Top 3 Cavalry combos right now

Cavalry #1 86.66/100out of 100
Attila Rise of Castles hero, rank 1 Cavalry combo Saladin Rise of Castles hero, rank 1 Cavalry combo Zhao Yun Rise of Castles hero, rank 1 Cavalry combo

Attila · Saladin · Zhao Yun

Why this lineup works

Attila (X27 · paid), Saladin (SP · paid) and Zhao Yun (X26) score 86.66 out of 100 together, and each of the three has a job. Attila brings a second damage line worth 28% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 65% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Attila shuts off enemy recovery, so what Zhao Yun deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line rather than focused on one squad. How these scores work →

Cavalry #2 86.62/100out of 100
Lancelot Rise of Castles hero, rank 2 Cavalry combo Saladin Rise of Castles hero, rank 2 Cavalry combo Zhao Yun Rise of Castles hero, rank 2 Cavalry combo

Lancelot · Saladin · Zhao Yun

Why this lineup works

Lancelot (X20 · paid), Saladin (SP · paid) and Zhao Yun (X26) score 86.62 out of 100 together, and each of the three has a job. Lancelot brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 72% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 62% of the hardest-hitting trio in the roster. How these scores work →

Cavalry #3 85.75/100out of 100
Zhao Yun Rise of Castles hero, rank 3 Cavalry combo Saladin Rise of Castles hero, rank 3 Cavalry combo Tura Cartel Rise of Castles hero, rank 3 Cavalry combo

Zhao Yun · Saladin · Tura Cartel

Why this lineup works

Zhao Yun (X26), Saladin (SP · paid) and Tura Cartel (X21) score 85.75 out of 100 together, and each of the three has a job. Zhao Yun is the win condition, bringing 66% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Tura Cartel brings a second damage line worth 27% of the expected output, so no single silence stops the plan: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Tura Cartel shuts off enemy recovery, so what Zhao Yun deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line rather than focused on one squad. How these scores work →

All 221 ranked Cavalry 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 Attila, front rowSaladin, middle rowZhao Yun, back row Attila · Saladin · Zhao Yun
    Attila (X27 · paid), Saladin (SP · paid) and Zhao Yun (X26) score 86.66 out of 100 together, and each of the three has a job.

    Attila brings a second damage line worth 28% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 65% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Attila shuts off enemy recovery, so what Zhao Yun deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 86.66/100 out of 100
  3. 2 Lancelot, front rowSaladin, middle rowZhao Yun, back row Lancelot · Saladin · Zhao Yun
    Lancelot (X20 · paid), Saladin (SP · paid) and Zhao Yun (X26) score 86.62 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 72% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 62% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 86.62/100 out of 100
  4. 3 Zhao Yun, front rowSaladin, middle rowTura Cartel, back row Zhao Yun · Saladin · Tura Cartel
    Zhao Yun (X26), Saladin (SP · paid) and Tura Cartel (X21) score 85.75 out of 100 together, and each of the three has a job.

    Zhao Yun is the win condition, bringing 66% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Tura Cartel brings a second damage line worth 27% of the expected output, so no single silence stops the plan: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Tura Cartel shuts off enemy recovery, so what Zhao Yun deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 85.75/100 out of 100
  5. 4 Lancelot, front rowSaladin, middle rowOliver, back row Lancelot · Saladin · Oliver
    Lancelot (X20 · paid), Saladin (SP · paid) and Oliver (X24) score 84.77 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 67% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot and Oliver both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 52% 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 84.77/100 out of 100
  6. 5 Cyrus, front rowSundiata, middle rowOliver, back row Cyrus · Sundiata · Oliver
    Cyrus (SP · paid), Sundiata (X15) and Oliver (X24) score 83.36 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Sundiata brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Flame of Revenge puts 537% into one enemy squad on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 66% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Sundiata and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: raw damage reaches only about 53% 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 83.36/100 out of 100
  7. 6 Don Quixote, front rowCyrus, middle rowOliver, back row Don Quixote · Cyrus · Oliver
    Don Quixote (X22), Cyrus (SP · paid) and Oliver (X24) score 82.89 out of 100 together, and each of the three has a job.

    Don Quixote brings a second damage line worth 33% of the expected output, so no single silence stops the plan: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% 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 59% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Don Quixote and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 59% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 82.89/100 out of 100
  8. 7 Cyrus, front rowTura Cartel, middle rowOliver, back row Cyrus · Tura Cartel · Oliver
    Cyrus (SP · paid), Tura Cartel (X21) and Oliver (X24) score 82.73 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Tura Cartel brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 61% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Tura Cartel and Oliver both wait on; Tura Cartel produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 58% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 82.73/100 out of 100
  9. 8 Cyrus, front rowCaesar, middle rowOliver, back row Cyrus · Caesar · Oliver
    Cyrus (SP · paid), Caesar (SP · paid) and Oliver (X24) score 82.41 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% 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 66% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Caesar and Oliver both wait on; Caesar produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 53% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 82.41/100 out of 100
  10. 9 Cyrus, front rowCaesar, middle rowZhao Yun, back row Cyrus · Caesar · Zhao Yun
    Cyrus (SP · paid), Caesar (SP · paid) and Zhao Yun (X26) score 82.15 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 71% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Caesar waits on; Caesar produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 63% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 82.15/100 out of 100
  11. 10 Don Quixote, front rowRoland, middle rowThorven, back row Don Quixote · Roland · Thorven
    Don Quixote (X22), Roland (X18) and Thorven (X29) score 82.14 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 100% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 180% 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 Roland’s Paladins produces prep-skips, the exact trigger Don Quixote and Thorven both wait on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; a current-era lineup with no legacy weak point. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 82.14/100 out of 100
  12. 11 Cyrus, front rowLouis IX, middle rowOliver, back row Cyrus · Louis IX · Oliver
    Cyrus (SP · paid), Louis IX (X19) and Oliver (X24) score 82.01 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 74% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Louis IX and Oliver both wait on; Louis IX produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 47% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 82.01/100 out of 100
  13. 12 Thorven, front rowSaladin, middle rowThorvi, back row Thorven · Saladin · Thorvi
    Thorven (X29), Saladin (SP · paid) and Thorvi (X29) score 81.77 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 80% of the lineup's expected damage: Thunderlance Thrust puts 450% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Thorven waits on; Saladin produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 25% 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 81.77/100 out of 100
  14. 13 Roland, front rowLouis IX, middle rowAttila, back row Roland · Louis IX · Attila
    Roland (X18), Louis IX (X19) and Attila (X27 · paid) score 80.78 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 72% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Roland’s Paladins produces prep-skips, the exact trigger Louis IX and Attila both wait on; Louis IX produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Attila 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 80.78/100 out of 100
  15. 14 Roland, front rowLouis IX, middle rowTura Cartel, back row Roland · Louis IX · Tura Cartel
    Roland (X18), Louis IX (X19) and Tura Cartel (X21) score 80.68 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 71% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Roland’s Paladins produces prep-skips, the exact trigger Louis IX and Tura Cartel both wait on; Louis IX produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 26% 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 80.68/100 out of 100
  16. 15 Roland, front rowThorven, middle rowTura Cartel, back row Roland · Thorven · Tura Cartel
    Roland (X18), Thorven (X29) and Tura Cartel (X21) score 79.83 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 100% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Roland’s Paladins produces prep-skips, the exact trigger Thorven and Tura Cartel both wait on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. 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 79.83/100 out of 100
  17. 16 Cyrus, front rowEl Cid, middle rowOliver, back row Cyrus · El Cid · Oliver
    Cyrus (SP · paid), El Cid (X12) and Oliver (X24) score 79.83 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. El Cid brings a second damage line worth 13% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 77% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger El Cid and Oliver both wait on; El Cid produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 46% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 79.83/100 out of 100
  18. 17 Cyrus, front rowRainforest, middle rowOliver, back row Cyrus · Rainforest · Oliver
    Cyrus (SP · paid), Rainforest (X08) and Oliver (X24) score 79.43 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 80% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Rainforest and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: raw damage reaches only about 44% of the hardest-hitting trio in the roster; Rainforest (X08) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 79.43/100 out of 100
  19. 18 Cyrus, front rowLouis IX, middle rowThorvi, back row Cyrus · Louis IX · Thorvi
    Cyrus (SP · paid), Louis IX (X19) and Thorvi (X29) score 79.13 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 63% of the lineup's expected damage: Thunderlance Thrust puts 450% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Louis IX and Thorvi both wait on; Louis IX produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: raw damage reaches only about 32% 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 79.13/100 out of 100
  20. 19 Hellfire, front rowCyrus, middle rowOliver, back row Hellfire · Cyrus · Oliver
    Hellfire (X09), Cyrus (SP · paid) and Oliver (X24) score 78.91 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Hellfire and Oliver both wait on; Hellfire produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 40% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 78.91/100 out of 100
  21. 20 Roland, front rowEl Cid, middle rowAttila, back row Roland · El Cid · Attila
    Roland (X18), El Cid (X12) and Attila (X27 · paid) score 78.82 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. El Cid brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 76% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Roland’s Paladins produces prep-skips, the exact trigger El Cid and Attila both wait on; El Cid produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. 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 →

    Current meta 78.82/100 out of 100
  22. 21 Roland, front rowEl Cid, middle rowTura Cartel, back row Roland · El Cid · Tura Cartel
    Roland (X18), El Cid (X12) and Tura Cartel (X21) score 78.72 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. El Cid brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 75% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Roland’s Paladins produces prep-skips, the exact trigger El Cid and Tura Cartel both wait on; El Cid produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: raw damage reaches only about 24% 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 78.72/100 out of 100
  23. 22 Don Quixote, front rowRoland, middle rowLouis IX, back row Don Quixote · Roland · Louis IX
    Don Quixote (X22), Roland (X18) and Louis IX (X19) score 78.66 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 72% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds 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 Roland’s Paladins produces prep-skips, the exact trigger Don Quixote and Louis IX both wait on; Louis IX produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Don Quixote 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; 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 78.66/100 out of 100
  24. 23 Attila, front rowFarah, middle rowSaladin, back row Attila · Farah · Saladin
    Attila (X27 · paid), Farah (X11) and Saladin (SP · paid) score 78.48 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 67% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Attila (X27). How these scores work →

    Current meta 78.48/100 out of 100
  25. 24 Attila, front rowCyrus, middle rowSaladin, back row Attila · Cyrus · Saladin
    Attila (X27 · paid), Cyrus (SP · paid) and Saladin (SP · paid) score 78.43 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 67% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Cyrus waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila and Cyrus both wait on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Attila and Saladin both wait on. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. 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 78.43/100 out of 100
  26. 25 Ragnar, front rowSaladin, middle rowAttila, back row Ragnar · Saladin · Attila
    Ragnar (X12 · paid), Saladin (SP · paid) and Attila (X27 · paid) score 78.36 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 64% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: raw damage reaches only about 30% 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 78.36/100 out of 100
  27. 26 Don Quixote, front rowPompey, middle rowCyrus, back row Don Quixote · Pompey · Cyrus
    Don Quixote (X22), Pompey (X16) and Cyrus (SP · paid) score 78.26 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 66% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Don Quixote and Pompey both wait on; Don Quixote produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on. What you give up: raw damage reaches only about 30% 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 78.26/100 out of 100
  28. 27 Hellfire, front rowSaladin, middle rowLancelot, back row Hellfire · Saladin · Lancelot
    Hellfire (X09), Saladin (SP · paid) and Lancelot (X20 · paid) score 77.84 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 71% of the lineup's expected damage: Immortal puts 356% into all enemy squads 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hellfire and Lancelot both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Hellfire produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Saladin (SP). How these scores work →

    Current meta 77.84/100 out of 100
  29. 28 Ragnar, front rowSaladin, middle rowTura Cartel, back row Ragnar · Saladin · Tura Cartel
    Ragnar (X12 · paid), Saladin (SP · paid) and Tura Cartel (X21) score 77.82 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 63% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Saladin (SP). How these scores work →

    Current meta 77.82/100 out of 100
  30. 29 Roland, front rowThorven, middle rowSundiata, back row Roland · Thorven · Sundiata
    Roland (X18), Thorven (X29) and Sundiata (X15) score 77.78 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 100% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Roland’s Paladins produces prep-skips, the exact trigger Thorven waits on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Thorven (X29). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 77.78/100 out of 100
  31. 30 Cyrus, front rowEl Cid, middle rowThorvi, back row Cyrus · El Cid · Thorvi
    Cyrus (SP · paid), El Cid (X12) and Thorvi (X29) score 77.75 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. El Cid brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 65% of the lineup's expected damage: Thunderlance Thrust puts 450% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger El Cid and Thorvi both wait on; El Cid produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: raw damage reaches only about 31% 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 77.75/100 out of 100
  32. 31 Lawman, front rowCyrus, middle rowOliver, back row Lawman · Cyrus · Oliver
    Lawman (X03), Cyrus (SP · paid) and Oliver (X24) score 77.70 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Lawman and Oliver both wait on; Lawman produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: Lawman (X03) 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
  33. 32 Roland, front rowPercival, middle rowAttila, back row Roland · Percival · Attila
    Roland (X18), Percival (X25) and Attila (X27 · paid) score 77.26 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Attila is the win condition, bringing 68% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Roland’s Paladins produces prep-skips, the exact trigger Attila waits on; Percival produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: raw damage reaches only about 28% 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 77.26/100 out of 100
  34. 33 Don Quixote, front rowRagnar, middle rowSaladin, back row Don Quixote · Ragnar · Saladin
    Don Quixote (X22), Ragnar (X12 · paid) and Saladin (SP · paid) score 77.23 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 65% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Don Quixote waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote waits on; Ragnar raises Don Quixote’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; little here disrupts the enemy plan, so the fight is decided on raw output. How these scores work →

    Current meta 77.23/100 out of 100
  35. 34 Roland, front rowLouis IX, middle rowThorvi, back row Roland · Louis IX · Thorvi
    Roland (X18), Louis IX (X19) and Thorvi (X29) score 77.20 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 73% of the lineup's expected damage: Thunderlance Thrust puts 450% 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 Roland’s Paladins produces prep-skips, the exact trigger Louis IX waits on; Louis IX produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: raw damage reaches only about 28% 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 77.20/100 out of 100
  36. 35 Roland, front rowPercival, middle rowTura Cartel, back row Roland · Percival · Tura Cartel
    Roland (X18), Percival (X25) and Tura Cartel (X21) score 77.17 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Tura Cartel is the win condition, bringing 67% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Roland’s Paladins produces prep-skips, the exact trigger Tura Cartel waits on; Percival produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Tura Cartel 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; 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 77.17/100 out of 100
  37. 36 Don Quixote, front rowRoland, middle rowTura Cartel, back row Don Quixote · Roland · Tura Cartel
    Don Quixote (X22), Roland (X18) and Tura Cartel (X21) score 76.45 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 52% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tura Cartel brings a second damage line worth 48% of the expected output, so no single silence stops the plan: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Roland’s Paladins produces prep-skips, the exact trigger Don Quixote and Tura Cartel both wait on; Tura Cartel produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Tura Cartel shuts off enemy recovery, so what Don Quixote deals stays dealt. What you give up: raw damage reaches only about 38% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending. 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 76.45/100 out of 100
  38. 37 Lancelot, front rowFarah, middle rowSaladin, back row Lancelot · Farah · Saladin
    Lancelot (X20 · paid), Farah (X11) and Saladin (SP · paid) score 76.39 out of 100 together, and each of the three has a job.

    Lancelot is the win condition, bringing 56% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Saladin (SP). How these scores work →

    Current meta 76.39/100 out of 100
  39. 38 Roland, front rowAvalanche, middle rowAttila, back row Roland · Avalanche · Attila
    Roland (X18), Avalanche (X02) and Attila (X27 · paid) score 76.22 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 73% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Roland’s Paladins produces prep-skips, the exact trigger Avalanche and Attila both wait on; Avalanche produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; Avalanche (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 76.22/100 out of 100
  40. 39 Roland, front rowAvalanche, middle rowTura Cartel, back row Roland · Avalanche · Tura Cartel
    Roland (X18), Avalanche (X02) and Tura Cartel (X21) score 76.13 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 72% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Roland’s Paladins produces prep-skips, the exact trigger Avalanche and Tura Cartel both wait on; Avalanche produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Tura Cartel 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; Avalanche (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 76.13/100 out of 100
  41. 40 Attila, front rowPercival, middle rowZhao Yun, back row Attila · Percival · Zhao Yun
    Attila (X27 · paid), Percival (X25) and Zhao Yun (X26) score 75.92 out of 100 together, and each of the three has a job.

    Attila brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Zhao Yun is the win condition, bringing 61% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 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 Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Attila shuts off enemy recovery, so what Zhao Yun 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. How these scores work →

    Current meta 75.92/100 out of 100
  42. 41 Don Quixote, front rowThorven, middle rowPompey, back row Don Quixote · Thorven · Pompey
    Don Quixote (X22), Thorven (X29) and Pompey (X16) score 75.62 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 78% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Don Quixote produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Don Quixote 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. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 75.62/100 out of 100
  43. 42 Pompey, front rowThorven, middle rowSundiata, back row Pompey · Thorven · Sundiata
    Pompey (X16), Thorven (X29) and Sundiata (X15) score 75.51 out of 100 together, and each of the three has a job.

    Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 71% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Thorven produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Sundiata 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; a mid-era lineup anchored by Thorven (X29). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 75.51/100 out of 100
  44. 43 Zhao Yun, front rowPercival, middle rowThorvi, back row Zhao Yun · Percival · Thorvi
    Zhao Yun (X26), Percival (X25) and Thorvi (X29) score 75.48 out of 100 together, and each of the three has a job.

    Zhao Yun is the win condition, bringing 60% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and takes the front as the one built to survive the opening exchange. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi brings a second damage line worth 27% of the expected output, so no single silence stops the plan: Thunderlance Thrust puts 450% 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 Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Percival shuts off enemy recovery, so what Zhao Yun deals stays dealt; Thorvi raises Zhao Yun’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. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 75.48/100 out of 100
  45. 44 Lancelot, front rowCaesar, middle rowZhao Yun, back row Lancelot · Caesar · Zhao Yun
    Lancelot (X20 · paid), Caesar (SP · paid) and Zhao Yun (X26) score 74.95 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 17% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 63% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 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 Caesar produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Lancelot’s Immortal applies Suppress and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; the trigger chain is thin — the three lean on one link rather than several. How these scores work →

    Current meta 74.95/100 out of 100
  46. 45 Pompey, front rowThorven, middle rowCaesar, back row Pompey · Thorven · Caesar
    Pompey (X16), Thorven (X29) and Caesar (SP · paid) score 74.88 out of 100 together, and each of the three has a job.

    Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% 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 Thorven produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces combat-skill casts, the exact trigger Thorven’s Spiral Edge and Caesar’s Coalition Strike both wait on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Caesar 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 19% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 74.88/100 out of 100
  47. 46 Hellfire, front rowBjorn, middle rowSaladin, back row Hellfire · Bjorn · Saladin
    Hellfire (X09), Bjorn (X04) and Saladin (SP · paid) score 74.81 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hellfire and Bjorn both wait on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Hellfire raises Saladin’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; Bjorn (X04) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 74.81/100 out of 100
  48. 47 Cyrus, front rowRainforest, middle rowSundiata, back row Cyrus · Rainforest · Sundiata
    Cyrus (SP · paid), Rainforest (X08) and Sundiata (X15) score 74.65 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 60% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Rainforest and Sundiata both wait on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Cyrus shuts off enemy recovery, so what Sundiata deals stays dealt. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; Rainforest (X08) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 74.65/100 out of 100
  49. 48 Zhao Yun, front rowPercival, middle rowCaesar, back row Zhao Yun · Percival · Caesar
    Zhao Yun (X26), Percival (X25) and Caesar (SP · paid) score 74.38 out of 100 together, and each of the three has a job.

    Zhao Yun is the win condition, bringing 66% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and takes the front as the one built to survive the opening exchange. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Zhao Yun produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Percival shuts off enemy recovery, so what Zhao Yun deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 74.38/100 out of 100
  50. 49 Thorven, front rowPercival, middle rowThorvi, back row Thorven · Percival · Thorvi
    Thorven (X29), Percival (X25) and Thorvi (X29) score 74.15 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 69% of the lineup's expected damage: Thunderlance Thrust puts 450% 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 Percival produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Percival shuts off enemy recovery, so what Thorvi 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 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 74.15/100 out of 100
  51. 50 Pompey, front rowSundiata, middle rowOliver, back row Pompey · Sundiata · Oliver
    Pompey (X16), Sundiata (X15) and Oliver (X24) score 74.08 out of 100 together, and each of the three has a job.

    Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Sundiata brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Flame of Revenge puts 537% into one enemy squad on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 65% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Sundiata produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey raises Oliver’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 74.08/100 out of 100
  52. 51 Jeanne d'Arc, front rowThorven, middle rowTura Cartel, back row Jeanne d'Arc · Thorven · Tura Cartel
    Jeanne d'Arc (SP · paid), Thorven (X29) and Tura Cartel (X21) score 73.74 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 85% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Thorven and Tura Cartel both wait on; Thorven produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Jeanne d'Arc produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 21% of the hardest-hitting trio in the roster; Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 73.74/100 out of 100
  53. 52 Roland, front rowEl Cid, middle rowLouis IX, back row Roland · El Cid · Louis IX
    Roland (X18), El Cid (X12) and Louis IX (X19) score 73.60 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. El Cid brings a second damage line worth 45% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds 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 Roland’s Paladins produces prep-skips, the exact trigger El Cid and Louis IX both wait on; El Cid produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland raises Louis IX’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; 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 73.60/100 out of 100
  54. 53 Jeanne d'Arc, front rowLouis IX, middle rowAttila, back row Jeanne d'Arc · Louis IX · Attila
    Jeanne d'Arc (SP · paid), Louis IX (X19) and Attila (X27 · paid) score 73.27 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 64% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Louis IX and Attila both wait on; Louis IX produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Attila swings into a line that cannot answer. What you give up: Jeanne d'Arc (SP) 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. How these scores work →

    Current meta 73.27/100 out of 100
  55. 54 Army Breaker, front rowBjorn, middle rowSaladin, back row Army Breaker · Bjorn · Saladin
    Army Breaker (X02), Bjorn (X04) and Saladin (SP · paid) score 73.21 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Bjorn is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Army Breaker and Bjorn both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Army Breaker raises Saladin’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; Army Breaker (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 73.21/100 out of 100
  56. 55 Hellfire, front rowArmy Breaker, middle rowSaladin, back row Hellfire · Army Breaker · Saladin
    Hellfire (X09), Army Breaker (X02) and Saladin (SP · paid) score 73.14 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hellfire and Army Breaker both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Hellfire raises Saladin’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Army Breaker (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 73.14/100 out of 100
  57. 56 Don Quixote, front rowPompey, middle rowRainforest, back row Don Quixote · Pompey · Rainforest
    Don Quixote (X22), Pompey (X16) and Rainforest (X08) score 72.85 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 67% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Don Quixote produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer; Pompey raises Don Quixote’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; Rainforest (X08) 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 72.85/100 out of 100
  58. 57 Jeanne d'Arc, front rowEl Cid, middle rowAttila, back row Jeanne d'Arc · El Cid · Attila
    Jeanne d'Arc (SP · paid), El Cid (X12) and Attila (X27 · paid) score 72.78 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. El Cid brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 67% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger El Cid and Attila both wait on; El Cid produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 29% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 72.78/100 out of 100
  59. 58 Roland, front rowFarah, middle rowLancelot, back row Roland · Farah · Lancelot
    Roland (X18), Farah (X11) and Lancelot (X20 · paid) score 72.63 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Farah is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 73% of the lineup's expected damage: Immortal puts 356% into all enemy squads 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 Roland’s Paladins produces prep-skips, the exact trigger Lancelot waits on; Lancelot produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 17% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 72.63/100 out of 100
  60. 59 John I, front rowBjorn, middle rowSaladin, back row John I · Bjorn · Saladin
    John I (X13), Bjorn (X04) and Saladin (SP · paid) score 72.23 out of 100 together, and each of the three has a job.

    John I is the win condition, bringing 70% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger John I and Bjorn both wait on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so John I swings into a line that cannot answer; Bjorn raises John I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; Bjorn (X04) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 72.23/100 out of 100
  61. 60 Zhao Yun, front rowRainforest, middle rowCaesar, back row Zhao Yun · Rainforest · Caesar
    Zhao Yun (X26), Rainforest (X08) and Caesar (SP · paid) score 72.20 out of 100 together, and each of the three has a job.

    Zhao Yun is the win condition, bringing 71% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and takes the front as the one built to survive the opening exchange. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Zhao Yun produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Caesar raises Zhao Yun’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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 72.20/100 out of 100
  62. 61 John I, front rowWarhammer, middle rowSaladin, back row John I · Warhammer · Saladin
    John I (X13), Warhammer (X06) and Saladin (SP · paid) score 72.17 out of 100 together, and each of the three has a job.

    John I is the win condition, bringing 69% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger John I and Warhammer both wait on; Warhammer shuts off enemy recovery, so what John I deals stays dealt. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; Warhammer (X06) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 72.17/100 out of 100
  63. 62 Jeanne d'Arc, front rowAvalanche, middle rowAttila, back row Jeanne d'Arc · Avalanche · Attila
    Jeanne d'Arc (SP · paid), Avalanche (X02) and Attila (X27 · paid) score 72.14 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 65% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Avalanche and Attila both wait on; Avalanche produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 29% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 72.14/100 out of 100
  64. 63 Lawman, front rowBjorn, middle rowSaladin, back row Lawman · Bjorn · Saladin
    Lawman (X03), Bjorn (X04) and Saladin (SP · paid) score 72.08 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lawman and Bjorn both wait on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Bjorn raises Saladin’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; Lawman (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 72.08/100 out of 100
  65. 64 Don Quixote, front rowJeanne d'Arc, middle rowLouis IX, back row Don Quixote · Jeanne d'Arc · Louis IX
    Don Quixote (X22), Jeanne d'Arc (SP · paid) and Louis IX (X19) score 71.90 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 64% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Jeanne d'Arc 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. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Don Quixote and Louis IX both wait on; Louis IX produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Don Quixote swings into a line that cannot answer. What you give up: Jeanne d'Arc (SP) 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. How these scores work →

    Current meta 71.90/100 out of 100
  66. 65 Louis IX, front rowPercival, middle rowOliver, back row Louis IX · Percival · Oliver
    Louis IX (X19), Percival (X25) and Oliver (X24) score 71.69 out of 100 together, and each of the three has a job.

    Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and takes the front as the one built to survive the opening exchange. Percival adds a second source of control, so the lock rarely has an off round: Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the win condition, bringing 68% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer; Percival shuts off enemy recovery, so what Oliver deals stays dealt; Louis IX raises Oliver’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; 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 71.69/100 out of 100
  67. 66 Ragnar, front rowLancelot, middle rowZhao Yun, back row Ragnar · Lancelot · Zhao Yun
    Ragnar (X12 · paid), Lancelot (X20 · paid) and Zhao Yun (X26) score 71.60 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Lancelot brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 71% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 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 Ragnar produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot’s Immortal applies Suppress and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Lancelot shuts off enemy recovery, so what Zhao Yun deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; the trigger chain is thin — the three lean on one link rather than several. How these scores work →

    Current meta 71.60/100 out of 100
  68. 67 Lancelot, front rowFarah, middle rowZhao Yun, back row Lancelot · Farah · Zhao Yun
    Lancelot (X20 · paid), Farah (X11) and Zhao Yun (X26) score 71.56 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 72% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 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 Zhao Yun produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot’s Immortal applies Suppress and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Lancelot shuts off enemy recovery, so what Zhao Yun deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; the trigger chain is thin — the three lean on one link rather than several. How these scores work →

    Current meta 71.56/100 out of 100
  69. 68 Zhao Yun, front rowRainforest, middle rowSundiata, back row Zhao Yun · Rainforest · Sundiata
    Zhao Yun (X26), Rainforest (X08) and Sundiata (X15) score 71.50 out of 100 together, and each of the three has a job.

    Zhao Yun is the win condition, bringing 72% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and takes the front as the one built to survive the opening exchange. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Flame of Revenge puts 537% into one enemy squad 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 Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Rainforest (X08) 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 71.50/100 out of 100
  70. 69 Jeanne d'Arc, front rowThorven, middle rowEl Cid, back row Jeanne d'Arc · Thorven · El Cid
    Jeanne d'Arc (SP · paid), Thorven (X29) and El Cid (X12) score 71.08 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid is the win condition, bringing 65% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Thorven and El Cid both wait on; Thorven produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Jeanne d'Arc produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 71.08/100 out of 100
  71. 70 Jeanne d'Arc, front rowEl Cid, middle rowTura Cartel, back row Jeanne d'Arc · El Cid · Tura Cartel
    Jeanne d'Arc (SP · paid), El Cid (X12) and Tura Cartel (X21) score 71.07 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. El Cid brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 66% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger El Cid and Tura Cartel both wait on; El Cid produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: Jeanne d'Arc (SP) 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 71.07/100 out of 100
  72. 71 Jeanne d'Arc, front rowThorven, middle rowAvalanche, back row Jeanne d'Arc · Thorven · Avalanche
    Jeanne d'Arc (SP · paid), Thorven (X29) and Avalanche (X02) score 70.78 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Thorven and Avalanche both wait on; Thorven produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Jeanne d'Arc produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 70.78/100 out of 100
  73. 72 Don Quixote, front rowJeanne d'Arc, middle rowAvalanche, back row Don Quixote · Jeanne d'Arc · Avalanche
    Don Quixote (X22), Jeanne d'Arc (SP · paid) and Avalanche (X02) score 70.63 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 66% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Jeanne d'Arc 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. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Don Quixote and Avalanche both wait on; Avalanche produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer. What you give up: Jeanne d'Arc (SP) 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. How these scores work →

    Current meta 70.63/100 out of 100
  74. 73 Jeanne d'Arc, front rowAvalanche, middle rowTura Cartel, back row Jeanne d'Arc · Avalanche · Tura Cartel
    Jeanne d'Arc (SP · paid), Avalanche (X02) and Tura Cartel (X21) score 70.08 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 64% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Avalanche and Tura Cartel both wait on; Avalanche produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 28% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 70.08/100 out of 100
  75. 74 Lawman, front rowArmy Breaker, middle rowCyrus, back row Lawman · Army Breaker · Cyrus
    Lawman (X03), Army Breaker (X02) and Cyrus (SP · paid) score 70.07 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Cyrus is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Lawman and Army Breaker both wait on; Lawman produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Cyrus swings into a line that cannot answer. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Army Breaker (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 70.07/100 out of 100
  76. 75 Cyrus, front rowWarhammer, middle rowJohn I, back row Cyrus · Warhammer · John I
    Cyrus (SP · paid), Warhammer (X06) and John I (X13) score 69.96 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 70% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Warhammer and John I both wait on; Warhammer produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what John I deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 26% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 69.96/100 out of 100
  77. 76 Roland, front rowEl Cid, middle rowAvalanche, back row Roland · El Cid · Avalanche
    Roland (X18), El Cid (X12) and Avalanche (X02) score 69.76 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. El Cid brings a second damage line worth 47% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because Roland’s Paladins produces prep-skips, the exact trigger El Cid and Avalanche both wait on; El Cid produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland raises Avalanche’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; Avalanche (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. 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
  78. 77 Lancelot, front rowFarah, middle rowOliver, back row Lancelot · Farah · Oliver
    Lancelot (X20 · paid), Farah (X11) and Oliver (X24) score 69.65 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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 67% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Oliver produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot’s Immortal applies Suppress and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Lancelot shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; the trigger chain is thin — the three lean on one link rather than several. How these scores work →

    Current meta 69.65/100 out of 100
  79. 78 El Cid, front rowPercival, middle rowOliver, back row El Cid · Percival · Oliver
    El Cid (X12), Percival (X25) and Oliver (X24) score 69.51 out of 100 together, and each of the three has a job.

    El Cid brings a second damage line worth 12% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and takes the front as the sturdiest of the three. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the win condition, bringing 70% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Percival shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 69.51/100 out of 100
  80. 79 Don Quixote, front rowPompey, middle rowBjorn, back row Don Quixote · Pompey · Bjorn
    Don Quixote (X22), Pompey (X16) and Bjorn (X04) score 69.14 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 70% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% 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 Don Quixote produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer; Pompey raises Don Quixote’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 28% of the hardest-hitting trio in the roster; Bjorn (X04) 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 69.14/100 out of 100
  81. 80 Thorven, front rowRainforest, middle rowCaesar, back row Thorven · Rainforest · Caesar
    Thorven (X29), Rainforest (X08) and Caesar (SP · paid) score 69.14 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% 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 Thorven produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Caesar produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Caesar 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; the trigger chain is thin — the three lean on one link rather than several. How these scores work →

    Current meta 69.14/100 out of 100
  82. 81 Don Quixote, front rowLouis IX, middle rowOliver, back row Don Quixote · Louis IX · Oliver
    Don Quixote (X22), Louis IX (X19) and Oliver (X24) score 69.05 out of 100 together, and each of the three has a job.

    Don Quixote brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 56% 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 Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer; Louis IX raises Oliver’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending. 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 69.05/100 out of 100
  83. 82 Don Quixote, front rowPompey, middle rowWarhammer, back row Don Quixote · Pompey · Warhammer
    Don Quixote (X22), Pompey (X16) and Warhammer (X06) score 68.41 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 70% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% 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 Don Quixote produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Warhammer shuts off enemy recovery, so what Don Quixote deals stays dealt; Pompey raises Don Quixote’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 28% 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 68.41/100 out of 100
  84. 83 Pompey, front rowRainforest, middle rowSundiata, back row Pompey · Rainforest · Sundiata
    Pompey (X16), Rainforest (X08) and Sundiata (X15) score 68.17 out of 100 together, and each of the three has a job.

    Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 58% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Rainforest produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Pompey raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 23% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 68.17/100 out of 100
  85. 84 Pompey, front rowArmy Breaker, middle rowSundiata, back row Pompey · Army Breaker · Sundiata
    Pompey (X16), Army Breaker (X02) and Sundiata (X15) score 67.76 out of 100 together, and each of the three has a job.

    Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 71% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Sundiata produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Pompey raises Sundiata’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; Army Breaker (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 67.76/100 out of 100
  86. 85 Hellfire, front rowThorven, middle rowSundiata, back row Hellfire · Thorven · Sundiata
    Hellfire (X09), Thorven (X29) and Sundiata (X15) score 67.69 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 100% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Hellfire produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Hellfire raises Sundiata’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 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 →

    Current meta 67.69/100 out of 100
  87. 86 Ragnar, front rowCyrus, middle rowCaesar, back row Ragnar · Cyrus · Caesar
    Ragnar (X12 · paid), Cyrus (SP · paid) and Caesar (SP · paid) score 67.62 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Caesar waits on; Ragnar produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory and Caesar’s Coalition Strike both wait on; Cyrus shuts off enemy recovery, so what Caesar deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 24% of the hardest-hitting trio in the roster. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation. How these scores work →

    Current meta 67.62/100 out of 100
  88. 87 Hellfire, front rowPercival, middle rowThorvi, back row Hellfire · Percival · Thorvi
    Hellfire (X09), Percival (X25) and Thorvi (X29) score 67.58 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 69% of the lineup's expected damage: Thunderlance Thrust puts 450% 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 Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Percival shuts off enemy recovery, so what Thorvi deals stays dealt; Hellfire raises Thorvi’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 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 67.58/100 out of 100
  89. 88 Hellfire, front rowDon Quixote, middle rowRainforest, back row Hellfire · Don Quixote · Rainforest
    Hellfire (X09), Don Quixote (X22) and Rainforest (X08) score 67.18 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Don Quixote is the win condition, bringing 82% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer; Hellfire raises Don Quixote’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 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 →

    Current meta 67.18/100 out of 100
  90. 89 Ragnar, front rowBjorn, middle rowZhao Yun, back row Ragnar · Bjorn · Zhao Yun
    Ragnar (X12 · paid), Bjorn (X04) and Zhao Yun (X26) score 67.03 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 84% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 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 Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Ragnar raises Zhao Yun’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 →

    Current meta 67.03/100 out of 100
  91. 90 Pompey, front rowBjorn, middle rowSundiata, back row Pompey · Bjorn · Sundiata
    Pompey (X16), Bjorn (X04) and Sundiata (X15) score 66.60 out of 100 together, and each of the three has a job.

    Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 62% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Sundiata produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Pompey raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 21% of the hardest-hitting trio in the roster; Bjorn (X04) 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 66.60/100 out of 100
  92. 91 Pompey, front rowWarhammer, middle rowSundiata, back row Pompey · Warhammer · Sundiata
    Pompey (X16), Warhammer (X06) and Sundiata (X15) score 66.13 out of 100 together, and each of the three has a job.

    Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 61% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Sundiata produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Warhammer shuts off enemy recovery, so what Sundiata deals stays dealt; Pompey raises Sundiata’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; Warhammer (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 66.13/100 out of 100
  93. 92 Hellfire, front rowRainforest, middle rowCaesar, back row Hellfire · Rainforest · Caesar
    Hellfire (X09), Rainforest (X08) and Caesar (SP · paid) score 65.65 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Hellfire produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Hellfire raises Caesar’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 18% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 65.65/100 out of 100
  94. 93 Lawman, front rowArmy Breaker, middle rowZhao Yun, back row Lawman · Army Breaker · Zhao Yun
    Lawman (X03), Army Breaker (X02) and Zhao Yun (X26) score 65.61 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 99% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Army Breaker raises Zhao Yun’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Army Breaker (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 65.61/100 out of 100
  95. 94 Hellfire, front rowEl Cid, middle rowTura Cartel, back row Hellfire · El Cid · Tura Cartel
    Hellfire (X09), El Cid (X12) and Tura Cartel (X21) score 65.60 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. El Cid brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 75% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt; Hellfire raises Tura Cartel’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 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 →

    Current meta 65.60/100 out of 100
  96. 95 John I, front rowWarhammer, middle rowZhao Yun, back row John I · Warhammer · Zhao Yun
    John I (X13), Warhammer (X06) and Zhao Yun (X26) score 65.50 out of 100 together, and each of the three has a job.

    John I brings a second damage line worth 27% of the expected output, so no single silence stops the plan: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 68% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 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 Warhammer shuts off enemy recovery, so what Zhao Yun 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. How these scores work →

    Current meta 65.50/100 out of 100
  97. 96 Don Quixote, front rowRagnar, middle rowRainforest, back row Don Quixote · Ragnar · Rainforest
    Don Quixote (X22), Ragnar (X12 · paid) and Rainforest (X08) score 65.35 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 66% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer; Ragnar raises Don Quixote’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 30% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 65.35/100 out of 100
  98. 97 War Lord, front rowJeanne d'Arc, middle rowMary Tudor, back row War Lord · Jeanne d'Arc · Mary Tudor
    War Lord (S03), Jeanne d'Arc (SP · paid) and Mary Tudor (S00) score 65.05 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Jeanne d'Arc is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Mary Tudor is the win condition, bringing 65% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Jeanne d'Arc and Mary Tudor both wait on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger War Lord waits on; War Lord’s War God Descends produces prep-skips, the exact trigger Jeanne d'Arc and Mary Tudor both wait on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; Mary Tudor (S00) 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 65.05/100 out of 100
  99. 98 Don Quixote, front rowPercival, middle rowCaesar, back row Don Quixote · Percival · Caesar
    Don Quixote (X22), Percival (X25) and Caesar (SP · paid) score 64.88 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 46% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Percival produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer; Percival shuts off enemy recovery, so what Don Quixote deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; no one hero clearly carries, so the damage is easier to interrupt. 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 64.88/100 out of 100
  100. 99 Wind Walker, front rowSaladin, middle rowJohn I, back row Wind Walker · Saladin · John I
    Wind Walker (X01), Saladin (SP · paid) and John I (X13) score 64.52 out of 100 together, and each of the three has a job.

    Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 68% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Wind Walker and John I both wait on; Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; Wind Walker (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 64.52/100 out of 100
  101. 100 Ragnar, front rowFarah, middle rowAttila, back row Ragnar · Farah · Attila
    Ragnar (X12 · paid), Farah (X11) and Attila (X27 · paid) score 64.41 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 65% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Attila shuts off enemy recovery, so what Attila deals stays dealt; Ragnar raises Attila’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 →

    Current meta 64.41/100 out of 100
  102. 101 Thorven, front rowBjorn, middle rowFarah, back row Thorven · Bjorn · Farah
    Thorven (X29), Bjorn (X04) and Farah (X11) score 64.12 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Bjorn is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Farah is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 100% 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 Bjorn produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Farah swings into a line that cannot answer; Thorven raises Farah’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. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 64.12/100 out of 100
  103. 102 Attila, front rowWarhammer, middle rowAvalanche, back row Attila · Warhammer · Avalanche
    Attila (X27 · paid), Warhammer (X06) and Avalanche (X02) score 63.91 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 66% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Attila swings into a line that cannot answer; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: no hero here feeds another one's trigger; Avalanche (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 63.91/100 out of 100
  104. 103 Octavius, front rowRozen Blade, middle rowCaesar, back row Octavius · Rozen Blade · Caesar
    Octavius (S02 · paid), Rozen Blade (S03) and Caesar (SP · paid) score 63.86 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Caesar waits on; Rozen Blade produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Caesar swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Octavius (S02) 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 63.86/100 out of 100
  105. 104 Ragnar, front rowFarah, middle rowTura Cartel, back row Ragnar · Farah · Tura Cartel
    Ragnar (X12 · paid), Farah (X11) and Tura Cartel (X21) score 63.82 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 64% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt; Ragnar raises Tura Cartel’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 28% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 63.82/100 out of 100
  106. 105 Lancelot, front rowBjorn, middle rowFarah, back row Lancelot · Bjorn · Farah
    Lancelot (X20 · paid), Bjorn (X04) and Farah (X11) score 63.81 out of 100 together, and each of the three has a job.

    Lancelot is the win condition, bringing 62% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Farah is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 100% 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 Bjorn produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Lancelot swings into a line that cannot answer; Lancelot shuts off enemy recovery, so what Lancelot 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 20% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 63.81/100 out of 100
  107. 106 Army Breaker, front rowEl Cid, middle rowThorvi, back row Army Breaker · El Cid · Thorvi
    Army Breaker (X02), El Cid (X12) and Thorvi (X29) score 63.79 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. El Cid brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 77% of the lineup's expected damage: Thunderlance Thrust puts 450% 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Army Breaker raises Thorvi’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 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 63.79/100 out of 100
  108. 107 Lawman, front rowAvalanche, middle rowThorvi, back row Lawman · Avalanche · Thorvi
    Lawman (X03), Avalanche (X02) and Thorvi (X29) score 63.60 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 74% of the lineup's expected damage: Thunderlance Thrust puts 450% 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 Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Avalanche (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 63.60/100 out of 100
  109. 108 Army Breaker, front rowAvalanche, middle rowThorvi, back row Army Breaker · Avalanche · Thorvi
    Army Breaker (X02), Avalanche (X02) and Thorvi (X29) score 63.45 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 74% of the lineup's expected damage: Thunderlance Thrust puts 450% 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Army Breaker raises Thorvi’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Army Breaker (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 63.45/100 out of 100
  110. 109 Lawman, front rowWarhammer, middle rowThorvi, back row Lawman · Warhammer · Thorvi
    Lawman (X03), Warhammer (X06) and Thorvi (X29) score 63.00 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 86% of the lineup's expected damage: Thunderlance Thrust puts 450% 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 Warhammer shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: no hero here feeds another one's trigger; 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 →

    Current meta 63.00/100 out of 100
  111. 110 Lawman, front rowFarah, middle rowLancelot, back row Lawman · Farah · Lancelot
    Lawman (X03), Farah (X11) and Lancelot (X20 · paid) score 62.98 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 71% of the lineup's expected damage: Immortal puts 356% into all enemy squads 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 Lawman produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot shuts off enemy recovery, so what Lancelot deals stays dealt; Farah raises Lancelot’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 17% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 62.98/100 out of 100
  112. 111 Jeanne d'Arc, front rowBlack Prince, middle rowLionheart, back row Jeanne d'Arc · Black Prince · Lionheart
    Jeanne d'Arc (SP · paid), Black Prince (S01) and Lionheart (S01) score 62.91 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 60% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Black Prince and Lionheart both wait on; Black Prince produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Lionheart swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Black Prince (S01) 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 62.91/100 out of 100
  113. 112 Wind Walker, front rowCyrus, middle rowJohn I, back row Wind Walker · Cyrus · John I
    Wind Walker (X01), Cyrus (SP · paid) and John I (X13) score 62.60 out of 100 together, and each of the three has a job.

    Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 69% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Wind Walker and John I both wait on; Wind Walker produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Wind Walker (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 62.60/100 out of 100
  114. 113 Lawman, front rowRagnar, middle rowLancelot, back row Lawman · Ragnar · Lancelot
    Lawman (X03), Ragnar (X12 · paid) and Lancelot (X20 · paid) score 62.54 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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 doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 68% of the lineup's expected damage: Immortal puts 356% into all enemy squads 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 Lawman produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot shuts off enemy recovery, so what Lancelot deals stays dealt; Ragnar raises Lancelot’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 18% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 62.54/100 out of 100
  115. 114 Hellfire, front rowPercival, middle rowJohn I, back row Hellfire · Percival · John I
    Hellfire (X09), Percival (X25) and John I (X13) score 62.30 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. John I is the win condition, bringing 66% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads 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 Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so John I swings into a line that cannot answer; Percival shuts off enemy recovery, so what John I deals stays dealt; Hellfire raises John I’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. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 62.30/100 out of 100
  116. 115 Lawman, front rowArmy Breaker, middle rowThorvi, back row Lawman · Army Breaker · Thorvi
    Lawman (X03), Army Breaker (X02) and Thorvi (X29) score 62.02 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 99% of the lineup's expected damage: Thunderlance Thrust puts 450% 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Army Breaker raises Thorvi’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 20% 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 62.02/100 out of 100
  117. 116 Jeanne d'Arc, front rowBlack Prince, middle rowAvalanche, back row Jeanne d'Arc · Black Prince · Avalanche
    Jeanne d'Arc (SP · paid), Black Prince (S01) and Avalanche (X02) score 61.58 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Avalanche adds a second source of control, so the lock rarely has an off round: Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Black Prince and Avalanche both wait on; Black Prince produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Avalanche swings into a line that cannot answer. What you give up: Black Prince (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. 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 61.58/100 out of 100
  118. 117 Army Breaker, front rowPercival, middle rowWarhammer, back row Army Breaker · Percival · Warhammer
    Army Breaker (X02), Percival (X25) and Warhammer (X06) score 60.42 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Percival swings into a line that cannot answer; Percival shuts off enemy recovery, so what Percival deals stays dealt; Army Breaker raises Percival’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 12% 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 60.42/100 out of 100
  119. 118 Beast Queen, front rowPompey, middle rowThe Immortal, back row Beast Queen · Pompey · The Immortal
    Beast Queen (S02), Pompey (X16) and The Immortal (S02) score 60.12 out of 100 together, and each of the three has a job.

    Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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. Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. The Immortal is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% 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 The Immortal produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; The Immortal’s Armor Shred applies Silence and takes a squad out of the fight, so Pompey swings into a line that cannot answer; Beast Queen raises Pompey’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; Beast Queen (S02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. 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 60.12/100 out of 100
  120. 119 John I, front rowPercival, middle rowWarhammer, back row John I · Percival · Warhammer
    John I (X13), Percival (X25) and Warhammer (X06) score 60.07 out of 100 together, and each of the three has a job.

    John I is the win condition, bringing 60% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% 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 Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so John I swings into a line that cannot answer; Percival shuts off enemy recovery, so what John I 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. How these scores work →

    Current meta 60.07/100 out of 100
  121. 120 Octavius, front rowThe Brave, middle rowCaesar, back row Octavius · The Brave · Caesar
    Octavius (S02 · paid), The Brave (S04) and Caesar (SP · paid) score 59.68 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 The Brave produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Octavius raises Caesar’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 trigger chain is thin — the three lean on one link rather than several. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Current meta 59.68/100 out of 100
  122. 121 Octavius, front rowLouis IX, middle rowCaesar, back row Octavius · Louis IX · Caesar
    Octavius (S02 · paid), Louis IX (X19) and Caesar (SP · paid) score 58.94 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Louis IX produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Octavius raises Caesar’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; Octavius (S02) 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 58.94/100 out of 100
  123. 122 Octavius, front rowRagnar, middle rowCaesar, back row Octavius · Ragnar · Caesar
    Octavius (S02 · paid), Ragnar (X12 · paid) and Caesar (SP · paid) score 58.65 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Ragnar produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Octavius raises Caesar’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 trigger chain is thin — the three lean on one link rather than several. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Current meta 58.65/100 out of 100
  124. 123 Lancelot, front rowWarhammer, middle rowAvalanche, back row Lancelot · Warhammer · Avalanche
    Lancelot (X20 · paid), Warhammer (X06) and Avalanche (X02) score 58.23 out of 100 together, and each of the three has a job.

    Lancelot is the win condition, bringing 55% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because Warhammer produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Lancelot swings into a line that cannot answer; Lancelot shuts off enemy recovery, so what Lancelot 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 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 →

    Current meta 58.23/100 out of 100
  125. 124 Octavius, front rowCleopatra VII, middle rowCaesar, back row Octavius · Cleopatra VII · Caesar
    Octavius (S02 · paid), Cleopatra VII (S03 · paid) and Caesar (SP · paid) score 57.35 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Cleopatra VII produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Octavius raises Caesar’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 trigger chain is thin — the three lean on one link rather than several. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Current meta 57.35/100 out of 100
  126. 125 Lawman, front rowWind Walker, middle rowThorvi, back row Lawman · Wind Walker · Thorvi
    Lawman (X03), Wind Walker (X01) and Thorvi (X29) score 55.29 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 85% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; 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 →

    Current meta 55.29/100 out of 100
  127. 126 Wind Walker, front rowLouis IX, middle rowJohn I, back row Wind Walker · Louis IX · John I
    Wind Walker (X01), Louis IX (X19) and John I (X13) score 52.87 out of 100 together, and each of the three has a job.

    Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Louis IX adds a second source of control, so the lock rarely has an off round: Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 62% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer; Louis IX raises John I’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. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 52.87/100 out of 100
  128. 127 Lancelot, front rowAlfred, middle rowJohn I, back row Lancelot · Alfred · John I
    Lancelot (X20 · paid), Alfred (S01) and John I (X13) score 48.85 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 35% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Alfred brings a second damage line worth 14% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads on a 30% roll, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 51% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads 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 Alfred produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot’s Immortal applies Suppress and takes a squad out of the fight, so John I swings into a line that cannot answer; Lancelot shuts off enemy recovery, so what John I deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; the trigger chain is thin — the three lean on one link rather than several. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Current meta 48.85/100 out of 100
  129. Mid progression combos

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

  130. 128 War Lord, front rowRozen Blade, middle rowSundiata, back row War Lord · Rozen Blade · Sundiata
    War Lord (S03), Rozen Blade (S03) and Sundiata (X15) score 72.94 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 100% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Sundiata waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rozen Blade and Sundiata both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Sundiata swings into a line that cannot answer. What you give up: War Lord (S03) 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 →

    Mid progression 72.94/100 out of 100
  131. 129 War Lord, front rowYukimura Sanada, middle rowEl Cid, back row War Lord · Yukimura Sanada · El Cid
    War Lord (S03), Yukimura Sanada (S00) and El Cid (X12) score 71.62 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. El Cid is the win condition, bringing 70% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Yukimura Sanada and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so El Cid 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 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 71.62/100 out of 100
  132. 130 War Lord, front rowNorth's Rage, middle rowAvalanche, back row War Lord · North's Rage · Avalanche
    War Lord (S03), North's Rage (S00) and Avalanche (X02) score 71.43 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Avalanche adds a second source of control, so the lock rarely has an off round: Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Avalanche both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage and Avalanche both wait on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Avalanche 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 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 71.43/100 out of 100
  133. 131 War Lord, front rowRough Rider, middle rowAvalanche, back row War Lord · Rough Rider · Avalanche
    War Lord (S03), Rough Rider (S00) and Avalanche (X02) score 71.40 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Avalanche both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider and Avalanche both wait on; War Lord raises Avalanche’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 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 71.40/100 out of 100
  134. 132 Hellfire, front rowNorth's Rage, middle rowWar Lord, back row Hellfire · North's Rage · War Lord
    Hellfire (X09), North's Rage (S00) and War Lord (S03) score 71.34 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. 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. War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Hellfire and North's Rage both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage waits on; Hellfire raises North's Rage’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; 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 71.34/100 out of 100
  135. 133 War Lord, front rowWarhammer, middle rowEl Cid, back row War Lord · Warhammer · El Cid
    War Lord (S03), Warhammer (X06) and El Cid (X12) score 70.73 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. El Cid is the win condition, bringing 66% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Warhammer and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Warhammer shuts off enemy recovery, so what El Cid deals stays dealt. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; War Lord (S03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 70.73/100 out of 100
  136. 134 War Lord, front rowIsabella I, middle rowEl Cid, back row War Lord · Isabella I · El Cid
    War Lord (S03), Isabella I (S01) and El Cid (X12) score 70.40 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. El Cid is the win condition, bringing 70% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so El Cid 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 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 70.40/100 out of 100
  137. 135 War Lord, front rowHeroine of Courage, middle rowAvalanche, back row War Lord · Heroine of Courage · Avalanche
    War Lord (S03), Heroine of Courage (S00) and Avalanche (X02) score 70.13 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. 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 sits in the middle, where the support reaches both the front and the back. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Heroine of Courage and Avalanche both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Heroine of Courage and Avalanche both wait on; War Lord raises Avalanche’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 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 70.13/100 out of 100
  138. 136 War Lord, front rowQueen Anne, middle rowEl Cid, back row War Lord · Queen Anne · El Cid
    War Lord (S03), Queen Anne (S00) and El Cid (X12) score 70.10 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. 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. El Cid is the win condition, bringing 66% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Queen Anne and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Queen Anne and El Cid both wait on; Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so El Cid swings into a line that cannot answer. What you give up: Queen Anne (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 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 70.10/100 out of 100
  139. 137 War Lord, front rowRough Rider, middle rowArmy Breaker, back row War Lord · Rough Rider · Army Breaker
    War Lord (S03), Rough Rider (S00) and Army Breaker (X02) score 69.95 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Army Breaker is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 48% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Army Breaker both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer. 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 3% 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 69.95/100 out of 100
  140. 138 War Lord, front rowThe Boneless, middle rowEl Cid, back row War Lord · The Boneless · El Cid
    War Lord (S03), The Boneless (S00) and El Cid (X12) score 69.91 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. The Boneless is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Disarm on a 50% roll, and sits in the middle, where the support reaches both the front and the back. El Cid is the win condition, bringing 75% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger The Boneless and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so El Cid swings into a line that cannot answer. What you give up: The Boneless (S00) 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 →

    Mid progression 69.91/100 out of 100
  141. 139 War Lord, front rowHeaven's Justice, middle rowAvalanche, back row War Lord · Heaven's Justice · Avalanche
    War Lord (S03), Heaven's Justice (S00) and Avalanche (X02) score 69.85 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: 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. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Heaven's Justice and Avalanche both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Heaven's Justice and Avalanche both wait on; War Lord raises Avalanche’s output directly rather than adding a number of its own. What you give up: Heaven's Justice (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 69.85/100 out of 100
  142. 140 War Lord, front rowWarhammer, middle rowMary Tudor, back row War Lord · Warhammer · Mary Tudor
    War Lord (S03), Warhammer (X06) and Mary Tudor (S00) score 69.52 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Mary Tudor is the win condition, bringing 66% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Warhammer and Mary Tudor both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; Warhammer shuts off enemy recovery, so what Mary Tudor deals stays dealt. What you give up: Mary Tudor (S00) 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 69.52/100 out of 100
  143. 141 Rozen Blade, front rowRainforest, middle rowSundiata, back row Rozen Blade · Rainforest · Sundiata
    Rozen Blade (S03), Rainforest (X08) and Sundiata (X15) score 68.01 out of 100 together, and each of the three has a job.

    Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. Rainforest adds a second source of control, so the lock rarely has an off round: Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 75% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Rainforest and Sundiata both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Sundiata swings into a line that cannot answer. What you give up: Rozen Blade (S03) 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 68.01/100 out of 100
  144. 142 Rozen Blade, front rowThe Immortal, middle rowSundiata, back row Rozen Blade · The Immortal · Sundiata
    Rozen Blade (S03), The Immortal (S02) and Sundiata (X15) score 67.19 out of 100 together, and each of the three has a job.

    Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. The Immortal is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 78% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Immortal and Sundiata both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Sundiata swings into a line that cannot answer; The Immortal raises Sundiata’s output directly rather than adding a number of its own. What you give up: The Immortal (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 67.19/100 out of 100
  145. 143 Cleopatra VII, front rowRozen Blade, middle rowSundiata, back row Cleopatra VII · Rozen Blade · Sundiata
    Cleopatra VII (S03 · paid), Rozen Blade (S03) and Sundiata (X15) score 66.23 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. Rozen Blade adds a second source of control, so the lock rarely has an off round: Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 76% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII and Sundiata both wait on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Sundiata swings into a line that cannot answer. 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 17% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 66.23/100 out of 100
  146. 144 Hellfire, front rowRainforest, middle rowSundiata, back row Hellfire · Rainforest · Sundiata
    Hellfire (X09), Rainforest (X08) and Sundiata (X15) score 65.71 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 75% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Hellfire raises Sundiata’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 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 65.71/100 out of 100
  147. 145 Rozen Blade, front rowFarah, middle rowSundiata, back row Rozen Blade · Farah · Sundiata
    Rozen Blade (S03), Farah (X11) and Sundiata (X15) score 64.88 out of 100 together, and each of the three has a job.

    Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 74% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Farah and Sundiata both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Sundiata swings into a line that cannot answer; Farah raises Sundiata’s output directly rather than adding a number of its own. What you give up: Rozen Blade (S03) 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. 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 64.88/100 out of 100
  148. 146 Octavius, front rowRozen Blade, middle rowRainforest, back row Octavius · Rozen Blade · Rainforest
    Octavius (S02 · paid), Rozen Blade (S03) and Rainforest (X08) score 62.93 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Rainforest adds a second source of control, so the lock rarely has an off round: Absolute Suppress applies Suppress on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Rainforest waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Rainforest swings into a line that cannot answer; Octavius raises Rainforest’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; Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 62.93/100 out of 100
  149. 147 Octavius, front rowThe Immortal, middle rowSundiata, back row Octavius · The Immortal · Sundiata
    Octavius (S02 · paid), The Immortal (S02) and Sundiata (X15) score 62.59 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. The Immortal is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 71% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Octavius raises Sundiata’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 62.59/100 out of 100
  150. 148 Hellfire, front rowBjorn, middle rowFarah, back row Hellfire · Bjorn · Farah
    Hellfire (X09), Bjorn (X04) and Farah (X11) score 61.77 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Farah is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 100% 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 Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Farah swings into a line that cannot answer; Hellfire raises Farah’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 61.77/100 out of 100
  151. 149 Cleopatra VII, front rowRozen Blade, middle rowFarah, back row Cleopatra VII · Rozen Blade · Farah
    Cleopatra VII (S03 · paid), Rozen Blade (S03) and Farah (X11) score 61.51 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. Rozen Blade adds a second source of control, so the lock rarely has an off round: Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII and Farah both wait on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Farah 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 9% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 61.51/100 out of 100
  152. 150 Rozen Blade, front rowThe Boneless, middle rowRainforest, back row Rozen Blade · The Boneless · Rainforest
    Rozen Blade (S03), The Boneless (S00) and Rainforest (X08) score 60.31 out of 100 together, and each of the three has a job.

    Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. The Boneless adds a second source of control, so the lock rarely has an off round: Hack and Slash applies Disarm on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Rainforest adds a second source of control, so the lock rarely has an off round: Absolute Suppress applies Suppress on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Boneless and Rainforest both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Rainforest swings into a line that cannot answer. What you give up: The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 60.31/100 out of 100
  153. 151 Octavius, front rowBeast Queen, middle rowRainforest, back row Octavius · Beast Queen · Rainforest
    Octavius (S02 · paid), Beast Queen (S02) and Rainforest (X08) score 60.02 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Rainforest swings into a line that cannot answer; Octavius raises Rainforest’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 60.02/100 out of 100
  154. 152 Lawman, front rowBjorn, middle rowRagnar, back row Lawman · Bjorn · Ragnar
    Lawman (X03), Bjorn (X04) and Ragnar (X12 · paid) score 59.69 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Bjorn 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; raw damage reaches only about 9% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 59.69/100 out of 100
  155. 153 Hellfire, front rowBeast Queen, middle rowThe Immortal, back row Hellfire · Beast Queen · The Immortal
    Hellfire (X09), Beast Queen (S02) and The Immortal (S02) score 59.69 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. The Immortal is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% 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 Hellfire raises The Immortal’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 4% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 59.69/100 out of 100
  156. 154 Isabella I, front rowHeroine of Courage, middle rowSundiata, back row Isabella I · Heroine of Courage · Sundiata
    Isabella I (S01), Heroine of Courage (S00) and Sundiata (X15) score 59.49 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. 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. Sundiata is the win condition, bringing 71% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Heroine of Courage raises Sundiata’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Isabella I (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 →

    Mid progression 59.49/100 out of 100
  157. 155 Hellfire, front rowYukimura Sanada, middle rowMary Tudor, back row Hellfire · Yukimura Sanada · Mary Tudor
    Hellfire (X09), Yukimura Sanada (S00) and Mary Tudor (S00) score 59.35 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. 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. Mary Tudor is the win condition, bringing 69% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads 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 Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer; Hellfire raises Mary Tudor’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 59.35/100 out of 100
  158. 156 John I, front rowRoku Boshuten, middle rowJane, back row John I · Roku Boshuten · Jane
    John I (X13), Roku Boshuten (S03) and Jane (S03) score 58.89 out of 100 together, and each of the three has a job.

    John I is the win condition, bringing 66% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jane brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Light's Judgement puts 334.5% into all enemy squads 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 John I produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer; Jane shuts off enemy recovery, so what John I deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; Roku Boshuten (S03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 58.89/100 out of 100
  159. 157 Octavius, front rowLawman, middle rowFarah, back row Octavius · Lawman · Farah
    Octavius (S02 · paid), Lawman (X03) and Farah (X11) score 58.83 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% of recovery across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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 Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Farah swings into a line that cannot answer; Octavius raises Farah’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 58.83/100 out of 100
  160. 158 Beast Queen, front rowBjorn, middle rowRagnar, back row Beast Queen · Bjorn · Ragnar
    Beast Queen (S02), Bjorn (X04) and Ragnar (X12 · paid) score 58.63 out of 100 together, and each of the three has a job.

    Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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. Bjorn is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Beast Queen 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; raw damage reaches only about 9% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 58.63/100 out of 100
  161. 159 John I, front rowRoku Boshuten, middle rowHeaven's Justice, back row John I · Roku Boshuten · Heaven's Justice
    John I (X13), Roku Boshuten (S03) and Heaven's Justice (S00) score 58.41 out of 100 together, and each of the three has a job.

    John I is the win condition, bringing 74% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% 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 flex piece -- modest alone, but covering what the other two leave open: 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 John I produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer; Roku Boshuten raises John I’s output directly rather than adding a number of its own. What you give up: Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 58.41/100 out of 100
  162. 160 John I, front rowKublai, middle rowRoku Boshuten, back row John I · Kublai · Roku Boshuten
    John I (X13), Kublai (S00) and Roku Boshuten (S03) score 58.39 out of 100 together, and each of the three has a job.

    John I is the win condition, bringing 74% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. 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. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because John I produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer; Roku Boshuten raises John I’s output directly rather than adding a number of its own. What you give up: Kublai (S00) is the era weak point -- the enemy will aim at the oldest squad; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 58.39/100 out of 100
  163. 161 Rozen Blade, front rowRainforest, middle rowFarah, back row Rozen Blade · Rainforest · Farah
    Rozen Blade (S03), Rainforest (X08) and Farah (X11) score 58.26 out of 100 together, and each of the three has a job.

    Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. Rainforest adds a second source of control, so the lock rarely has an off round: Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Rainforest and Farah both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Farah 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; Rozen Blade (S03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. 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 58.26/100 out of 100
  164. 162 Ragnar, front rowThe Brave, middle rowBjorn, back row Ragnar · The Brave · Bjorn
    Ragnar (X12 · paid), The Brave (S04) and Bjorn (X04) score 58.25 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% 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 The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; The Brave 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; raw damage reaches only about 8% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 58.25/100 out of 100
  165. 163 Beast Queen, front rowIsabella I, middle rowAvalanche, back row Beast Queen · Isabella I · Avalanche
    Beast Queen (S02), Isabella I (S01) and Avalanche (X02) score 58.08 out of 100 together, and each of the three has a job.

    Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Avalanche swings into a line that cannot answer; Beast Queen raises Avalanche’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Isabella I (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 →

    Mid progression 58.08/100 out of 100
  166. 164 Lawman, front rowArmy Breaker, middle rowAvalanche, back row Lawman · Army Breaker · Avalanche
    Lawman (X03), Army Breaker (X02) and Avalanche (X02) score 58.01 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Avalanche swings into a line that cannot answer; Army Breaker raises Avalanche’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. 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 58.01/100 out of 100
  167. 165 Hellfire, front rowQueen Anne, middle rowMary Tudor, back row Hellfire · Queen Anne · Mary Tudor
    Hellfire (X09), Queen Anne (S00) and Mary Tudor (S00) score 57.84 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. 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. Mary Tudor is the win condition, bringing 66% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads 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 Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer; Hellfire raises Mary Tudor’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. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 57.84/100 out of 100
  168. 166 John I, front rowNorth's Rage, middle rowBlack Prince, back row John I · North's Rage · Black Prince
    John I (X13), North's Rage (S00) and Black Prince (S01) score 57.55 out of 100 together, and each of the three has a job.

    John I is the win condition, bringing 75% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, 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. Black Prince adds a second source of control, so the lock rarely has an off round: Dragon Siege applies Suppress for 2 rounds on a 35% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so John I swings into a line that cannot answer. 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 57.55/100 out of 100
  169. 167 John I, front rowYukimura Sanada, middle rowBlack Prince, back row John I · Yukimura Sanada · Black Prince
    John I (X13), Yukimura Sanada (S00) and Black Prince (S01) score 57.40 out of 100 together, and each of the three has a job.

    John I is the win condition, bringing 78% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, 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. Black Prince adds a second source of control, so the lock rarely has an off round: Dragon Siege applies Suppress for 2 rounds on a 35% 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 John I 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 →

    Mid progression 57.40/100 out of 100
  170. 168 John I, front rowQueen Anne, middle rowWilliam Wallace, back row John I · Queen Anne · William Wallace
    John I (X13), Queen Anne (S00) and William Wallace (S00) score 57.25 out of 100 together, and each of the three has a job.

    John I is the win condition, bringing 71% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, 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. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: 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 John I 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. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 57.25/100 out of 100
  171. 169 Army Breaker, front rowConstantine the Great, middle rowMary Tudor, back row Army Breaker · Constantine the Great · Mary Tudor
    Army Breaker (X02), Constantine the Great (S01) and Mary Tudor (S00) score 57.16 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Constantine the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 40% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Mary Tudor is the win condition, bringing 68% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer; Army Breaker raises Mary Tudor’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Constantine 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 →

    Mid progression 57.16/100 out of 100
  172. 170 Army Breaker, front rowWilliam Wallace, middle rowLionheart, back row Army Breaker · William Wallace · Lionheart
    Army Breaker (X02), William Wallace (S00) and Lionheart (S01) score 57.14 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: Eye of the Storm puts 667% into one enemy squad on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 69% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Army Breaker raises Lionheart’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; William Wallace (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 57.14/100 out of 100
  173. 171 Army Breaker, front rowHeaven's Justice, middle rowLionheart, back row Army Breaker · Heaven's Justice · Lionheart
    Army Breaker (X02), Heaven's Justice (S00) and Lionheart (S01) score 57.06 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: 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. Lionheart is the win condition, bringing 71% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Army Breaker raises Lionheart’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heaven's Justice (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 57.06/100 out of 100
  174. 172 Army Breaker, front rowKublai, middle rowLionheart, back row Army Breaker · Kublai · Lionheart
    Army Breaker (X02), Kublai (S00) and Lionheart (S01) score 57.04 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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. Lionheart is the win condition, bringing 72% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Army Breaker raises Lionheart’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 →

    Mid progression 57.04/100 out of 100
  175. 173 Lawman, front rowHeroine of Courage, middle rowJane, back row Lawman · Heroine of Courage · Jane
    Lawman (X03), Heroine of Courage (S00) and Jane (S03) score 56.52 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. 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. Jane is the win condition, bringing 66% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads 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 Jane shuts off enemy recovery, so what Jane deals stays dealt; Heroine of Courage raises Jane’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. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 56.52/100 out of 100
  176. 174 Army Breaker, front rowThe Boneless, middle rowWilliam Wallace, back row Army Breaker · The Boneless · William Wallace
    Army Breaker (X02), The Boneless (S00) and William Wallace (S00) score 56.49 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. The Boneless is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Disarm on a 50% roll, and sits in the middle, where the support reaches both the front and the back. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so William Wallace swings into a line that cannot answer; Army Breaker 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; The Boneless (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 56.49/100 out of 100
  177. 175 Octavius, front rowThe Brave, middle rowRagnar, back row Octavius · The Brave · Ragnar
    Octavius (S02 · paid), The Brave (S04) and Ragnar (X12 · paid) score 56.47 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Octavius 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 56.47/100 out of 100
  178. 176 Isabella I, front rowWarhammer, middle rowLionheart, back row Isabella I · Warhammer · Lionheart
    Isabella I (S01), Warhammer (X06) and Lionheart (S01) score 56.41 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 61% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% 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 Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Warhammer shuts off enemy recovery, so what Lionheart deals stays dealt. What you give up: no hero here feeds another one's trigger; Isabella I (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 →

    Mid progression 56.41/100 out of 100
  179. 177 Lawman, front rowConstantine the Great, middle rowJane, back row Lawman · Constantine the Great · Jane
    Lawman (X03), Constantine the Great (S01) and Jane (S03) score 56.20 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. Constantine the Great is the multiplier, raising what the other two put out rather than adding a number of its own: carries 40% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 68% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads 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 Jane shuts off enemy recovery, so what Jane deals stays dealt; Constantine the Great raises Jane’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Constantine 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 →

    Mid progression 56.20/100 out of 100
  180. 178 Lawman, front rowRough Rider, middle rowThe Brave, back row Lawman · Rough Rider · The Brave
    Lawman (X03), Rough Rider (S00) and The Brave (S04) score 55.98 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% 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 The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer; The Brave 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; raw damage reaches only about 4% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 55.98/100 out of 100
  181. 179 Cleopatra VII, front rowThe Brave, middle rowBjorn, back row Cleopatra VII · The Brave · Bjorn
    Cleopatra VII (S03 · paid), The Brave (S04) and Bjorn (X04) score 55.35 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. The Brave adds a second source of control, so the lock rarely has an off round: Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% 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 The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; The Brave 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; raw damage reaches only about 7% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 55.35/100 out of 100
  182. 180 Wind Walker, front rowAlfred, middle rowJohn I, back row Wind Walker · Alfred · John I
    Wind Walker (X01), Alfred (S01) and John I (X13) score 50.66 out of 100 together, and each of the three has a job.

    Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Alfred brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads on a 30% roll, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 68% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer; Alfred shuts off enemy recovery, so what John I 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. How these scores work →

    Mid progression 50.66/100 out of 100
  183. 181 Lawman, front rowWarhammer, middle rowAlfred, back row Lawman · Warhammer · Alfred
    Lawman (X03), Warhammer (X06) and Alfred (S01) score 49.68 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Alfred is the win condition, bringing 60% of the lineup's expected damage: Lethal Blade puts 492% into all 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 Warhammer shuts off enemy recovery, so what Alfred deals stays dealt. What you give up: no hero here feeds another one's trigger; Alfred (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 →

    Mid progression 49.68/100 out of 100
  184. 182 Wind Walker, front rowAlfred, middle rowJane, back row Wind Walker · Alfred · Jane
    Wind Walker (X01), Alfred (S01) and Jane (S03) score 40.80 out of 100 together, and each of the three has a job.

    Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Alfred brings a second damage line worth 34% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 43% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so Jane swings into a line that cannot answer; Alfred shuts off enemy recovery, so what Jane 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 →

    Mid progression 40.80/100 out of 100
  185. 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.

  186. 183 War Lord, front rowYukimura Sanada, middle rowMary Tudor, back row War Lord · Yukimura Sanada · Mary Tudor
    War Lord (S03), Yukimura Sanada (S00) and Mary Tudor (S00) score 70.85 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Mary Tudor is the win condition, bringing 69% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Yukimura Sanada and Mary Tudor both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Mary Tudor 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 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 →

    Starter 70.85/100 out of 100
  187. 184 War Lord, front rowRough Rider, middle rowJane, back row War Lord · Rough Rider · Jane
    War Lord (S03), Rough Rider (S00) and Jane (S03) score 70.35 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Jane is the win condition, bringing 66% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider and Jane both wait on; Jane shuts off enemy recovery, so what Jane deals stays dealt. 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 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 →

    Starter 70.35/100 out of 100
  188. 185 War Lord, front rowNorth's Rage, middle rowLionheart, back row War Lord · North's Rage · Lionheart
    War Lord (S03), North's Rage (S00) and Lionheart (S01) score 70.33 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Lionheart is the win condition, bringing 71% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Lionheart both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage and Lionheart both wait on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Lionheart 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 12% 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 70.33/100 out of 100
  189. 186 War Lord, front rowRozen Blade, middle rowThe Immortal, back row War Lord · Rozen Blade · The Immortal
    War Lord (S03), Rozen Blade (S03) and The Immortal (S02) score 69.84 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. The Immortal is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Immortal waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rozen Blade and The Immortal both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so The Immortal swings into a line that cannot answer. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; The Immortal (S02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 69.84/100 out of 100
  190. 187 War Lord, front rowIsabella I, middle rowMary Tudor, back row War Lord · Isabella I · Mary Tudor
    War Lord (S03), Isabella I (S01) and Mary Tudor (S00) score 69.64 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Mary Tudor is the win condition, bringing 70% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I and Mary Tudor both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Mary Tudor 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 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 →

    Starter 69.64/100 out of 100
  191. 188 War Lord, front rowQueen Anne, middle rowLionheart, back row War Lord · Queen Anne · Lionheart
    War Lord (S03), Queen Anne (S00) and Lionheart (S01) score 68.92 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. 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. Lionheart is the win condition, bringing 74% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Queen Anne and Lionheart both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Queen Anne and Lionheart both wait on; Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Lionheart swings into a line that cannot answer. What you give up: Queen Anne (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 12% 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 68.92/100 out of 100
  192. 189 War Lord, front rowQueen Anne, middle rowJane, back row War Lord · Queen Anne · Jane
    War Lord (S03), Queen Anne (S00) and Jane (S03) score 68.71 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. 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. Jane is the win condition, bringing 67% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Queen Anne and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Queen Anne and Jane both wait on; Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Jane swings into a line that cannot answer. What you give up: Queen Anne (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 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 →

    Starter 68.71/100 out of 100
  193. 190 War Lord, front rowConstantine the Great, middle rowJane, back row War Lord · Constantine the Great · Jane
    War Lord (S03), Constantine the Great (S01) and Jane (S03) score 68.65 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Constantine the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 40% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 70% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Constantine the Great and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Constantine the Great and Jane both wait on; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Constantine the Great (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 →

    Starter 68.65/100 out of 100
  194. 191 War Lord, front rowKublai, middle rowJane, back row War Lord · Kublai · Jane
    War Lord (S03), Kublai (S00) and Jane (S03) score 68.65 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Jane is the win condition, bringing 65% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Kublai and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Kublai and Jane both wait on; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Kublai (S00) 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 →

    Starter 68.65/100 out of 100
  195. 192 War Lord, front rowThe Boneless, middle rowWilliam Wallace, back row War Lord · The Boneless · William Wallace
    War Lord (S03), The Boneless (S00) and William Wallace (S00) score 68.53 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. The Boneless is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Disarm on a 50% roll, and sits in the middle, where the support reaches both the front and the back. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger The Boneless and William Wallace both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger William Wallace waits on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so William Wallace swings into a line that cannot answer. What you give up: The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 68.53/100 out of 100
  196. 193 War Lord, front rowYukimura Sanada, middle rowWilliam Wallace, back row War Lord · Yukimura Sanada · William Wallace
    War Lord (S03), Yukimura Sanada (S00) and William Wallace (S00) score 68.47 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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 flex piece -- modest alone, but covering what the other two leave open: 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Yukimura Sanada and William Wallace both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger William Wallace waits on; 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: Yukimura Sanada (S00) 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. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 68.47/100 out of 100
  197. 194 War Lord, front rowNorth's Rage, middle rowHeroine of Courage, back row War Lord · North's Rage · Heroine of Courage
    War Lord (S03), North's Rage (S00) and Heroine of Courage (S00) score 67.79 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Heroine of Courage both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage and Heroine of Courage both wait on; War Lord raises North's Rage’s output directly rather than adding a number of its own. 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 7% 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 67.79/100 out of 100
  198. 195 War Lord, front rowThe Brave, middle rowHeaven's Justice, back row War Lord · The Brave · Heaven's Justice
    War Lord (S03), The Brave (S04) and Heaven's Justice (S00) score 67.56 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Heaven's Justice waits on; War Lord’s War God Descends produces prep-skips, the exact trigger The Brave and Heaven's Justice both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer. What you give up: Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 4% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 67.56/100 out of 100
  199. 196 War Lord, front rowYukimura Sanada, middle rowHeroine of Courage, back row War Lord · Yukimura Sanada · Heroine of Courage
    War Lord (S03), Yukimura Sanada (S00) and Heroine of Courage (S00) score 67.21 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Yukimura Sanada and Heroine of Courage both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Heroine of Courage waits on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Heroine of Courage 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 6% 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 67.21/100 out of 100
  200. 197 War Lord, front rowKublai, middle rowBlack Prince, back row War Lord · Kublai · Black Prince
    War Lord (S03), Kublai (S00) and Black Prince (S01) score 65.67 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Kublai and Black Prince both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Kublai and Black Prince both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Kublai swings into a line that cannot answer. What you give up: Kublai (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 65.67/100 out of 100
  201. 198 Octavius, front rowRozen Blade, middle rowThe Immortal, back row Octavius · Rozen Blade · The Immortal
    Octavius (S02 · paid), Rozen Blade (S03) and The Immortal (S02) score 62.33 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. The Immortal is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Immortal waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so The Immortal swings into a line that cannot answer; Octavius raises The Immortal’s output directly rather than adding a number of its own. What you give up: Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 5% of the hardest-hitting trio in the roster. How these scores work →

    Starter 62.33/100 out of 100
  202. 199 Cleopatra VII, front rowRozen Blade, middle rowThe Boneless, back row Cleopatra VII · Rozen Blade · The Boneless
    Cleopatra VII (S03 · paid), Rozen Blade (S03) and The Boneless (S00) score 61.53 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. Rozen Blade adds a second source of control, so the lock rarely has an off round: Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. The Boneless adds a second source of control, so the lock rarely has an off round: Hack and Slash applies Disarm 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII and The Boneless both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Cleopatra VII swings into a line that cannot answer. What you give up: The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. How these scores work →

    Starter 61.53/100 out of 100
  203. 200 War Lord, front rowAlfred, middle rowJane, back row War Lord · Alfred · Jane
    War Lord (S03), Alfred (S01) and Jane (S03) score 60.14 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Alfred brings a second damage line worth 44% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 56% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Alfred and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Jane waits on; Alfred shuts off enemy recovery, so what Jane deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; Alfred (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 60.14/100 out of 100
  204. 201 Cleopatra VII, front rowRozen Blade, middle rowThe Brave, back row Cleopatra VII · Rozen Blade · The Brave
    Cleopatra VII (S03 · paid), Rozen Blade (S03) and The Brave (S04) score 59.82 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. Rozen Blade adds a second source of control, so the lock rarely has an off round: Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. The Brave adds a second source of control, so the lock rarely has an off round: Freezing Gaze applies Disarm on a 80% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Cleopatra VII swings into a line that cannot answer; The Brave raises Cleopatra VII’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 4% of the hardest-hitting trio in the roster. How these scores work →

    Starter 59.82/100 out of 100
  205. 202 Rozen Blade, front rowThe Boneless, middle rowThe Immortal, back row Rozen Blade · The Boneless · The Immortal
    Rozen Blade (S03), The Boneless (S00) and The Immortal (S02) score 59.71 out of 100 together, and each of the three has a job.

    Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. The Boneless adds a second source of control, so the lock rarely has an off round: Hack and Slash applies Disarm on a 50% roll, and sits in the middle, where the support reaches both the front and the back. The Immortal is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Boneless and The Immortal both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so The Immortal swings into a line that cannot answer. What you give up: The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 59.71/100 out of 100
  206. 203 Octavius, front rowBeast Queen, middle rowThe Immortal, back row Octavius · Beast Queen · The Immortal
    Octavius (S02 · paid), Beast Queen (S02) and The Immortal (S02) score 59.42 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. The Immortal is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% 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 Octavius’s Augustus applies Taunt and takes a squad out of the fight, so The Immortal swings into a line that cannot answer; Octavius raises The Immortal’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Octavius (S02) 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 →

    Starter 59.42/100 out of 100
  207. 204 Beast Queen, front rowRozen Blade, middle rowThe Immortal, back row Beast Queen · Rozen Blade · The Immortal
    Beast Queen (S02), Rozen Blade (S03) and The Immortal (S02) score 59.08 out of 100 together, and each of the three has a job.

    Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. The Immortal is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Immortal waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so The Immortal swings into a line that cannot answer; Beast Queen raises The Immortal’s output directly rather than adding a number of its own. What you give up: Beast Queen (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 4% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. 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 59.08/100 out of 100
  208. 205 Octavius, front rowNorth's Rage, middle rowBeast Queen, back row Octavius · North's Rage · Beast Queen
    Octavius (S02 · paid), North's Rage (S00) and Beast Queen (S02) score 58.90 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. 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. Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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 Octavius’s Augustus applies Taunt and takes a squad out of the fight, so North's Rage swings into a line that cannot answer; Octavius 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. How these scores work →

    Starter 58.90/100 out of 100
  209. 206 Octavius, front rowRough Rider, middle rowBeast Queen, back row Octavius · Rough Rider · Beast Queen
    Octavius (S02 · paid), Rough Rider (S00) and Beast Queen (S02) score 58.43 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. 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. Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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 Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer; Octavius 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; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 58.43/100 out of 100
  210. 207 Rozen Blade, front rowThe Boneless, middle rowWilliam Wallace, back row Rozen Blade · The Boneless · William Wallace
    Rozen Blade (S03), The Boneless (S00) and William Wallace (S00) score 57.57 out of 100 together, and each of the three has a job.

    Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. The Boneless adds a second source of control, so the lock rarely has an off round: Hack and Slash applies Disarm on a 50% roll, and sits in the middle, where the support reaches both the front and the back. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Boneless waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so William Wallace swings into a line that cannot answer. What you give up: The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 57.57/100 out of 100
  211. 208 Isabella I, front rowRoku Boshuten, middle rowLionheart, back row Isabella I · Roku Boshuten · Lionheart
    Isabella I (S01), Roku Boshuten (S03) and Lionheart (S01) score 57.48 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. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 62% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% 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 Isabella I produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Roku Boshuten raises Lionheart’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; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 57.48/100 out of 100
  212. 209 Octavius, front rowRough Rider, middle rowThe Brave, back row Octavius · Rough Rider · The Brave
    Octavius (S02 · paid), Rough Rider (S00) and The Brave (S04) score 57.08 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% 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 Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer; Octavius 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; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 57.08/100 out of 100
  213. 210 Cleopatra VII, front rowRozen Blade, middle rowRoku Boshuten, back row Cleopatra VII · Rozen Blade · Roku Boshuten
    Cleopatra VII (S03 · paid), Rozen Blade (S03) and Roku Boshuten (S03) score 56.85 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rozen Blade adds a second source of control, so the lock rarely has an off round: Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII waits on; Cleopatra VII produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Cleopatra VII swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 56.85/100 out of 100
  214. 211 Isabella I, front rowThe Brave, middle rowMary Tudor, back row Isabella I · The Brave · Mary Tudor
    Isabella I (S01), The Brave (S04) and Mary Tudor (S00) score 56.83 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Mary Tudor is the win condition, bringing 70% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads 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 Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer; The Brave raises Mary Tudor’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Isabella I (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 56.83/100 out of 100
  215. 212 Isabella I, front rowConstantine the Great, middle rowLionheart, back row Isabella I · Constantine the Great · Lionheart
    Isabella I (S01), Constantine the Great (S01) and Lionheart (S01) score 56.67 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. Constantine the Great is the multiplier, raising what the other two put out rather than adding a number of its own: carries 40% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 62% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% 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 Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Constantine the Great raises Lionheart’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Isabella I (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 56.67/100 out of 100
  216. 213 Isabella I, front rowBlack Prince, middle rowLionheart, back row Isabella I · Black Prince · Lionheart
    Isabella I (S01), Black Prince (S01) and Lionheart (S01) score 56.51 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 63% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% 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 Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Lionheart swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Isabella I (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 56.51/100 out of 100
  217. 214 Octavius, front rowBeast Queen, middle rowHeaven's Justice, back row Octavius · Beast Queen · Heaven's Justice
    Octavius (S02 · paid), Beast Queen (S02) and Heaven's Justice (S00) score 56.39 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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 flex piece -- modest alone, but covering what the other two leave open: 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 Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer; Octavius 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; Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 56.39/100 out of 100
  218. 215 Black Prince, front rowConstantine the Great, middle rowLionheart, back row Black Prince · Constantine the Great · Lionheart
    Black Prince (S01), Constantine the Great (S01) and Lionheart (S01) score 48.17 out of 100 together, and each of the three has a job.

    Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and takes the front as the sturdiest of the three. Constantine the Great is the multiplier, raising what the other two put out rather than adding a number of its own: carries 40% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 62% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% 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 Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Lionheart swings into a line that cannot answer; Constantine the Great raises Lionheart’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Black Prince 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 48.17/100 out of 100
  219. 216 Yukimura Sanada, front rowNorth's Rage, middle rowWilliam Wallace, back row Yukimura Sanada · North's Rage · William Wallace
    Yukimura Sanada (S00), North's Rage (S00) and William Wallace (S00) score 42.73 out of 100 together, and each of the three has a job.

    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 takes the front because those range-2 skills only connect from there. 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. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: 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 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 42.73/100 out of 100
  220. 217 The Boneless, front rowNorth's Rage, middle rowWilliam Wallace, back row The Boneless · North's Rage · William Wallace
    The Boneless (S00), North's Rage (S00) and William Wallace (S00) score 42.50 out of 100 together, and each of the three has a job.

    The Boneless is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Disarm on a 50% roll, 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. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: 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 The Boneless’s Hack and Slash applies Disarm 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; The Boneless 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 42.50/100 out of 100
  221. 218 Rough Rider, front rowNorth's Rage, middle rowWilliam Wallace, back row Rough Rider · North's Rage · William Wallace
    Rough Rider (S00), North's Rage (S00) and William Wallace (S00) score 42.06 out of 100 together, and each of the three has a job.

    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 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. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: 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 North's Rage’s For the North! applies Suppress 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; Rough Rider 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 42.06/100 out of 100
  222. 219 Yukimura Sanada, front rowKublai, middle rowWilliam Wallace, back row Yukimura Sanada · Kublai · William Wallace
    Yukimura Sanada (S00), Kublai (S00) and William Wallace (S00) score 41.86 out of 100 together, and each of the three has a job.

    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 takes the front because those range-2 skills only connect from there. 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. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: 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 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 41.86/100 out of 100
  223. 220 Yukimura Sanada, front rowNorth's Rage, middle rowHeaven's Justice, back row Yukimura Sanada · North's Rage · Heaven's Justice
    Yukimura Sanada (S00), North's Rage (S00) and Heaven's Justice (S00) score 41.78 out of 100 together, and each of the three has a job.

    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 takes the front because those range-2 skills only connect from there. 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. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: 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 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 41.78/100 out of 100
  224. 221 Heroine of Courage, front rowQueen Anne, middle rowWilliam Wallace, back row Heroine of Courage · Queen Anne · William Wallace
    Heroine of Courage (S00), Queen Anne (S00) and William Wallace (S00) score 41.04 out of 100 together, and each of the three has a job.

    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 takes the front as the sturdiest of the three. 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 is the flex piece -- modest alone, but covering what the other two leave open: 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 William Wallace swings into a line that cannot answer; Heroine of Courage 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; Heroine of Courage 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 41.04/100 out of 100

Questions about Cavalry combos

What is the best Cavalry combo in Rise of Castles?

The current #1 ranked Cavalry combo is Attila · Saladin · Zhao Yun. It tops the Current meta tier, which is ranked on the assumption that you can field X16+ and SP heroes.

How many Cavalry combos are ranked here?

ROCMeta ranks 221 Cavalry 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 Cavalry 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 Cavalry lineups — plus the smartest heroes to unlock next.

Open the combo generator

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