarius (X12) score 72.32 out of 100 together, and each of the three has a job.

    Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Poison Master adds a second source of control, so the lock rarely has an off round: Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Belisarius is the win condition, bringing 94% of the lineup's expected damage: Hunting Down puts 279% into all enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Belisarius swings into a line that cannot answer. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Tomyris (X28). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 72.32/100 out of 100
  70. 69 Henry V, front rowPoison Master, middle rowAl-Hawra, back row Henry V · Poison Master · Al-Hawra
    Henry V (X17), Poison Master (X10) and Al-Hawra (X01 · paid) score 72.31 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. 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. 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 Henry V and Poison Master both wait on; Henry V produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison and Al-Hawra’s Desert Phantom both wait on; Poison Master’s Deadly Virus applies Suppress 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 9% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 72.31/100 out of 100
  71. 70 Ramses II, front rowZhuge Liang, middle rowBeowulf, back row Ramses II · Zhuge Liang · Beowulf
    Ramses II (SP · paid), Zhuge Liang (X26) and Beowulf (SP · paid) score 72.29 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; Ramses II raises Beowulf’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation. How these scores work →

    Current meta 72.29/100 out of 100
  72. 71 Henry V, front rowHellfire, middle rowWarden, back row Henry V · Hellfire · Warden
    Henry V (X17), Hellfire (X09) and Warden (X06) score 72.18 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. 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 sits in the middle, where the support reaches both the front and the back. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction 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 Henry V and Hellfire both wait on; Hellfire raises Henry V’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Warden (X06) 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. How these scores work →

    Current meta 72.18/100 out of 100
  73. 72 Galahad, front rowPenthesilea, middle rowLilith, back row Galahad · Penthesilea · Lilith
    Galahad (X23), Penthesilea (SP · paid) and Lilith (X09) score 71.88 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 103% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 65% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Galahad waits on; Penthesilea produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Penthesilea’s Hunting Domain applies Disarm 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 18% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 71.88/100 out of 100
  74. 73 Galahad, front rowHelsingen, middle rowSeraphina, back row Galahad · Helsingen · Seraphina
    Galahad (X23), Helsingen (X28) and Seraphina (X28) score 71.72 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 brings a second damage line worth 38% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Seraphina is the win condition, bringing 40% of the lineup's expected damage: Crimson Tide Fire Rain puts 285% into one enemy squad 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 Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain 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; damage is spread across the enemy line rather than focused on one 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, and the scorecard shows why it earns the recommendation. How these scores work →

    Current meta 71.72/100 out of 100
  75. 74 Hellfire, front rowHelsingen, middle rowSeraphina, back row Hellfire · Helsingen · Seraphina
    Hellfire (X09), Helsingen (X28) and Seraphina (X28) score 71.71 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. Helsingen brings a second damage line worth 49% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Seraphina is the win condition, bringing 51% of the lineup's expected damage: Crimson Tide Fire Rain puts 285% into one enemy squad 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 Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: damage is spread across the enemy line rather than focused on one 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. How these scores work →

    Current meta 71.71/100 out of 100
  76. 75 Ramses II, front rowAshen Verdict, middle rowLilith, back row Ramses II · Ashen Verdict · Lilith
    Ramses II (SP · paid), Ashen Verdict (X05) and Lilith (X09) score 71.52 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. 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 is the win condition, bringing 67% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Ashen Verdict waits 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: raw damage reaches only about 18% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 71.52/100 out of 100
  77. 76 Helsingen, front rowSeraphina, middle rowHector, back row Helsingen · Seraphina · Hector
    Helsingen (X28), Seraphina (X28) and Hector (X15 · paid) score 71.36 out of 100 together, and each of the three has a job.

    Helsingen brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Seraphina brings a second damage line worth 30% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad on a 70% roll, 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 in total, and 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 Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; no one hero clearly carries, so the damage is easier to interrupt. How these scores work →

    Current meta 71.36/100 out of 100
  78. 77 Beowulf, front rowJulian, middle rowRagnar, back row Beowulf · Julian · Ragnar
    Beowulf (SP · paid), Julian (X25) and Ragnar (X12 · paid) score 71.32 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. Ragnar is the win condition, bringing 74% of the lineup's expected damage: Pillage puts 640% into all 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 waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Beowulf raises Ragnar’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 71.32/100 out of 100
  79. 78 Eidolon, front rowHelsingen, middle rowNicolas Flamel, back row Eidolon · Helsingen · Nicolas Flamel
    Eidolon (X07), Helsingen (X28) and Nicolas Flamel (X18) score 71.20 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. Helsingen brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad 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 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; Eidolon raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; 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. How these scores work →

    Current meta 71.20/100 out of 100
  80. 79 Beowulf, front rowPenthesilea, middle rowRagnar, back row Beowulf · Penthesilea · Ragnar
    Beowulf (SP · paid), Penthesilea (SP · paid) and Ragnar (X12 · paid) score 71.03 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 103% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 72% of the lineup's expected damage: Pillage puts 640% into all 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 waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Beowulf raises Ragnar’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 71.03/100 out of 100
  81. 80 Henry V, front rowHellfire, middle rowAl-Hawra, back row Henry V · Hellfire · Al-Hawra
    Henry V (X17), Hellfire (X09) and Al-Hawra (X01 · paid) score 70.99 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. 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 sits in the middle, where the support reaches both the front and the back. 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 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 and Hellfire both wait on; Henry V produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Hellfire raises Henry V’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 70.99/100 out of 100
  82. 81 Eidolon, front rowSeraphina, middle rowNicolas Flamel, back row Eidolon · Seraphina · Nicolas Flamel
    Eidolon (X07), Seraphina (X28) and Nicolas Flamel (X18) score 70.98 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. Seraphina brings a second damage line worth 32% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad 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: damage is spread across the enemy line rather than focused on one squad; 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. How these scores work →

    Current meta 70.98/100 out of 100
  83. 82 Henry V, front rowRagnar, middle rowHenry II, back row Henry V · Ragnar · Henry II
    Henry V (X17), Ragnar (X12 · paid) and Henry II (X20) score 70.92 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. Ragnar brings a second damage line worth 18% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, 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 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; Ragnar 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 43% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 70.92/100 out of 100
  84. 83 Ragnar, front rowPoison Master, middle rowHenry II, back row Ragnar · Poison Master · Henry II
    Ragnar (X12 · paid), Poison Master (X10) and Henry II (X20) score 70.74 out of 100 together, and each of the three has a job.

    Ragnar brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, and takes the front, able to both absorb the opening rounds and heal through them. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. 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 Ragnar 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 Henry II swings into a line that cannot answer; Ragnar 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 36% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 70.74/100 out of 100
  85. 84 Robin Hood, front rowBelisarius, middle rowEselfred, back row Robin Hood · Belisarius · Eselfred
    Robin Hood (X21), Belisarius (X12) and Eselfred (X14) score 70.70 out of 100 together, and each of the three has a job.

    Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 300% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Belisarius brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 45% 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 Robin Hood’s Swift Ranger produces tempo, the exact trigger Belisarius’s Riding Waves and Eselfred’s Fortified Line of Attack both wait on; Robin Hood raises Eselfred’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 35% of the hardest-hitting trio in the roster; no one hero clearly carries, so the damage is easier to interrupt. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 70.70/100 out of 100
  86. 85 Hector, front rowZhuge Liang, middle rowAshen Verdict, back row Hector · Zhuge Liang · Ashen Verdict
    Hector (X15 · paid), Zhuge Liang (X26) and Ashen Verdict (X05) score 70.60 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 in total, 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. 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Ashen Verdict waits on; Zhuge Liang raises Hector’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; Ashen Verdict (X05) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 70.60/100 out of 100
  87. 86 Hector, front rowJulian, middle rowAshen Verdict, back row Hector · Julian · Ashen Verdict
    Hector (X15 · paid), Julian (X25) and Ashen Verdict (X05) score 70.57 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, 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. 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 Julian’s Oath of Domionion 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 Hector swings into a line that cannot answer. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; Ashen Verdict (X05) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 70.57/100 out of 100
  88. 87 Zhuge Liang, front rowAshen Verdict, middle rowLilith, back row Zhuge Liang · Ashen Verdict · Lilith
    Zhuge Liang (X26), Ashen Verdict (X05) and Lilith (X09) score 70.57 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. 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 is the win condition, bringing 61% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Ashen Verdict waits on; Zhuge Liang produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Zhuge Liang raises Lilith’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 70.57/100 out of 100
  89. 88 Henry V, front rowAl-Hawra, middle rowEselfred, back row Henry V · Al-Hawra · Eselfred
    Henry V (X17), Al-Hawra (X01 · paid) and Eselfred (X14) score 70.56 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. Eselfred is the win condition, bringing 64% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Henry V and Eselfred 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 Eselfred swings into a line that cannot answer. What you give up: raw damage reaches only about 24% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 70.56/100 out of 100
  90. 89 Zhuge Liang, front rowBelisarius, middle rowDarius, back row Zhuge Liang · Belisarius · Darius
    Zhuge Liang (X26), Belisarius (X12) and Darius (X13) score 70.55 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. Belisarius brings a second damage line worth 40% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 52% 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 Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Zhuge Liang raises Darius’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 70.55/100 out of 100
  91. 90 Ragnar, front rowTomyris, middle rowHenry II, back row Ragnar · Tomyris · Henry II
    Ragnar (X12 · paid), Tomyris (X28) and Henry II (X20) score 70.43 out of 100 together, and each of the three has a job.

    Ragnar brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, and takes the front, able to both absorb the opening rounds and heal through them. Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 78% 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 applies Taunt and takes a squad out of the fight for 1 round, so Henry II swings into a line that cannot answer; Ragnar 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 37% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 70.43/100 out of 100
  92. 91 Penthesilea, front rowBelisarius, middle rowDarius, back row Penthesilea · Belisarius · Darius
    Penthesilea (SP · paid), Belisarius (X12) and Darius (X13) score 70.31 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 103% of damage amplification across its kit, and takes the front as the sturdiest of the three. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 56% 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 Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Darius swings into a line that cannot answer. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 70.31/100 out of 100
  93. 92 Robin Hood, front rowAl-Hawra, middle rowBoudica, back row Robin Hood · Al-Hawra · Boudica
    Robin Hood (X21), Al-Hawra (X01 · paid) and Boudica (X01 · paid) score 70.18 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 300% of enemy Might, Resistance and damage in total, 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. Boudica brings a second damage line worth 31% 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Robin Hood’s Swift Ranger produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Boudica waits on; Robin Hood produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 70.18/100 out of 100
  94. 93 Robin Hood, front rowPoison Master, middle rowEselfred, back row Robin Hood · Poison Master · Eselfred
    Robin Hood (X21), Poison Master (X10) and Eselfred (X14) score 69.94 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 300% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 59% 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 Robin Hood’s Swift Ranger produces tempo, the exact trigger Eselfred’s Fortified Line of Attack waits on; Robin Hood produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Eselfred swings into a line that cannot answer. What you give up: raw damage reaches only about 27% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Robin Hood (X21). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 69.94/100 out of 100
  95. 94 Henry V, front rowWitch Hunter, middle rowFrederick I, back row Henry V · Witch Hunter · Frederick I
    Henry V (X17), Witch Hunter (S02) and Frederick I (X16) score 69.76 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. 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 67% 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; raw damage reaches only about 36% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Current meta 69.76/100 out of 100
  96. 95 Ramses II, front rowBelisarius, middle rowDarius, back row Ramses II · Belisarius · Darius
    Ramses II (SP · paid), Belisarius (X12) and Darius (X13) score 69.63 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. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 57% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Ramses II 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 19% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 69.63/100 out of 100
  97. 96 Robin Hood, front rowPoison Master, middle rowBoudica, back row Robin Hood · Poison Master · Boudica
    Robin Hood (X21), Poison Master (X10) and Boudica (X01 · paid) score 69.44 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 300% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Boudica brings a second damage line worth 34% 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Robin Hood’s Swift Ranger produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Robin Hood 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 Robin Hood 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; Boudica (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 69.44/100 out of 100
  98. 97 Hellfire, front rowJulian, middle rowSpectral Reaper, back row Hellfire · Julian · Spectral Reaper
    Hellfire (X09), Julian (X25) and Spectral Reaper (X03) score 69.30 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. 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. Spectral Reaper is the win condition, bringing 100% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Spectral Reaper waits on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Hellfire raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Spectral Reaper (X03) 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. How these scores work →

    Current meta 69.30/100 out of 100
  99. 98 Julian, front rowBelisarius, middle rowDarius, back row Julian · Belisarius · Darius
    Julian (X25), Belisarius (X12) and Darius (X13) score 69.27 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 57% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; 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. How these scores work →

    Current meta 69.27/100 out of 100
  100. 99 Tomyris, front rowDarius, middle rowLilith, back row Tomyris · Darius · Lilith
    Tomyris (X28), Darius (X13) and Lilith (X09) score 69.09 out of 100 together, and each of the three has a job.

    Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Darius brings a second damage line worth 46% of the expected output, so no single silence stops the plan: 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. Lilith is the win condition, bringing 52% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 Lilith’s Poison Needle produces dot, the exact trigger Darius’s King of all Kings waits on; Tomyris produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Lilith swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 23% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 69.09/100 out of 100
  101. 100 Hellfire, front rowPenthesilea, middle rowSpectral Reaper, back row Hellfire · Penthesilea · Spectral Reaper
    Hellfire (X09), Penthesilea (SP · paid) and Spectral Reaper (X03) score 69.01 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. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 103% of damage amplification 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 95% 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Spectral Reaper waits on; Penthesilea’s Hunting Domain 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: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Spectral Reaper (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 69.01/100 out of 100
  102. 101 Tomyris, front rowPoison Master, middle rowDarius, back row Tomyris · Poison Master · Darius
    Tomyris (X28), Poison Master (X10) and Darius (X13) score 68.84 out of 100 together, and each of the three has a job.

    Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Poison Master adds a second source of control, so the lock rarely has an off round: Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 95% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Darius’s King of all Kings waits on; Darius produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Darius swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 11% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 68.84/100 out of 100
  103. 102 Robin Hood, front rowBoudica, middle rowEselfred, back row Robin Hood · Boudica · Eselfred
    Robin Hood (X21), Boudica (X01 · paid) and Eselfred (X14) score 68.32 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 300% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Boudica brings a second damage line worth 18% 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. Eselfred is the win condition, bringing 49% 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 Robin Hood’s Swift Ranger produces tempo, the exact trigger Boudica’s Song of Uprising and Eselfred’s Fortified Line of Attack both wait on; Robin Hood raises Eselfred’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; raw damage reaches only about 32% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 68.32/100 out of 100
  104. 103 Ramses II, front rowAshen Verdict, middle rowSpectral Reaper, back row Ramses II · Ashen Verdict · Spectral Reaper
    Ramses II (SP · paid), Ashen Verdict (X05) and Spectral Reaper (X03) score 68.08 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: raw damage reaches only about 13% of the hardest-hitting trio in the roster; 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. How these scores work →

    Current meta 68.08/100 out of 100
  105. 104 Tarantula, front rowJulian, middle rowAshen Verdict, back row Tarantula · Julian · Ashen Verdict
    Tarantula (X02), Julian (X25) and Ashen Verdict (X05) score 67.94 out of 100 together, and each of the three has a job.

    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 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. 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 Julian’s Oath of Domionion 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 Tarantula swings into a line that cannot answer. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; Tarantula (X02) 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. How these scores work →

    Current meta 67.94/100 out of 100
  106. 105 Henry V, front rowBelisarius, middle rowDarius, back row Henry V · Belisarius · Darius
    Henry V (X17), Belisarius (X12) and Darius (X13) score 67.86 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. Belisarius brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 41% 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 Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Darius 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 26% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 67.86/100 out of 100
  107. 106 Ramses II, front rowSakura Blossom, middle rowSpectral Reaper, back row Ramses II · Sakura Blossom · Spectral Reaper
    Ramses II (SP · paid), Sakura Blossom (X01) and Spectral Reaper (X03) score 67.11 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. 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. Spectral Reaper is the win condition, bringing 78% 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 Spectral Reaper waits on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Ramses II raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Sakura Blossom (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 67.11/100 out of 100
  108. 107 Tomyris, front rowBoudica, middle rowLilith, back row Tomyris · Boudica · Lilith
    Tomyris (X28), Boudica (X01 · paid) and Lilith (X09) score 67.08 out of 100 together, and each of the three has a job.

    Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Boudica brings a second damage line worth 32% 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. Lilith is the win condition, bringing 65% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Lilith swings into a line that cannot answer; Tomyris raises Lilith’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Boudica (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 67.08/100 out of 100
  109. 108 Eidolon, front rowRagnar, middle rowHenry II, back row Eidolon · Ragnar · Henry II
    Eidolon (X07), Ragnar (X12 · paid) and Henry II (X20) score 66.79 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. Ragnar brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 72% 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 Eidolon 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; Eidolon (X07) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 66.79/100 out of 100
  110. 109 Eidolon, front rowPoison Master, middle rowRobin Hood, back row Eidolon · Poison Master · Robin Hood
    Eidolon (X07), Poison Master (X10) and Robin Hood (X21) score 66.79 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. 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. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 300% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Eidolon 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 Robin Hood swings into a line that cannot answer; Eidolon raises Robin Hood’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 14% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 66.79/100 out of 100
  111. 110 Tomyris, front rowSakura Blossom, middle rowBelisarius, back row Tomyris · Sakura Blossom · Belisarius
    Tomyris (X28), Sakura Blossom (X01) and Belisarius (X12) score 66.35 out of 100 together, and each of the three has a job.

    Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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. Belisarius is the win condition, bringing 77% of the lineup's expected damage: Hunting Down puts 279% into all enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Belisarius’s Riding Waves waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Belisarius swings into a line that cannot answer; Tomyris raises Belisarius’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; Sakura Blossom (X01) 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. How these scores work →

    Current meta 66.35/100 out of 100
  112. 111 Hellfire, front rowEidolon, middle rowHenry II, back row Hellfire · Eidolon · Henry II
    Hellfire (X09), Eidolon (X07) and Henry II (X20) score 66.25 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. Eidolon is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 140% 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 Hellfire 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 32% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 66.25/100 out of 100
  113. 112 Tomyris, front rowSakura Blossom, middle rowEselfred, back row Tomyris · Sakura Blossom · Eselfred
    Tomyris (X28), Sakura Blossom (X01) and Eselfred (X14) score 66.16 out of 100 together, and each of the three has a job.

    Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 87% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Eselfred’s Fortified Line of Attack waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Eselfred swings into a line that cannot answer; Tomyris raises Eselfred’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 66.16/100 out of 100
  114. 113 Tarantula, front rowSakura Blossom, middle rowFrederick I, back row Tarantula · Sakura Blossom · Frederick I
    Tarantula (X02), Sakura Blossom (X01) and Frederick I (X16) score 66.15 out of 100 together, and each of the three has a job.

    Tarantula brings a second damage line worth 28% of the expected output, so no single silence stops the plan: 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. 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. Frederick I is the win condition, bringing 66% 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 Tarantula produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Tarantula raises Frederick 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; Sakura Blossom (X01) 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. How these scores work →

    Current meta 66.15/100 out of 100
  115. 114 Zhuge Liang, front rowAl-Hawra, middle rowHenry II, back row Zhuge Liang · Al-Hawra · Henry II
    Zhuge Liang (X26), Al-Hawra (X01 · paid) and Henry II (X20) score 66.13 out of 100 together, and each of the three has a job.

    Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Henry II is the win condition, bringing 90% 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; 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; Al-Hawra (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. How these scores work →

    Current meta 66.13/100 out of 100
  116. 115 Ramses II, front rowRagnar, middle rowHenry II, back row Ramses II · Ragnar · Henry II
    Ramses II (SP · paid), Ragnar (X12 · paid) and Henry II (X20) score 66.07 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Ragnar brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, 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. How these scores work →

    Current meta 66.07/100 out of 100
  117. 116 Tomyris, front rowSakura Blossom, middle rowBoudica, back row Tomyris · Sakura Blossom · Boudica
    Tomyris (X28), Sakura Blossom (X01) and Boudica (X01 · paid) score 65.38 out of 100 together, and each of the three has a job.

    Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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. Boudica is the win condition, bringing 70% of the lineup's expected damage: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Boudica swings into a line that cannot answer; Tomyris raises Boudica’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Sakura Blossom (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 65.38/100 out of 100
  118. 117 Henry V, front rowElk, middle rowAl-Hawra, back row Henry V · Elk · Al-Hawra
    Henry V (X17), Elk (X01) and Al-Hawra (X01 · paid) score 64.51 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. Elk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 58% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 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 waits on; Henry V produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Elk 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; Elk (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 64.51/100 out of 100
  119. 118 Eidolon, front rowRobin Hood, middle rowEselfred, back row Eidolon · Robin Hood · Eselfred
    Eidolon (X07), Robin Hood (X21) and Eselfred (X14) score 64.49 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. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 300% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 52% 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 Robin Hood’s Swift Ranger produces tempo, the exact trigger Eselfred’s Fortified Line of Attack waits on; Eidolon raises Eselfred’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 30% of the hardest-hitting trio in the roster; Eidolon (X07) 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. How these scores work →

    Current meta 64.49/100 out of 100
  120. 119 Zhuge Liang, front rowSakura Blossom, middle rowEselfred, back row Zhuge Liang · Sakura Blossom · Eselfred
    Zhuge Liang (X26), Sakura Blossom (X01) and Eselfred (X14) score 64.38 out of 100 together, and each of the three has a job.

    Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Sakura Blossom 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. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Eselfred’s Fortified Line of Attack waits on; Zhuge Liang raises Eselfred’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 64.38/100 out of 100
  121. 120 Ragnar, front rowSakura Blossom, middle rowHenry II, back row Ragnar · Sakura Blossom · Henry II
    Ragnar (X12 · paid), Sakura Blossom (X01) and Henry II (X20) score 64.26 out of 100 together, and each of the three has a job.

    Ragnar brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, and takes the front, able to both absorb the opening rounds and heal through them. 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. Henry II is the win condition, bringing 75% 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 Ragnar 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; Sakura Blossom (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 64.26/100 out of 100
  122. 121 Sky Breaker, front rowWitch Hunter, middle rowFrederick I, back row Sky Breaker · Witch Hunter · Frederick I
    Sky Breaker (S03), Witch Hunter (S02) and Frederick I (X16) score 63.57 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 71% 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: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line rather than focused on one 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. How these scores work →

    Current meta 63.57/100 out of 100
  123. 122 Elk, front rowPoison Master, middle rowRobin Hood, back row Elk · Poison Master · Robin Hood
    Elk (X01), Poison Master (X10) and Robin Hood (X21) score 62.91 out of 100 together, and each of the three has a job.

    Elk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 58% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 300% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Elk 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 Robin Hood swings into a line that cannot answer; Elk raises Robin Hood’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 14% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 62.91/100 out of 100
  124. 123 Elk, front rowRobin Hood, middle rowEselfred, back row Elk · Robin Hood · Eselfred
    Elk (X01), Robin Hood (X21) and Eselfred (X14) score 62.53 out of 100 together, and each of the three has a job.

    Elk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 58% 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. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 300% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 52% 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 Robin Hood’s Swift Ranger produces tempo, the exact trigger Eselfred’s Fortified Line of Attack waits on; Elk raises Eselfred’s output directly rather than adding a number of its own. What you give up: Elk (X01) is the era weak point -- the enemy will aim at the oldest squad; 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. How these scores work →

    Current meta 62.53/100 out of 100
  125. 124 Elk, front rowRagnar, middle rowHenry II, back row Elk · Ragnar · Henry II
    Elk (X01), Ragnar (X12 · paid) and Henry II (X20) score 62.50 out of 100 together, and each of the three has a job.

    Elk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 58% 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. Ragnar brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 72% 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 Elk 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. How these scores work →

    Current meta 62.50/100 out of 100
  126. 125 Robin Hood, front rowSakura Blossom, middle rowBoudica, back row Robin Hood · Sakura Blossom · Boudica
    Robin Hood (X21), Sakura Blossom (X01) and Boudica (X01 · paid) score 62.36 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 300% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. 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. Boudica brings a second damage line worth 31% 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Robin Hood’s Swift Ranger produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Sakura Blossom raises Robin Hood’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; Sakura Blossom (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. How these scores work →

    Current meta 62.36/100 out of 100
  127. 126 Elk, front rowBoudica, middle rowRobin Hood, back row Elk · Boudica · Robin Hood
    Elk (X01), Boudica (X01 · paid) and Robin Hood (X21) score 62.30 out of 100 together, and each of the three has a job.

    Elk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 58% 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. 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 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 300% of enemy Might, Resistance and damage in total, and 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’s Swift Ranger produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Elk raises Robin Hood’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; Elk (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 62.30/100 out of 100
  128. 127 Eidolon, front rowElk, middle rowHenry II, back row Eidolon · Elk · Henry II
    Eidolon (X07), Elk (X01) and Henry II (X20) score 61.08 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. 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 sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 81% 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 Eidolon 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; Elk (X01) 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. How these scores work →

    Current meta 61.08/100 out of 100
  129. 128 Helsingen, front rowAl-Hawra, middle rowSeraphina, back row Helsingen · Al-Hawra · Seraphina
    Helsingen (X28), Al-Hawra (X01 · paid) and Seraphina (X28) score 60.61 out of 100 together, and each of the three has a job.

    Helsingen brings a second damage line worth 45% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, 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. Seraphina is the win condition, bringing 48% of the lineup's expected damage: Crimson Tide Fire Rain puts 285% into one enemy squad 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 Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: Helsingen holds the front, but nothing here heals; damage is spread across the enemy line rather than focused on one squad. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation. How these scores work →

    Current meta 60.61/100 out of 100
  130. 129 Ramses II, front rowAl Faith, middle rowCharles the Great, back row Ramses II · Al Faith · Charles the Great
    Ramses II (SP · paid), Al Faith (S01) and Charles the Great (S01) score 56.11 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 Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, 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 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 5% 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. How these scores work →

    Current meta 56.11/100 out of 100
  131. Mid progression combos

    Nothing here is newer than X15 — lineups for accounts partway up the hero ladder.

  132. 130 Hector, front rowWarden, middle rowAshen Verdict, back row Hector · Warden · Ashen Verdict
    Hector (X15 · paid), Warden (X06) and Ashen Verdict (X05) score 75.55 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 in total, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction 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 Hector and Ashen Verdict 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 Hector swings into a line that cannot answer. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; Ashen Verdict (X05) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 75.55/100 out of 100
  133. 131 Warden, front rowPoison Master, middle rowBelisarius, back row Warden · Poison Master · Belisarius
    Warden (X06), Poison Master (X10) and Belisarius (X12) score 75.48 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Belisarius is the win condition, bringing 81% of the lineup's expected damage: Hunting Down puts 279% into all enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Belisarius’s Hunting Down waits on; Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Poison Master waits on; Belisarius produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; Warden (X06) 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. How these scores work →

    Mid progression 75.48/100 out of 100
  134. 132 Warden, front rowAshen Verdict, middle rowEselfred, back row Warden · Ashen Verdict · Eselfred
    Warden (X06), Ashen Verdict (X05) and Eselfred (X14) score 75.31 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction 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. Eselfred is the win condition, bringing 67% 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 Ashen Verdict and Eselfred 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: raw damage reaches only about 23% of the hardest-hitting trio in the roster; Ashen Verdict (X05) 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. How these scores work →

    Mid progression 75.31/100 out of 100
  135. 133 Hellfire, front rowWarden, middle rowSpectral Reaper, back row Hellfire · Warden · Spectral Reaper
    Hellfire (X09), Warden (X06) and Spectral Reaper (X03) score 74.27 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 shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction 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 Hellfire and Spectral Reaper both wait 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: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Spectral Reaper (X03) 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. How these scores work →

    Mid progression 74.27/100 out of 100
  136. 134 Hector, front rowAl-Hawra, middle rowBoudica, back row Hector · Al-Hawra · Boudica
    Hector (X15 · paid), Al-Hawra (X01 · paid) and Boudica (X01 · paid) score 73.18 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 in total, 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. 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 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 Hector and Boudica both wait on; Hector 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: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 22% 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. How these scores work →

    Mid progression 73.18/100 out of 100
  137. 135 Hector, front rowPoison Master, middle rowBelisarius, back row Hector · Poison Master · Belisarius
    Hector (X15 · paid), Poison Master (X10) and Belisarius (X12) score 73.05 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 in total, and takes the front, able to both absorb the opening rounds and heal through them. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. 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 Poison Master’s Spreading Poison produces dot, the exact trigger Belisarius’s Hunting Down waits on; Hector 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 Hector swings into a line that cannot answer. What you give up: raw damage reaches only about 23% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Hector (X15). How these scores work →

    Mid progression 73.05/100 out of 100
  138. 136 Warden, front rowPoison Master, middle rowBoudica, back row Warden · Poison Master · Boudica
    Warden (X06), Poison Master (X10) and Boudica (X01 · paid) score 72.79 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction 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. Boudica is the win condition, bringing 75% of the lineup's expected damage: Celtic Alliance puts 200% x3 into one enemy squad on a 70% 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 Poison Master and Boudica both wait on; Boudica 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 Boudica 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; Boudica (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 72.79/100 out of 100
  139. 137 Warden, front rowEdward the Confessor, middle rowSpectral Reaper, back row Warden · Edward the Confessor · Spectral Reaper
    Warden (X06), Edward the Confessor (S01) and Spectral Reaper (X03) score 72.59 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Edward the Confessor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress 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 67% 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 Edward the Confessor and Spectral Reaper both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Spectral Reaper waits on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Spectral Reaper swings into a line that cannot answer. What you give up: Edward the Confessor (S01) 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. How these scores work →

    Mid progression 72.59/100 out of 100
  140. 138 Warden, front rowYukimura Sanada, middle rowLilith, back row Warden · Yukimura Sanada · Lilith
    Warden (X06), Yukimura Sanada (S00) and Lilith (X09) score 72.55 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction 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 is the win condition, bringing 68% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 Yukimura Sanada and Lilith 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 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 72.55/100 out of 100
  141. 139 Al-Hawra, front rowDefender, middle rowSpectral Reaper, back row Al-Hawra · Defender · Spectral Reaper
    Al-Hawra (X01 · paid), Defender (X03) and Spectral Reaper (X03) score 72.53 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. 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 sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 68% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Defender and Spectral Reaper both wait on; Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Spectral Reaper waits on; Defender produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 72.53/100 out of 100
  142. 140 Warden, front rowNorth's Rage, middle rowLilith, back row Warden · North's Rage · Lilith
    Warden (X06), North's Rage (S00) and Lilith (X09) score 72.35 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction 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 is the win condition, bringing 64% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 North's Rage and Lilith 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 18% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 72.35/100 out of 100
  143. 141 Hellfire, front rowPoison Master, middle rowBelisarius, back row Hellfire · Poison Master · Belisarius
    Hellfire (X09), Poison Master (X10) and Belisarius (X12) score 70.95 out of 100 together, and each of the three has a job.

    Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Belisarius is the win condition, bringing 100% of the lineup's expected damage: Hunting Down puts 279% into all enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Belisarius’s Hunting Down waits on; Hellfire produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Belisarius swings into a line that cannot answer. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Belisarius (X12). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 70.95/100 out of 100
  144. 142 Isabella I, front rowAl-Hawra, middle rowLilith, back row Isabella I · Al-Hawra · Lilith
    Isabella I (S01), Al-Hawra (X01 · paid) and Lilith (X09) score 70.63 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. 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. Lilith is the win condition, bringing 70% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Isabella I and Lilith both wait on; Isabella I produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Isabella I produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: Isabella I (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. How these scores work →

    Mid progression 70.63/100 out of 100
  145. 143 Al-Hawra, front rowSky Breaker, middle rowLilith, back row Al-Hawra · Sky Breaker · Lilith
    Al-Hawra (X01 · paid), Sky Breaker (S03) and Lilith (X09) score 70.58 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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 is the win condition, bringing 65% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Sky Breaker and Lilith both wait on; Al-Hawra produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Sky Breaker produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; Sky Breaker (S03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 70.58/100 out of 100
  146. 144 Warden, front rowQueen Anne, middle rowEselfred, back row Warden · Queen Anne · Eselfred
    Warden (X06), Queen Anne (S00) and Eselfred (X14) score 70.39 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction 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 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 Queen Anne and Eselfred 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; raw damage reaches only about 22% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 70.39/100 out of 100
  147. 145 Al-Hawra, front rowYukimura Sanada, middle rowTarantula, back row Al-Hawra · Yukimura Sanada · Tarantula
    Al-Hawra (X01 · paid), Yukimura Sanada (S00) and Tarantula (X02) score 69.96 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. 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. Tarantula is the win condition, bringing 66% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Yukimura Sanada and Tarantula both wait on; Yukimura Sanada produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Tarantula’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; raw damage reaches only about 15% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 69.96/100 out of 100
  148. 146 Hector, front rowBelisarius, middle rowDarius, back row Hector · Belisarius · Darius
    Hector (X15 · paid), Belisarius (X12) and Darius (X13) score 69.74 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 in total, and takes the front, able to both absorb the opening rounds and heal through them. Belisarius brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius brings a second damage line worth 32% of the expected output, so no single silence stops the plan: 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 Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings 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. How these scores work →

    Mid progression 69.74/100 out of 100
  149. 147 Hector, front rowPoison Master, middle rowDarius, back row Hector · Poison Master · Darius
    Hector (X15 · paid), Poison Master (X10) and Darius (X13) score 69.50 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 in total, and takes the front, able to both absorb the opening rounds and heal through them. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Darius brings a second damage line worth 42% of the expected output, so no single silence stops the plan: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Darius’s King of all Kings waits on; Hector 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 Hector swings into a line that cannot answer. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Mid progression 69.50/100 out of 100
  150. 148 Hellfire, front rowRough Rider, middle rowAl-Hawra, back row Hellfire · Rough Rider · Al-Hawra
    Hellfire (X09), Rough Rider (S00) and Al-Hawra (X01 · paid) score 69.37 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. 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. 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 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 Hellfire and Rough Rider both wait on; Hellfire produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Hellfire raises Rough Rider’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; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 69.37/100 out of 100
  151. 149 Al-Hawra, front rowRough Rider, middle rowTarantula, back row Al-Hawra · Rough Rider · Tarantula
    Al-Hawra (X01 · paid), Rough Rider (S00) and Tarantula (X02) score 69.22 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. 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. Tarantula is the win condition, bringing 62% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Rough Rider and Tarantula both wait on; Rough Rider produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Tarantula’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. How these scores work →

    Mid progression 69.22/100 out of 100
  152. 150 Tarantula, front rowAl-Hawra, middle rowHeroine of Courage, back row Tarantula · Al-Hawra · Heroine of Courage
    Tarantula (X02), Al-Hawra (X01 · paid) and Heroine of Courage (S00) score 68.56 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 64% 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. 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. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% 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 Tarantula and Heroine of Courage both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Tarantula’s output directly rather than adding a number of its own. What you give up: Heroine of Courage (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. How these scores work →

    Mid progression 68.56/100 out of 100
  153. 151 Hellfire, front rowBelisarius, middle rowDarius, back row Hellfire · Belisarius · Darius
    Hellfire (X09), Belisarius (X12) and Darius (X13) score 68.28 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. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 57% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Hellfire 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 19% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 68.28/100 out of 100
  154. 152 Tarantula, front rowAl-Hawra, middle rowCharles the Great, back row Tarantula · Al-Hawra · Charles the Great
    Tarantula (X02), Al-Hawra (X01 · paid) and Charles the Great (S01) score 68.22 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 62% 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. 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. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, 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-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Charles the Great both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Tarantula’s output directly rather than adding a number of its own. What you give up: Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 16% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 68.22/100 out of 100
  155. 153 Warden, front rowEdward the Confessor, middle rowWilliam the Conqueror, back row Warden · Edward the Confessor · William the Conqueror
    Warden (X06), Edward the Confessor (S01) and William the Conqueror (S00) score 67.91 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Edward the Confessor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, and sits in the middle, where the support reaches both the front and the back. William the Conqueror is the win condition, bringing 62% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Edward the Confessor and William the Conqueror both wait on; 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; Warden raises William the Conqueror’s output directly rather than adding a number of its own. What you give up: Edward the Confessor (S01) 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. How these scores work →

    Mid progression 67.91/100 out of 100
  156. 154 Isabella I, front rowInquisitor, middle rowEselfred, back row Isabella I · Inquisitor · Eselfred
    Isabella I (S01), Inquisitor (S02) and Eselfred (X14) score 67.41 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. Eselfred is the win condition, bringing 67% 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 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; 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. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 23% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 67.41/100 out of 100
  157. 155 Leonidas, front rowDefender, middle rowSpectral Reaper, back row Leonidas · Defender · Spectral Reaper
    Leonidas (S00), Defender (X03) and Spectral Reaper (X03) score 67.17 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. 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 sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 64% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Leonidas and Spectral Reaper both wait 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; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt. What you give up: Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 11% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 67.17/100 out of 100
  158. 156 Isabella I, front rowInquisitor, middle rowLilith, back row Isabella I · Inquisitor · Lilith
    Isabella I (S01), Inquisitor (S02) and Lilith (X09) score 67.11 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. Lilith is the win condition, bringing 60% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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; Isabella I produces control effects, the exact trigger Lilith’s Pandora's Box waits on. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 67.11/100 out of 100
  159. 157 Poison Master, front rowBelisarius, middle rowDarius, back row Poison Master · Belisarius · Darius
    Poison Master (X10), Belisarius (X12) and Darius (X13) score 65.76 out of 100 together, and each of the three has a job.

    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 takes the front as the sturdiest of the three. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 57% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Belisarius’s Hunting Down and Darius’s King of all Kings both wait on; Belisarius 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 Darius swings into a line that cannot answer. What you give up: Poison Master holds the front, but nothing here heals; 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. 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. How these scores work →

    Mid progression 65.76/100 out of 100
  160. 158 Leonidas, front rowBelisarius, middle rowDarius, back row Leonidas · Belisarius · Darius
    Leonidas (S00), Belisarius (X12) and Darius (X13) score 64.77 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. Belisarius brings a second damage line worth 39% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 51% 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 Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Darius swings into a line that cannot answer. What you give up: Leonidas (S00) 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. How these scores work →

    Mid progression 64.77/100 out of 100
  161. 159 Isabella I, front rowSakura Blossom, middle rowEselfred, back row Isabella I · Sakura Blossom · Eselfred
    Isabella I (S01), Sakura Blossom (X01) and Eselfred (X14) score 64.58 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. 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 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 Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Eselfred’s Fortified Line of Attack waits 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; Sakura Blossom raises Eselfred’s output directly rather than adding a number of its own. What you give up: Isabella I (S01) 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. How these scores work →

    Mid progression 64.58/100 out of 100
  162. 160 Isabella I, front rowWitch Hunter, middle rowEselfred, back row Isabella I · Witch Hunter · Eselfred
    Isabella I (S01), Witch Hunter (S02) and Eselfred (X14) score 63.92 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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 65% 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 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 Eselfred swings into a line that cannot answer. What you give up: Isabella I (S01) 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. How these scores work →

    Mid progression 63.92/100 out of 100
  163. 161 Immortal Guardian, front rowDefender, middle rowSpectral Reaper, back row Immortal Guardian · Defender · Spectral Reaper
    Immortal Guardian (S04), Defender (X03) and Spectral Reaper (X03) score 63.73 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 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 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; Defender raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Immortal Guardian (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. How these scores work →

    Mid progression 63.73/100 out of 100
  164. 162 Isabella I, front rowInquisitor, middle rowDarius, back row Isabella I · Inquisitor · Darius
    Isabella I (S01), Inquisitor (S02) and Darius (X13) score 63.64 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. Darius is the win condition, bringing 58% 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 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; 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. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 63.64/100 out of 100
  165. 163 Immortal Guardian, front rowDefender, middle rowAshen Verdict, back row Immortal Guardian · Defender · Ashen Verdict
    Immortal Guardian (S04), Defender (X03) and Ashen Verdict (X05) score 62.65 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. 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 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Ashen Verdict waits on; Defender raises Ashen Verdict’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Immortal Guardian (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. How these scores work →

    Mid progression 62.65/100 out of 100
  166. 164 Hector, front rowInquisitor, middle rowWitch Hunter, back row Hector · Inquisitor · Witch Hunter
    Hector (X15 · paid), Inquisitor (S02) and Witch Hunter (S02) score 62.57 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, 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 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 Hector 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 rather than focused on one squad. How these scores work →

    Mid progression 62.57/100 out of 100
  167. 165 Hellfire, front rowSakura Blossom, middle rowBoudica, back row Hellfire · Sakura Blossom · Boudica
    Hellfire (X09), Sakura Blossom (X01) and Boudica (X01 · paid) score 62.34 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. Sakura Blossom 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. Boudica is the win condition, bringing 75% of the lineup's expected damage: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Hellfire raises Boudica’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Sakura Blossom (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 62.34/100 out of 100
  168. 166 Eidolon, front rowPoison Master, middle rowRagnar, back row Eidolon · Poison Master · Ragnar
    Eidolon (X07), Poison Master (X10) and Ragnar (X12 · paid) score 61.76 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. 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. Ragnar is the win condition, bringing 69% of the lineup's expected damage: Pillage puts 640% into all 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 Eidolon 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 Ragnar swings into a line that cannot answer; Eidolon raises Ragnar’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 11% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 61.76/100 out of 100
  169. 167 Sakura Blossom, front rowBoudica, middle rowEselfred, back row Sakura Blossom · Boudica · Eselfred
    Sakura Blossom (X01), Boudica (X01 · paid) and Eselfred (X14) score 61.15 out of 100 together, and each of the three has a job.

    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 takes the front as the sturdiest of the three. Boudica brings a second damage line worth 24% 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. Eselfred is the win condition, bringing 67% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Boudica’s Song of Uprising and Eselfred’s Fortified Line of Attack both wait on; Sakura Blossom raises Eselfred’s output directly rather than adding a number of its own. What you give up: Sakura Blossom holds the front, but nothing here heals; Sakura Blossom (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. How these scores work →

    Mid progression 61.15/100 out of 100
  170. 168 Tarantula, front rowSakura Blossom, middle rowBoudica, back row Tarantula · Sakura Blossom · Boudica
    Tarantula (X02), Sakura Blossom (X01) and Boudica (X01 · paid) score 61.01 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 57% 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. 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. Boudica brings a second damage line worth 32% 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Sakura Blossom raises Tarantula’s output directly rather than adding a number of its own. What you give up: Sakura Blossom (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 18% 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. How these scores work →

    Mid progression 61.01/100 out of 100
  171. 169 Sky Breaker, front rowSakura Blossom, middle rowEselfred, back row Sky Breaker · Sakura Blossom · Eselfred
    Sky Breaker (S03), Sakura Blossom (X01) and Eselfred (X14) score 60.94 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. 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 70% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Eselfred’s Fortified Line of Attack waits 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; Sakura Blossom 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; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 60.94/100 out of 100
  172. 170 Cleopatra VII, front rowDivine Arrow, middle rowDefender, back row Cleopatra VII · Divine Arrow · Defender
    Cleopatra VII (S03 · paid), Divine Arrow (S04) and Defender (X03) score 60.46 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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. 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Cleopatra VII waits on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; Defender raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: Cleopatra VII (S03) 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. How these scores work →

    Mid progression 60.46/100 out of 100
  173. 171 Cleopatra VII, front rowAl Faith, middle rowDefender, back row Cleopatra VII · Al Faith · Defender
    Cleopatra VII (S03 · paid), Al Faith (S01) and Defender (X03) score 60.18 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. 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. 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Cleopatra VII waits on; Al Faith raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: Al Faith (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 7% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 60.18/100 out of 100
  174. 172 Kublai, front rowNorth's Rage, middle rowHector, back row Kublai · North's Rage · Hector
    Kublai (S00), North's Rage (S00) and Hector (X15 · paid) score 60.14 out of 100 together, and each of the three has a job.

    Kublai is the flex piece -- modest alone, but covering what the other two leave open: Sentencing puts 357.5% into one enemy squad on a 55% roll, and takes the front because those range-2 skills only connect from there. 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. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Hector swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Kublai (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 60.14/100 out of 100
  175. 173 Tarantula, front rowNorth's Rage, middle rowAl Faith, back row Tarantula · North's Rage · Al Faith
    Tarantula (X02), North's Rage (S00) and Al Faith (S01) score 60.14 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 68% 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. 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. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Al Faith raises Tarantula’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; North's Rage (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. How these scores work →

    Mid progression 60.14/100 out of 100
  176. 174 Hellfire, front rowEidolon, middle rowEdward the Confessor, back row Hellfire · Eidolon · Edward the Confessor
    Hellfire (X09), Eidolon (X07) and Edward the Confessor (S01) score 59.99 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. Eidolon is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 140% 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 lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, 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 Eidolon swings into a line that cannot answer; Hellfire raises Eidolon’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. How these scores work →

    Mid progression 59.99/100 out of 100
  177. 175 Immortal Guardian, front rowSakura Blossom, middle rowBoudica, back row Immortal Guardian · Sakura Blossom · Boudica
    Immortal Guardian (S04), Sakura Blossom (X01) and Boudica (X01 · paid) score 59.61 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. Sakura Blossom 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. Boudica is the win condition, bringing 75% of the lineup's expected damage: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Sakura Blossom raises Boudica’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Immortal Guardian (S04) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 59.61/100 out of 100
  178. 176 Hector, front rowQueen Anne, middle rowWilliam Wallace, back row Hector · Queen Anne · William Wallace
    Hector (X15 · paid), Queen Anne (S00) and William Wallace (S00) score 59.05 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 in total, and takes the front, able to both absorb the opening rounds and heal through them. 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. William Wallace brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Eye of the Storm puts 667% 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 Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Hector swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Queen Anne (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 59.05/100 out of 100
  179. 177 Ragnar, front rowAl Faith, middle rowEdward the Confessor, back row Ragnar · Al Faith · Edward the Confessor
    Ragnar (X12 · paid), Al Faith (S01) and Edward the Confessor (S01) score 58.40 out of 100 together, and each of the three has a job.

    Ragnar is the win condition, bringing 84% of the lineup's expected damage: Pillage puts 640% into all enemy squads every time it fires, 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 lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, 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 Ragnar swings into a line that cannot answer; Al Faith raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Al Faith (S01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 58.40/100 out of 100
  180. 178 Leonidas, front rowHeaven's Justice, middle rowLilith, back row Leonidas · Heaven's Justice · Lilith
    Leonidas (S00), Heaven's Justice (S00) and Lilith (X09) score 58.25 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. Heaven's Justice brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Mortal Coil puts 506% into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 62% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 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: Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 58.25/100 out of 100
  181. 179 Tarantula, front rowYukimura Sanada, middle rowHeroine of Courage, back row Tarantula · Yukimura Sanada · Heroine of Courage
    Tarantula (X02), Yukimura Sanada (S00) and Heroine of Courage (S00) score 58.01 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 57% 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. 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. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% 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 Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Heroine of Courage raises Tarantula’s output directly rather than adding a number of its own. 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. How these scores work →

    Mid progression 58.01/100 out of 100
  182. 180 Elk, front rowDivine Arrow, middle rowRagnar, back row Elk · Divine Arrow · Ragnar
    Elk (X01), Divine Arrow (S04) and Ragnar (X12 · paid) score 57.46 out of 100 together, and each of the three has a job.

    Elk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 58% 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. Ragnar is the win condition, bringing 63% of the lineup's expected damage: Pillage puts 640% into all 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 Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Elk raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Mid progression 57.46/100 out of 100
  183. 181 Eidolon, front rowDivine Arrow, middle rowRagnar, back row Eidolon · Divine Arrow · Ragnar
    Eidolon (X07), Divine Arrow (S04) and Ragnar (X12 · paid) score 57.43 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. 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. Ragnar is the win condition, bringing 62% of the lineup's expected damage: Pillage puts 640% into all 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 Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Eidolon raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Mid progression 57.43/100 out of 100
  184. 182 Cleopatra VII, front rowImmortal Guardian, middle rowElk, back row Cleopatra VII · Immortal Guardian · Elk
    Cleopatra VII (S03 · paid), Immortal Guardian (S04) and Elk (X01) score 54.89 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. 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. 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 Elk raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Mid progression 54.89/100 out of 100
  185. 183 Eidolon, front rowAshen Verdict, middle rowSpectral Reaper, back row Eidolon · Ashen Verdict · Spectral Reaper
    Eidolon (X07), Ashen Verdict (X05) and Spectral Reaper (X03) score 48.16 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; 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. 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. How these scores work →

    Mid progression 48.16/100 out of 100
  186. 184 Elk, front rowSakura Blossom, middle rowBoudica, back row Elk · Sakura Blossom · Boudica
    Elk (X01), Sakura Blossom (X01) and Boudica (X01 · paid) score 47.90 out of 100 together, and each of the three has a job.

    Elk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 58% 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. Sakura Blossom 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. Boudica is the win condition, bringing 52% of the lineup's expected damage: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Elk raises Boudica’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; Elk (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. How these scores work →

    Mid progression 47.90/100 out of 100
  187. 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.

  188. 185 Immortal Guardian, front rowIsabella I, middle rowInquisitor, back row Immortal Guardian · Isabella I · Inquisitor
    Immortal Guardian (S04), Isabella I (S01) and Inquisitor (S02) score 60.17 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. 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 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Inquisitor swings into a line that cannot answer. What you give up: Isabella I (S01) 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. How these scores work →

    Starter 60.17/100 out of 100
  189. 186 Isabella I, front rowAl Faith, middle rowInquisitor, back row Isabella I · Al Faith · Inquisitor
    Isabella I (S01), Al Faith (S01) and Inquisitor (S02) score 60.16 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. 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 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Inquisitor swings into a line that cannot answer. What you give up: Isabella I (S01) 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. How these scores work →

    Starter 60.16/100 out of 100
  190. 187 Isabella I, front rowInquisitor, middle rowJade Eagle, back row Isabella I · Inquisitor · Jade Eagle
    Isabella I (S01), Inquisitor (S02) and Jade Eagle (S04) score 58.27 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. 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Jade Eagle swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 58.27/100 out of 100
  191. 188 Isabella I, front rowAl Faith, middle rowWitch Hunter, back row Isabella I · Al Faith · Witch Hunter
    Isabella I (S01), Al Faith (S01) and Witch Hunter (S02) score 57.75 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Witch Hunter swings into a line that cannot answer; Al Faith raises Witch Hunter’s output directly rather than adding a number of its own. What you give up: Isabella I (S01) 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. How these scores work →

    Starter 57.75/100 out of 100
  192. 189 Isabella I, front rowInquisitor, middle rowWilliam the Conqueror, back row Isabella I · Inquisitor · William the Conqueror
    Isabella I (S01), Inquisitor (S02) and William the Conqueror (S00) score 57.63 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. 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. William the Conqueror is the win condition, bringing 41% 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 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; 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. How these scores work →

    Starter 57.63/100 out of 100
  193. 190 Immortal Guardian, front rowNorth's Rage, middle rowEdward the Confessor, back row Immortal Guardian · North's Rage · Edward the Confessor
    Immortal Guardian (S04), North's Rage (S00) and Edward the Confessor (S01) score 57.10 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. 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. Edward the Confessor adds a second source of control, so the lock rarely has an off round: King's Crossbow applies Suppress on a 35% roll, 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 North's Rage swings into a line that cannot answer; Edward the Confessor raises North's Rage’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; North's Rage (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. How these scores work →

    Starter 57.10/100 out of 100
  194. 191 Isabella I, front rowInquisitor, middle rowHeaven's Justice, back row Isabella I · Inquisitor · Heaven's Justice
    Isabella I (S01), Inquisitor (S02) and Heaven's Justice (S00) score 56.24 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. Heaven's Justice is the win condition, bringing 39% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad on a 55% 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; 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. How these scores work →

    Starter 56.24/100 out of 100
  195. 192 Immortal Guardian, front rowDivine Arrow, middle rowSky Breaker, back row Immortal Guardian · Divine Arrow · Sky Breaker
    Immortal Guardian (S04), Divine Arrow (S04) and Sky Breaker (S03) score 55.92 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. 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; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 55.92/100 out of 100
  196. 193 Immortal Guardian, front rowYukimura Sanada, middle rowWilliam the Conqueror, back row Immortal Guardian · Yukimura Sanada · William the Conqueror
    Immortal Guardian (S04), Yukimura Sanada (S00) and William the Conqueror (S00) score 55.67 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. 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 Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; 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. How these scores work →

    Starter 55.67/100 out of 100
  197. 194 Immortal Guardian, front rowKublai, middle rowEdward the Confessor, back row Immortal Guardian · Kublai · Edward the Confessor
    Immortal Guardian (S04), Kublai (S00) and Edward the Confessor (S01) score 55.49 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. Kublai is the flex piece -- modest alone, but covering what the other two leave open: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Edward the Confessor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, 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 Kublai swings into a line that cannot answer; Edward the Confessor raises Kublai’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Kublai (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. How these scores work →

    Starter 55.49/100 out of 100
  198. 195 Cleopatra VII, front rowDivine Arrow, middle rowEdward the Confessor, back row Cleopatra VII · Divine Arrow · Edward the Confessor
    Cleopatra VII (S03 · paid), Divine Arrow (S04) and Edward the Confessor (S01) score 55.36 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. 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. Edward the Confessor adds a second source of control, so the lock rarely has an off round: King's Crossbow applies Suppress on a 35% 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 Cleopatra VII swings into a line that cannot answer; Edward the Confessor raises Cleopatra VII’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 (S01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 55.36/100 out of 100
  199. 196 Immortal Guardian, front rowYukimura Sanada, middle rowWilliam Wallace, back row Immortal Guardian · Yukimura Sanada · William Wallace
    Immortal Guardian (S04), Yukimura Sanada (S00) and William Wallace (S00) score 55.20 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. William Wallace is the win condition, bringing 60% of the lineup's expected damage: Eye of the Storm puts 667% 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 Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so William Wallace 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. How these scores work →

    Starter 55.20/100 out of 100
  200. 197 Isabella I, front rowWitch Hunter, middle rowJade Eagle, back row Isabella I · Witch Hunter · Jade Eagle
    Isabella I (S01), Witch Hunter (S02) and Jade Eagle (S04) score 54.78 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. 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. 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 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 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: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 54.78/100 out of 100
  201. 198 Immortal Guardian, front rowDivine Arrow, middle rowCharles the Great, back row Immortal Guardian · Divine Arrow · Charles the Great
    Immortal Guardian (S04), Divine Arrow (S04) and Charles the Great (S01) score 54.76 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. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, 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 Charles the Great swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 54.76/100 out of 100
  202. 199 Leonidas, front rowNorth's Rage, middle rowAl Faith, back row Leonidas · North's Rage · Al Faith
    Leonidas (S00), North's Rage (S00) and Al Faith (S01) score 54.66 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. North's Rage adds a second source of control, so the lock rarely has an off round: For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so North's Rage swings into a line that cannot answer; Al Faith raises North's Rage’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (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. How these scores work →

    Starter 54.66/100 out of 100
  203. 200 Immortal Guardian, front rowKublai, middle rowDivine Arrow, back row Immortal Guardian · Kublai · Divine Arrow
    Immortal Guardian (S04), Kublai (S00) and Divine Arrow (S04) score 54.66 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. Kublai is the flex piece -- modest alone, but covering what the other two leave open: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 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 Kublai swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Kublai (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. How these scores work →

    Starter 54.66/100 out of 100
  204. 201 Leonidas, front rowRough Rider, middle rowAl Faith, back row Leonidas · Rough Rider · Al Faith
    Leonidas (S00), Rough Rider (S00) and Al Faith (S01) score 54.61 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. 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. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer; Al Faith raises Rough Rider’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (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. How these scores work →

    Starter 54.61/100 out of 100
  205. 202 Immortal Guardian, front rowYukimura Sanada, middle rowHeaven's Justice, back row Immortal Guardian · Yukimura Sanada · Heaven's Justice
    Immortal Guardian (S04), Yukimura Sanada (S00) and Heaven's Justice (S00) score 54.20 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. Heaven's Justice is the win condition, bringing 58% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad on a 55% 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 Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Heaven's Justice 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. How these scores work →

    Starter 54.20/100 out of 100
  206. 203 Leonidas, front rowAl Faith, middle rowCharles the Great, back row Leonidas · Al Faith · Charles the Great
    Leonidas (S00), Al Faith (S01) and Charles the Great (S01) score 53.23 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer; Al Faith raises Charles the Great’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (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. How these scores work →

    Starter 53.23/100 out of 100
  207. 204 Isabella I, front rowWitch Hunter, middle rowWilliam Wallace, back row Isabella I · Witch Hunter · William Wallace
    Isabella I (S01), Witch Hunter (S02) and William Wallace (S00) score 53.14 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. 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. William Wallace is the win condition, bringing 40% of the lineup's expected damage: Eye of the Storm puts 667% 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 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 William Wallace swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; 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. How these scores work →

    Starter 53.14/100 out of 100
  208. 205 Leonidas, front rowAl Faith, middle rowHeaven's Justice, back row Leonidas · Al Faith · Heaven's Justice
    Leonidas (S00), Al Faith (S01) and Heaven's Justice (S00) score 53.08 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. Heaven's Justice is the win condition, bringing 69% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer; Al Faith raises Heaven's Justice’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (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. How these scores work →

    Starter 53.08/100 out of 100
  209. 206 Leonidas, front rowEdward the Confessor, middle rowWilliam the Conqueror, back row Leonidas · Edward the Confessor · William the Conqueror
    Leonidas (S00), Edward the Confessor (S01) and William the Conqueror (S00) score 52.98 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. Edward the Confessor adds a second source of control, so the lock rarely has an off round: King's Crossbow applies Suppress on a 35% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer; 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; Leonidas (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. How these scores work →

    Starter 52.98/100 out of 100
  210. 207 Leonidas, front rowEdward the Confessor, middle rowWilliam Wallace, back row Leonidas · Edward the Confessor · William Wallace
    Leonidas (S00), Edward the Confessor (S01) and William Wallace (S00) score 52.41 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. Edward the Confessor adds a second source of control, so the lock rarely has an off round: King's Crossbow applies Suppress on a 35% roll, and sits in the middle, where the support reaches both the front and the back. William Wallace is the win condition, bringing 60% of the lineup's expected damage: Eye of the Storm puts 667% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so William Wallace swings into a line that cannot answer; Edward the Confessor raises William Wallace’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (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. How these scores work →

    Starter 52.41/100 out of 100
  211. 208 Divine Arrow, front rowEdward the Confessor, middle rowSky Breaker, back row Divine Arrow · Edward the Confessor · Sky Breaker
    Divine Arrow (S04), Edward the Confessor (S01) and Sky Breaker (S03) score 52.34 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 adds a second source of control, so the lock rarely has an off round: King's Crossbow applies Suppress on a 35% 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; 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; Edward the Confessor (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 52.34/100 out of 100
  212. 209 Isabella I, front rowSky Breaker, middle rowWitch Hunter, back row Isabella I · Sky Breaker · Witch Hunter
    Isabella I (S01), Sky Breaker (S03) and Witch Hunter (S02) score 51.61 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. 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. 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 Witch Hunter swings into a line that cannot answer. What you give up: Isabella I (S01) 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. How these scores work →

    Starter 51.61/100 out of 100
  213. 210 Al Faith, front rowEdward the Confessor, middle rowCharles the Great, back row Al Faith · Edward the Confessor · Charles the Great
    Al Faith (S01), Edward the Confessor (S01) and Charles the Great (S01) score 49.76 out of 100 together, and each of the three has a job.

    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 takes the front as the sturdiest of the three. Edward the Confessor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, 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; Al Faith raises Charles the Great’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Al Faith 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. How these scores work →

    Starter 49.76/100 out of 100
  214. 211 Leonidas, front rowHeroine of Courage, middle rowWilliam the Conqueror, back row Leonidas · Heroine of Courage · William the Conqueror
    Leonidas (S00), Heroine of Courage (S00) and William the Conqueror (S00) score 49.75 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. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. William the Conqueror is the win condition, bringing 47% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer; Heroine of Courage 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; Leonidas (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. How these scores work →

    Starter 49.75/100 out of 100
  215. 212 Immortal Guardian, front rowCharles the Great, middle rowJade Eagle, back row Immortal Guardian · Charles the Great · Jade Eagle
    Immortal Guardian (S04), Charles the Great (S01) and Jade Eagle (S04) score 49.30 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 saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, 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; Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. 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. How these scores work →

    Starter 49.30/100 out of 100
  216. 213 Immortal Guardian, front rowDivine Arrow, middle rowJade Eagle, back row Immortal Guardian · Divine Arrow · Jade Eagle
    Immortal Guardian (S04), Divine Arrow (S04) and Jade Eagle (S04) score 48.84 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. 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; damage is spread across the enemy line rather than focused on one 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. How these scores work →

    Starter 48.84/100 out of 100
  217. 214 Cleopatra VII, front rowYukimura Sanada, middle rowQueen Anne, back row Cleopatra VII · Yukimura Sanada · Queen Anne
    Cleopatra VII (S03 · paid), Yukimura Sanada (S00) and Queen Anne (S00) score 47.96 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. Yukimura Sanada adds a second source of control, so the lock rarely has an off round: Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Queen Anne adds a second source of control, so the lock rarely has an off round: Slaughter applies Suppress on a 30% roll, 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 Cleopatra VII 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. How these scores work →

    Starter 47.96/100 out of 100
  218. 215 Sky Breaker, front rowRough Rider, middle rowJade Eagle, back row Sky Breaker · Rough Rider · Jade Eagle
    Sky Breaker (S03), Rough Rider (S00) and Jade Eagle (S04) score 47.94 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. 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. 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 Sky Breaker’s Soul of the Mountain 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; Rough Rider (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. How these scores work →

    Starter 47.94/100 out of 100
  219. 216 Cleopatra VII, front rowRough Rider, middle rowHeroine of Courage, back row Cleopatra VII · Rough Rider · Heroine of Courage
    Cleopatra VII (S03 · paid), Rough Rider (S00) and Heroine of Courage (S00) score 47.80 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. 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. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% 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 Heroine of Courage raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 47.80/100 out of 100
  220. 217 Sky Breaker, front rowNorth's Rage, middle rowJade Eagle, back row Sky Breaker · North's Rage · Jade Eagle
    Sky Breaker (S03), North's Rage (S00) and Jade Eagle (S04) score 47.77 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. North's Rage adds a second source of control, so the lock rarely has an off round: For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 Sky Breaker’s Soul of the Mountain 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; North's Rage (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. How these scores work →

    Starter 47.77/100 out of 100
  221. 218 Sky Breaker, front rowInquisitor, middle rowWitch Hunter, back row Sky Breaker · Inquisitor · Witch Hunter
    Sky Breaker (S03), Inquisitor (S02) and Witch Hunter (S02) score 47.26 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; Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Witch Hunter swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one 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. How these scores work →

    Starter 47.26/100 out of 100
  222. 219 Cleopatra VII, front rowHeroine of Courage, middle rowQueen Anne, back row Cleopatra VII · Heroine of Courage · Queen Anne
    Cleopatra VII (S03 · paid), Heroine of Courage (S00) and Queen Anne (S00) score 46.41 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. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Queen Anne adds a second source of control, so the lock rarely has an off round: Slaughter applies Suppress on a 30% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; Heroine of Courage raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heroine of Courage (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 46.41/100 out of 100
  223. 220 Cleopatra VII, front rowQueen Anne, middle rowCharles the Great, back row Cleopatra VII · Queen Anne · Charles the Great
    Cleopatra VII (S03 · paid), Queen Anne (S00) and Charles the Great (S01) score 46.35 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. Queen Anne adds a second source of control, so the lock rarely has an off round: Slaughter applies Suppress on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, 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 Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; Charles the Great raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Queen Anne (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 46.35/100 out of 100

Questions about Archer combos

What is the best Archer combo in Rise of Castles?

The current #1 ranked Archer combo is Galahad · Penthesilea · Oliver. It tops the Current meta tier, which is ranked on the assumption that you can field X16+ and SP heroes.

How many Archer combos are ranked here?

ROCMeta ranks 220 Archer combos. Each is scored out of 100 across eleven checks — damage output, trigger chains, season strength, skill range, troop eligibility and more — and the score is the rank.

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

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

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

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

Which of these combos can YOU play?

Select your owned heroes in the free combo generator and instantly see your best playable Archer lineups — plus the smartest heroes to unlock next.

Open the combo generator

More ranked lists: Best Cavalry combos, Best Footmen combos, Best Mixed combos.