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Top 3 Cavalry combos right now

Cavalry #1 89.75/100out of 100 Beats 29 of 29 in battle
Cyrus 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

Cyrus · Saladin · Zhao Yun

Why this lineup works

Cyrus (SP · paid), Saladin (SP · paid) and Zhao Yun (X26) score 89.75 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Cyrus waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command waits on. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →

Cavalry #2 88.48/100out of 100 Beats 27 of 29 in battle
Roland Rise of Castles hero, rank 2 Cavalry combo Percival Rise of Castles hero, rank 2 Cavalry combo Attila Rise of Castles hero, rank 2 Cavalry combo

Roland · Percival · Attila

Why this lineup works

Roland (X18), Percival (X25) and Attila (X27 · paid) score 88.48 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 Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on; 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. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. How these scores work →

Cavalry #3 89.27/100out of 100 Beats 24 of 29 in battle
Roland Rise of Castles hero, rank 3 Cavalry combo Cyrus Rise of Castles hero, rank 3 Cavalry combo Oliver Rise of Castles hero, rank 3 Cavalry combo

Roland · Cyrus · Oliver

Why this lineup works

Roland (X18), Cyrus (SP · paid) and Oliver (X24) score 89.27 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. 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 sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror and Oliver’s Paladin's Resilience both wait on; Cyrus produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 32% of the hardest-hitting trio in the roster. How these scores work →

All 361 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 or paid), Mid progression (up to X15), and Starter (Season 0–4 heroes every player owns). Read how the scoring works.

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

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

  1. Current meta combos

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

  2. 1 Cyrus, front rowSaladin, middle rowZhao Yun, back row Cyrus · Saladin · Zhao Yun Current meta Beats 29 of 29 in battle 89.75/100 out of 100
    Cyrus (SP · paid), Saladin (SP · paid) and Zhao Yun (X26) score 89.75 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Cyrus waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command waits on. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  3. 2 Roland, front rowPercival, middle rowAttila, back row Roland · Percival · Attila Current meta Beats 27 of 29 in battle 88.48/100 out of 100
    Roland (X18), Percival (X25) and Attila (X27 · paid) score 88.48 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 Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on; 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. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  4. 3 Roland, front rowCyrus, middle rowOliver, back row Roland · Cyrus · Oliver Current meta Beats 24 of 29 in battle 89.27/100 out of 100
    Roland (X18), Cyrus (SP · paid) and Oliver (X24) score 89.27 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. 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 sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror and Oliver’s Paladin's Resilience both wait on; Cyrus produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 32% of the hardest-hitting trio in the roster.

  5. 4 Thorven, front rowRoland, middle rowThorvi, back row Thorven · Roland · Thorvi Current meta Beats 24 of 29 in battle 90.48/100 out of 100
    Thorven (X29), Roland (X18) and Thorvi (X29) score 90.48 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% 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 100% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  6. 5 Thorven, front rowOliver, middle rowCyrus, back row Thorven · Oliver · Cyrus Current meta Beats 23 of 29 in battle 89.47/100 out of 100
    Thorven (X29), Oliver (X24) and Cyrus (SP · paid) score 89.47 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. 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 Oliver’s Paladin's Resilience waits on; Thorven produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Oliver produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 32% of the hardest-hitting trio in the roster.

  7. 6 Roland, front rowTura Cartel, middle rowThorvi, back row Roland · Tura Cartel · Thorvi Current meta Beats 22 of 29 in battle 91.71/100 out of 100
    Roland (X18), Tura Cartel (X21) and Thorvi (X29) score 91.71 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. Tura Cartel brings a second damage line worth 23% 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. 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust and Tura Cartel’s Serpent's Fang 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 Thorvi deals stays dealt. What you give up: raw damage reaches only about 51% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  8. 7 Roland, front rowPercival, middle rowThorvi, back row Roland · Percival · Thorvi Current meta Beats 22 of 29 in battle 89.09/100 out of 100
    Roland (X18), Percival (X25) and Thorvi (X29) score 89.09 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. Thorvi is the win condition, bringing 87% 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 Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust 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 Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 45% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  9. 8 Roland, front rowLouis IX, middle rowThorvi, back row Roland · Louis IX · Thorvi Current meta Beats 21 of 29 in battle 90.61/100 out of 100
    Roland (X18), Louis IX (X19) and Thorvi (X29) score 90.61 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 89% 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 Song of Roland produces trigger-rate boosts, the exact trigger Louis IX’s Royal Codes and Thorvi’s Thunderlance Thrust 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 Thorvi 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; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  10. 9 Roland, front rowSaladin, middle rowThorvi, back row Roland · Saladin · Thorvi Current meta Beats 19 of 29 in battle 88.80/100 out of 100
    Roland (X18), Saladin (SP · paid) and Thorvi (X29) score 88.80 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 93% 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 Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command and Thorvi’s Thunderlance Thrust both wait on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  11. 10 Cyrus, front rowTura Cartel, middle rowThorvi, back row Cyrus · Tura Cartel · Thorvi Current meta Beats 19 of 29 in battle 89.94/100 out of 100
    Cyrus (SP · paid), Tura Cartel (X21) and Thorvi (X29) score 89.94 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 22% 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. 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust and Tura Cartel’s Serpent's Fang 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 Thorvi deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 54% of the hardest-hitting trio in the roster.

  12. 11 Thorven, front rowThorvi, middle rowSaladin, back row Thorven · Thorvi · Saladin Current meta Beats 18 of 29 in battle 89.69/100 out of 100
    Thorven (X29), Thorvi (X29) and Saladin (SP · paid) score 89.69 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Thorvi is the win condition, bringing 93% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, 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: raises what enemies take by 338% across its kit, 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 Thorvi’s Thunderlance Thrust waits on; Thorvi 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. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  13. 12 Roland, front rowAttila, middle rowThorvi, back row Roland · Attila · Thorvi Current meta Beats 18 of 29 in battle 92.42/100 out of 100
    Roland (X18), Attila (X27 · paid) and Thorvi (X29) score 92.42 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. Attila brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Thorvi’s Thunderlance Thrust both wait on; Attila produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Attila shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: raw damage reaches only about 52% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  14. 13 Attila, front rowCyrus, middle rowThorvi, back row Attila · Cyrus · Thorvi Current meta Beats 18 of 29 in battle 90.35/100 out of 100
    Attila (X27 · paid), Cyrus (SP · paid) and Thorvi (X29) score 90.35 out of 100 together, and each of the three has a job.

    Attila brings a second damage line worth 22% 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. 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. 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Thorvi’s Thunderlance Thrust both wait on; Attila produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Attila shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 55% of the hardest-hitting trio in the roster.

  15. 14 Cyrus, front rowLouis IX, middle rowThorvi, back row Cyrus · Louis IX · Thorvi Current meta Beats 17 of 29 in battle 89.25/100 out of 100
    Cyrus (SP · paid), Louis IX (X19) and Thorvi (X29) score 89.25 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 84% 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’s Royal Codes and Thorvi’s Thunderlance Thrust 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: the damage runs off different engines, so the three do not compound; raw damage reaches only about 47% of the hardest-hitting trio in the roster.

  16. 15 Roland, front rowSaladin, middle rowLancelot, back row Roland · Saladin · Lancelot Current meta Beats 16 of 29 in battle 88.48/100 out of 100
    Roland (X18), Saladin (SP · paid) and Lancelot (X20 · paid) score 88.48 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 78% 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 Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  17. 16 Cyrus, front rowSaladin, middle rowThorvi, back row Cyrus · Saladin · Thorvi Current meta Beats 15 of 29 in battle 90.31/100 out of 100
    Cyrus (SP · paid), Saladin (SP · paid) and Thorvi (X29) score 90.31 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 87% 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 Cyrus’s Epic Conqueror waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Cyrus waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command and Thorvi’s Thunderlance Thrust both wait on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 46% of the hardest-hitting trio in the roster.

  18. 17 Lancelot, front rowSaladin, middle rowThorvi, back row Lancelot · Saladin · Thorvi Current meta Beats 14 of 29 in battle 92.54/100 out of 100
    Lancelot (X20 · paid), Saladin (SP · paid) and Thorvi (X29) score 92.54 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 21% 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: raises what enemies take by 338% across its kit, 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Thorvi’s Thunderlance Thrust both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: the damage runs off different engines, so the three do not compound; a current-era lineup with no legacy weak point.

  19. 18 Cyrus, front rowTura Cartel, middle rowOliver, back row Cyrus · Tura Cartel · Oliver Current meta Beats 12 of 29 in battle 88.65/100 out of 100
    Cyrus (SP · paid), Tura Cartel (X21) and Oliver (X24) score 88.65 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. 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 sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Tura Cartel’s Serpent's Fang 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: raw damage reaches only about 44% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  20. 19 Louis IX, front rowSaladin, middle rowThorvi, back row Louis IX · Saladin · Thorvi Current meta Beats 11 of 29 in battle 90.43/100 out of 100
    Louis IX (X19), Saladin (SP · paid) and Thorvi (X29) score 90.43 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 83% 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 Louis IX’s Royal Codes and Thorvi’s Thunderlance Thrust both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Louis IX 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: the damage runs off different engines, so the three do not compound; Louis IX holds the front, but nothing here heals.

  21. 20 Attila, front rowSaladin, middle rowThorvi, back row Attila · Saladin · Thorvi Current meta Beats 10 of 29 in battle 93.90/100 out of 100
    Attila (X27 · paid), Saladin (SP · paid) and Thorvi (X29) score 93.90 out of 100 together, and each of the three has a job.

    Attila brings a second damage line worth 22% 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 72% 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 Attila’s Iron Calvary Surge and Thorvi’s Thunderlance Thrust both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Attila shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 55% of the hardest-hitting trio in the roster.

  22. 21 Attila, front rowCyrus, middle rowOliver, back row Attila · Cyrus · Oliver Current meta Beats 10 of 29 in battle 89.06/100 out of 100
    Attila (X27 · paid), Cyrus (SP · paid) and Oliver (X24) score 89.06 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. 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Oliver’s Paladin's Resilience both wait on; Attila produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Attila shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: raw damage reaches only about 44% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  23. 22 Thorven, front rowSaladin, middle rowLancelot, back row Thorven · Saladin · Lancelot Current meta Beats 10 of 29 in battle 88.68/100 out of 100
    Thorven (X29), Saladin (SP · paid) and Lancelot (X20 · paid) score 88.68 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 618% 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 78% 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 Lancelot’s Immortal waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  24. 23 Lancelot, front rowSaladin, middle rowOliver, back row Lancelot · Saladin · Oliver Current meta Beats 9 of 29 in battle 91.04/100 out of 100
    Lancelot (X20 · paid), Saladin (SP · paid) and Oliver (X24) score 91.04 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 26% 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Oliver’s Paladin's Resilience both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 43% of the hardest-hitting trio in the roster.

  25. 24 Cyrus, front rowSaladin, middle rowOliver, back row Cyrus · Saladin · Oliver Current meta Beats 7 of 29 in battle 90.67/100 out of 100
    Cyrus (SP · paid), Saladin (SP · paid) and Oliver (X24) score 90.67 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Cyrus waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Saladin’s Jihad Command both wait on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 35% of the hardest-hitting trio in the roster.

  26. 25 Thorven, front rowOliver, middle rowRoland, back row Thorven · Oliver · Roland Current meta Beats 5 of 29 in battle 88.96/100 out of 100
    Thorven (X29), Oliver (X24) and Roland (X18) score 88.96 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% 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’s Spiral Edge produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 29% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  27. 26 Pompey, front rowSaladin, middle rowThorvi, back row Pompey · Saladin · Thorvi Current meta Beats 5 of 29 in battle 88.54/100 out of 100
    Pompey (X16), Saladin (SP · paid) and Thorvi (X29) score 88.54 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification 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: raises what enemies take by 338% across its kit, 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Pompey’s Rome Destroyer and Thorvi’s Thunderlance Thrust both wait on; Saladin produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  28. 27 Tura Cartel, front rowSaladin, middle rowOliver, back row Tura Cartel · Saladin · Oliver Current meta Beats 4 of 29 in battle 89.33/100 out of 100
    Tura Cartel (X21), Saladin (SP · paid) and Oliver (X24) score 89.33 out of 100 together, and each of the three has a job.

    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 takes the front as the sturdiest of the three. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Tura Cartel’s Serpent's Fang both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Tura Cartel shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 44% of the hardest-hitting trio in the roster.

  29. 28 Louis IX, front rowSaladin, middle rowOliver, back row Louis IX · Saladin · Oliver Current meta Beats 3 of 29 in battle 88.46/100 out of 100
    Louis IX (X19), Saladin (SP · paid) and Oliver (X24) score 88.46 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Louis IX’s Royal Codes and Oliver’s Paladin's Resilience both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Louis IX 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: the damage runs off different engines, so the three do not compound; raw damage reaches only about 37% of the hardest-hitting trio in the roster.

  30. 29 Attila, front rowSaladin, middle rowOliver, back row Attila · Saladin · Oliver Current meta Beats 3 of 29 in battle 90.34/100 out of 100
    Attila (X27 · paid), Saladin (SP · paid) and Oliver (X24) score 90.34 out of 100 together, and each of the three has a job.

    Attila brings a second damage line worth 27% 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Oliver’s Paladin's Resilience both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Attila shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 44% of the hardest-hitting trio in the roster.

  31. 30 Thorvi, front rowSaladin, middle rowTura Cartel, back row Thorvi · Saladin · Tura Cartel Current meta Beats 0 of 29 in battle 89.38/100 out of 100
    Thorvi (X29), Saladin (SP · paid) and Tura Cartel (X21) score 89.38 out of 100 together, and each of the three has a job.

    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 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: raises what enemies take by 338% 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 22% 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 Thorvi’s Thunderlance Thrust and Tura Cartel’s Serpent's Fang both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Tura Cartel shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: Thorvi holds the front, but nothing here heals; the damage runs off different engines, so the three do not compound.

  32. 31 Roland, front rowCyrus, middle rowZhao Yun, back row Roland · Cyrus · Zhao Yun Current meta Beats 8 of 8 reference lineups 85.90/100 out of 100
    Roland (X18), Cyrus (SP · paid) and Zhao Yun (X26) score 85.90 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. 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 sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 91% 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 Roland’s Song of Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror waits on; Cyrus produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; damage is spread across the enemy line, with no finisher to focus one squad down.

  33. 32 Thorven, front rowZhao Yun, middle rowCyrus, back row Thorven · Zhao Yun · Cyrus Current meta Beats 8 of 8 reference lineups 82.70/100 out of 100
    Thorven (X29), Zhao Yun (X26) and Cyrus (SP · paid) score 82.70 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Zhao Yun is the win condition, bringing 91% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, 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 Thorven produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Zhao Yun 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 Zhao Yun swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the trigger chain is thin — the three lean on one link rather than several.

  34. 33 Roland, front rowZhao Yun, middle rowTura Cartel, back row Roland · Zhao Yun · Tura Cartel Current meta Beats 8 of 8 reference lineups 84.10/100 out of 100
    Roland (X18), Zhao Yun (X26) and Tura Cartel (X21) score 84.10 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. Zhao Yun is the win condition, bringing 73% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Tura Cartel’s Serpent's Fang waits on; Roland’s Paladins produces prep-skips, the exact trigger Tura Cartel waits on; Zhao Yun produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  35. 34 Cyrus, front rowZhao Yun, middle rowAttila, back row Cyrus · Zhao Yun · Attila Current meta Beats 8 of 8 reference lineups 82.66/100 out of 100
    Cyrus (SP · paid), Zhao Yun (X26) and Attila (X27 · paid) score 82.66 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. 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 sits in the middle, where the support reaches both the front and the back. 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 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 Attila’s Iron Calvary Surge waits on; Zhao Yun produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Zhao Yun deals stays dealt. What you give up: raw damage reaches only about 35% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  36. 35 Cyrus, front rowZhao Yun, middle rowOliver, back row Cyrus · Zhao Yun · Oliver Current meta Beats 8 of 8 reference lineups 85.89/100 out of 100
    Cyrus (SP · paid), Zhao Yun (X26) and Oliver (X24) score 85.89 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. Zhao Yun brings a second damage line worth 50% of the expected output, so no single silence stops the plan: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Zhao Yun 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, with no finisher to focus one squad down; raw damage reaches only about 51% of the hardest-hitting trio in the roster.

  37. 36, inseparable from the lineup above Roland, front rowZhao Yun, middle rowAttila, back row Roland · Zhao Yun · Attila Current meta Beats 8 of 8 reference lineups 85.71/100 out of 100
    Roland (X18), Zhao Yun (X26) and Attila (X27 · paid) score 85.71 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. 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 sits in the middle, where the support reaches both the front and the back. 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 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 Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on; Roland’s Paladins produces prep-skips, the exact trigger Attila waits on; Zhao Yun produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 32% of the hardest-hitting trio in the roster.

  38. 37 Roland, front rowThorven, middle rowTura Cartel, back row Roland · Thorven · Tura Cartel Current meta Beats 8 of 8 reference lineups 86.34/100 out of 100
    Roland (X18), Thorven (X29) and Tura Cartel (X21) score 86.34 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 618% 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 Song of Roland produces trigger-rate boosts, the exact trigger Tura Cartel’s Serpent's Fang waits on; Roland’s Paladins produces prep-skips, the exact trigger Tura Cartel waits on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  39. 38 Lancelot, front rowCyrus, middle rowZhao Yun, back row Lancelot · Cyrus · Zhao Yun Current meta Beats 8 of 8 reference lineups 82.90/100 out of 100
    Lancelot (X20 · paid), Cyrus (SP · paid) and Zhao Yun (X26) score 82.90 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. 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. Zhao Yun is the win condition, bringing 69% 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 Lancelot’s Immortal waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Cyrus waits on; Cyrus produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; little here disrupts the enemy plan, so the fight is decided on raw output.

  40. 39 Roland, front rowCyrus, middle rowAttila, back row Roland · Cyrus · Attila Current meta Beats 8 of 8 reference lineups 84.07/100 out of 100
    Roland (X18), Cyrus (SP · paid) and Attila (X27 · paid) score 84.07 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. 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 sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 81% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Cyrus’s Epic Conqueror both wait on; Roland’s Paladins produces prep-skips, the exact trigger Attila waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  41. 40 Roland, front rowAttila, middle rowTura Cartel, back row Roland · Attila · Tura Cartel Current meta Beats 8 of 8 reference lineups 83.70/100 out of 100
    Roland (X18), Attila (X27 · paid) and Tura Cartel (X21) score 83.70 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. Attila is the win condition, bringing 51% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel brings a second damage line worth 49% 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 Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Tura Cartel’s Serpent's Fang both wait on; Roland’s Paladins produces prep-skips, the exact trigger Tura Cartel waits on; Attila produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 24% of the hardest-hitting trio in the roster; no one hero clearly carries, so the damage is easier to interrupt.

  42. 41 Roland, front rowSaladin, middle rowAttila, back row Roland · Saladin · Attila Current meta Beats 8 of 8 reference lineups 86.59/100 out of 100
    Roland (X18), Saladin (SP · paid) and Attila (X27 · paid) score 86.59 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 80% 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 Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Saladin’s Jihad Command both wait on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 15% of the hardest-hitting trio in the roster.

  43. 42 Roland, front rowLouis IX, middle rowAttila, back row Roland · Louis IX · Attila Current meta Beats 8 of 8 reference lineups 88.06/100 out of 100
    Roland (X18), Louis IX (X19) and Attila (X27 · paid) score 88.06 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 Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Louis IX’s Royal Codes both wait on; Roland’s Paladins produces prep-skips, the exact trigger Attila waits on; Louis IX produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; a current-era lineup with no legacy weak point.

  44. 43 Cyrus, front rowZhao Yun, middle rowLouis IX, back row Cyrus · Zhao Yun · Louis IX Current meta Beats 8 of 8 reference lineups 83.29/100 out of 100
    Cyrus (SP · paid), Zhao Yun (X26) and Louis IX (X19) score 83.29 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. Zhao Yun is the win condition, bringing 80% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Louis IX’s Royal Codes waits on; Zhao Yun 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 Zhao Yun swings into a line that cannot answer. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 27% of the hardest-hitting trio in the roster.

  45. 44 Thorven, front rowDon Quixote, middle rowZhao Yun, back row Thorven · Don Quixote · Zhao Yun Current meta Beats 8 of 8 reference lineups 82.77/100 out of 100
    Thorven (X29), Don Quixote (X22) and Zhao Yun (X26) score 82.77 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 67% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Don Quixote’s Fight or Die waits on; Zhao Yun 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 Zhao Yun swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  46. 45 Roland, front rowThorven, middle rowAttila, back row Roland · Thorven · Attila Current meta Beats 8 of 8 reference lineups 87.10/100 out of 100
    Roland (X18), Thorven (X29) and Attila (X27 · paid) score 87.10 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 618% 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 100% 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 Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on; Roland’s Paladins produces prep-skips, the exact trigger Attila waits on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  47. 46 Tura Cartel, front rowJeanne d'Arc, middle rowSaladin, back row Tura Cartel · Jeanne d'Arc · Saladin Current meta Beats 8 of 8 reference lineups 83.50/100 out of 100
    Tura Cartel (X21), Jeanne d'Arc (SP · paid) and Saladin (SP · paid) score 83.50 out of 100 together, and each of the three has a job.

    Tura Cartel is the win condition, bringing 69% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and takes the front as the sturdiest of the three. 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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 Jeanne d'Arc’s The Banner of Joan and Tura Cartel’s Serpent's Fang both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Jeanne d'Arc waits on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Saladin and Tura Cartel both wait on. 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 17% of the hardest-hitting trio in the roster.

  48. 47 Thorven, front rowJeanne d'Arc, middle rowTura Cartel, back row Thorven · Jeanne d'Arc · Tura Cartel Current meta Beats 8 of 8 reference lineups 83.08/100 out of 100
    Thorven (X29), Jeanne d'Arc (SP · paid) and Tura Cartel (X21) score 83.08 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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. 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Jeanne d'Arc’s Confession of War waits on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Tura Cartel waits on; Thorven produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on. What you give up: raw damage reaches only about 14% 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.

  49. 48 Roland, front rowPercival, middle rowCyrus, back row Roland · Percival · Cyrus Current meta Beats 8 of 8 reference lineups 82.65/100 out of 100
    Roland (X18), Percival (X25) and Cyrus (SP · paid) score 82.65 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. 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 Roland’s Song of Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror waits on; Roland’s Paladins produces prep-skips, the exact trigger Cyrus waits on. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  50. 49 Attila, front rowCyrus, middle rowThorven, back row Attila · Cyrus · Thorven Current meta Beats 8 of 8 reference lineups 84.85/100 out of 100
    Attila (X27 · paid), Cyrus (SP · paid) and Thorven (X29) score 84.85 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 81% 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. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 618% 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 Attila’s Iron Calvary Surge waits on; Attila produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory and Thorven’s Spiral Edge both wait on; Thorven’s Spiral Edge applies Taunt 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 15% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  51. 50 Thorven, front rowThorvi, middle rowCyrus, back row Thorven · Thorvi · Cyrus Current meta Beats 8 of 8 reference lineups 87.94/100 out of 100
    Thorven (X29), Thorvi (X29) and Cyrus (SP · paid) score 87.94 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Thorvi is the win condition, bringing 93% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, 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 Thorvi’s Thunderlance Thrust waits on; Thorven produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  52. 51 Roland, front rowSaladin, middle rowZhao Yun, back row Roland · Saladin · Zhao Yun Current meta Beats 7 of 8 reference lineups 86.10/100 out of 100
    Roland (X18), Saladin (SP · paid) and Zhao Yun (X26) score 86.10 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 91% 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 Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  53. 52 Roland, front rowCyrus, middle rowThorvi, back row Roland · Cyrus · Thorvi Current meta Beats 7 of 7 reference lineups 87.16/100 out of 100
    Roland (X18), Cyrus (SP · paid) and Thorvi (X29) score 87.16 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. 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 sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 93% 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 Roland’s Song of Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror and Thorvi’s Thunderlance Thrust both wait on; Cyrus produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  54. 53 Roland, front rowPercival, middle rowTura Cartel, back row Roland · Percival · Tura Cartel Current meta Beats 7 of 8 reference lineups 87.73/100 out of 100
    Roland (X18), Percival (X25) and Tura Cartel (X21) score 87.73 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 Song of Roland produces trigger-rate boosts, the exact trigger Tura Cartel’s Serpent's Fang waits on; 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. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  55. 54 Roland, front rowPercival, middle rowLancelot, back row Roland · Percival · Lancelot Current meta Beats 7 of 8 reference lineups 83.93/100 out of 100
    Roland (X18), Percival (X25) and Lancelot (X20 · paid) score 83.93 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. Lancelot is the win condition, bringing 66% 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 Lancelot’s Dedication produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Roland’s Paladins produces prep-skips, the exact trigger Lancelot waits on. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  56. 55 Roland, front rowZhao Yun, middle rowOliver, back row Roland · Zhao Yun · Oliver Current meta Beats 7 of 8 reference lineups 85.12/100 out of 100
    Roland (X18), Zhao Yun (X26) and Oliver (X24) score 85.12 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. Zhao Yun brings a second damage line worth 52% of the expected output, so no single silence stops the plan: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Zhao Yun produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland raises Oliver’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  57. 56 Roland, front rowLouis IX, middle rowTura Cartel, back row Roland · Louis IX · Tura Cartel Current meta Beats 7 of 8 reference lineups 86.75/100 out of 100
    Roland (X18), Louis IX (X19) and Tura Cartel (X21) score 86.75 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 Song of Roland produces trigger-rate boosts, the exact trigger Louis IX’s Royal Codes and Tura Cartel’s Serpent's Fang both wait on; Roland’s Paladins produces prep-skips, the exact trigger Tura Cartel waits on; Louis IX produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  58. 57 Roland, front rowZhao Yun, middle rowLouis IX, back row Roland · Zhao Yun · Louis IX Current meta Beats 7 of 8 reference lineups 83.45/100 out of 100
    Roland (X18), Zhao Yun (X26) and Louis IX (X19) score 83.45 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. Zhao Yun is the win condition, bringing 87% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, 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 Song of Roland produces trigger-rate boosts, the exact trigger Louis IX’s Royal Codes waits on; Roland’s Paladins produces prep-skips, the exact trigger Louis IX waits on; Zhao Yun produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  59. 58 Don Quixote, front rowSaladin, middle rowLancelot, back row Don Quixote · Saladin · Lancelot Current meta Beats 7 of 8 reference lineups 84.11/100 out of 100
    Don Quixote (X22), Saladin (SP · paid) and Lancelot (X20 · paid) score 84.11 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot brings a second damage line worth 37% of the expected output, so no single silence stops the plan: 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 Don Quixote’s Parry and Lancelot’s Immortal both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote and Lancelot both wait on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; the damage runs off different engines, so the three do not compound.

  60. 59 Roland, front rowTura Cartel, middle rowOliver, back row Roland · Tura Cartel · Oliver Current meta Beats 7 of 8 reference lineups 87.38/100 out of 100
    Roland (X18), Tura Cartel (X21) and Oliver (X24) score 87.38 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. Tura Cartel brings a second damage line worth 29% 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Tura Cartel’s Serpent's Fang 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 Oliver deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 41% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  61. 60 Thorven, front rowDon Quixote, middle rowLancelot, back row Thorven · Don Quixote · Lancelot Current meta Beats 7 of 8 reference lineups 82.85/100 out of 100
    Thorven (X29), Don Quixote (X22) and Lancelot (X20 · paid) score 82.85 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Don Quixote is the win condition, bringing 58% 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. Lancelot brings a second damage line worth 42% of the expected output, so no single silence stops the plan: 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Don Quixote’s Fight or Die waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Don Quixote waits on; Thorven produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  62. 61 Thorven, front rowCyrus, middle rowLancelot, back row Thorven · Cyrus · Lancelot Current meta Beats 7 of 8 reference lineups 83.59/100 out of 100
    Thorven (X29), Cyrus (SP · paid) and Lancelot (X20 · paid) score 83.59 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 79% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Cyrus waits on; Thorven produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory and Lancelot’s Dedication both wait on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  63. 62 Tura Cartel, front rowJeanne d'Arc, middle rowLouis IX, back row Tura Cartel · Jeanne d'Arc · Louis IX Current meta Beats 7 of 8 reference lineups 82.68/100 out of 100
    Tura Cartel (X21), Jeanne d'Arc (SP · paid) and Louis IX (X19) score 82.68 out of 100 together, and each of the three has a job.

    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 takes the front as the sturdiest of the three. 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 Louis IX and Tura Cartel both wait on; Tura Cartel 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 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 19% of the hardest-hitting trio in the roster.

  64. 63 Cyrus, front rowSaladin, middle rowLancelot, back row Cyrus · Saladin · Lancelot Current meta Beats 7 of 8 reference lineups 87.50/100 out of 100
    Cyrus (SP · paid), Saladin (SP · paid) and Lancelot (X20 · paid) score 87.50 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 65% 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 Cyrus’s Epic Conqueror waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Cyrus and Lancelot both wait on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Saladin’s Jihad Command both wait on. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  65. 64 Lancelot, front rowCyrus, middle rowOliver, back row Lancelot · Cyrus · Oliver Current meta Beats 7 of 8 reference lineups 87.88/100 out of 100
    Lancelot (X20 · paid), Cyrus (SP · paid) and Oliver (X24) score 87.88 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 26% 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. 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Oliver’s Paladin's Resilience both wait on; Lancelot’s Dedication produces prep-skips, the exact trigger Cyrus waits on; Cyrus produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 43% of the hardest-hitting trio in the roster.

  66. 65 Thorven, front rowTura Cartel, middle rowCyrus, back row Thorven · Tura Cartel · Cyrus Current meta Beats 7 of 8 reference lineups 84.32/100 out of 100
    Thorven (X29), Tura Cartel (X21) and Cyrus (SP · paid) score 84.32 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Tura Cartel is the win condition, bringing 80% of the lineup's expected damage: 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. 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 Tura Cartel’s Serpent's Fang waits on; Thorven produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Tura Cartel produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  67. 66 Attila, front rowSaladin, middle rowZhao Yun, back row Attila · Saladin · Zhao Yun Current meta Beats 6 of 8 reference lineups 86.40/100 out of 100
    Attila (X27 · paid), Saladin (SP · paid) and Zhao Yun (X26) score 86.40 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 67% 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’s Iron Calvary Surge 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; no one hero clearly carries, so the damage is easier to interrupt.

  68. 67 Cyrus, front rowZhao Yun, middle rowThorvi, back row Cyrus · Zhao Yun · Thorvi Current meta Beats 6 of 8 reference lineups 87.46/100 out of 100
    Cyrus (SP · paid), Zhao Yun (X26) and Thorvi (X29) score 87.46 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. Zhao Yun brings a second damage line worth 42% of the expected output, so no single silence stops the plan: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 54% 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 Thorvi’s Thunderlance Thrust waits on; Zhao Yun 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: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound.

  69. 68 Jeanne d'Arc, front rowRoland, middle rowAttila, back row Jeanne d'Arc · Roland · Attila Current meta Beats 6 of 8 reference lineups 83.10/100 out of 100
    Jeanne d'Arc (SP · paid), Roland (X18) and Attila (X27 · paid) score 83.10 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. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% 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 85% 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 Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Jeanne d'Arc’s The Banner of Joan both wait on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Attila and Roland both wait on; Roland produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on. What you give up: raw damage reaches only about 14% 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.

  70. 69 Lancelot, front rowCyrus, middle rowThorvi, back row Lancelot · Cyrus · Thorvi Current meta Beats 6 of 8 reference lineups 87.18/100 out of 100
    Lancelot (X20 · paid), Cyrus (SP · paid) and Thorvi (X29) score 87.18 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 21% 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. 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. 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Thorvi’s Thunderlance Thrust both wait on; Lancelot’s Dedication produces prep-skips, the exact trigger Cyrus waits on; Cyrus produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  71. 70 Thorven, front rowDon Quixote, middle rowThorvi, back row Thorven · Don Quixote · Thorvi Current meta Beats 6 of 8 reference lineups 88.23/100 out of 100
    Thorven (X29), Don Quixote (X22) and Thorvi (X29) score 88.23 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Don Quixote brings a second damage line worth 28% of the expected output, so no single silence stops the plan: 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. Thorvi is the win condition, bringing 72% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Don Quixote’s Fight or Die waits on; Thorvi 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. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  72. 71 Cyrus, front rowJeanne d'Arc, middle rowOliver, back row Cyrus · Jeanne d'Arc · Oliver Current meta Beats 6 of 8 reference lineups 83.18/100 out of 100
    Cyrus (SP · paid), Jeanne d'Arc (SP · paid) and Oliver (X24) score 83.18 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. 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Jeanne d'Arc’s The Banner of Joan and Oliver’s Paladin's Resilience both wait on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Cyrus waits on; Cyrus produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line, with no finisher to focus one squad down.

  73. 72 Don Quixote, front rowRoland, middle rowTura Cartel, back row Don Quixote · Roland · Tura Cartel developer pick Current meta Beats 6 of 8 reference lineups 81.18/100 out of 100
    Don Quixote (X22), Roland (X18) and Tura Cartel (X21) score 81.18 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 57% 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 43% 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 Song of Roland produces trigger-rate boosts, the exact trigger Don Quixote’s Parry and Tura Cartel’s Serpent's Fang both wait on; Roland’s Paladins produces prep-skips, the exact trigger Tura Cartel waits on; Tura Cartel produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 27% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation.

  74. 73 Cyrus, front rowJeanne d'Arc, middle rowThorvi, back row Cyrus · Jeanne d'Arc · Thorvi Current meta Beats 6 of 8 reference lineups 84.50/100 out of 100
    Cyrus (SP · paid), Jeanne d'Arc (SP · paid) and Thorvi (X29) score 84.50 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. 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. Thorvi is the win condition, bringing 89% 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 Jeanne d'Arc’s The Banner of Joan and Thorvi’s Thunderlance Thrust both wait on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Cyrus waits on; Cyrus produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line, with no finisher to focus one squad down.

  75. 74 Pompey, front rowRoland, middle rowTura Cartel, back row Pompey · Roland · Tura Cartel Current meta Beats 6 of 8 reference lineups 82.72/100 out of 100
    Pompey (X16), Roland (X18) and Tura Cartel (X21) score 82.72 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: 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 is the win condition, bringing 78% 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 Song of Roland produces trigger-rate boosts, the exact trigger Pompey’s Rome Destroyer and Tura Cartel’s Serpent's Fang both wait on; Roland’s Paladins produces prep-skips, the exact trigger Tura Cartel waits on; Pompey produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 15% 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.

  76. 75 Oliver, front rowSaladin, middle rowThorven, back row Oliver · Saladin · Thorven Current meta Beats 6 of 8 reference lineups 87.79/100 out of 100
    Oliver (X24), Saladin (SP · paid) and Thorven (X29) score 87.79 out of 100 together, and each of the three has a job.

    Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and takes the front as the sturdiest of the three. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver 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 Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 32% of the hardest-hitting trio in the roster.

  77. 76, inseparable from the lineup above Lancelot, front rowSaladin, middle rowZhao Yun, back row Lancelot · Saladin · Zhao Yun Current meta Beats 6 of 8 reference lineups 87.65/100 out of 100
    Lancelot (X20 · paid), Saladin (SP · paid) and Zhao Yun (X26) score 87.65 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 69% 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’s Immortal waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 34% of the hardest-hitting trio in the roster.

  78. 77 Thorven, front rowAttila, middle rowJeanne d'Arc, back row Thorven · Attila · Jeanne d'Arc Current meta Beats 6 of 8 reference lineups 83.42/100 out of 100
    Thorven (X29), Attila (X27 · paid) and Jeanne d'Arc (SP · paid) score 83.42 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Attila is the win condition, bringing 85% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Jeanne d'Arc’s Confession of War waits on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Attila waits on; Thorven produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on. What you give up: raw damage reaches only about 14% 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.

  79. 78 Roland, front rowLouis IX, middle rowLancelot, back row Roland · Louis IX · Lancelot Current meta Beats 6 of 8 reference lineups 82.92/100 out of 100
    Roland (X18), Louis IX (X19) and Lancelot (X20 · paid) score 82.92 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. Lancelot is the win condition, bringing 70% 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 Lancelot’s Dedication produces prep-skips, the exact trigger Louis IX and Roland both wait on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Louis IX’s Royal Codes both wait on; Roland’s Paladins produces prep-skips, the exact trigger Lancelot waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  80. 79 Thorven, front rowSaladin, middle rowAttila, back row Thorven · Saladin · Attila Current meta Beats 6 of 8 reference lineups 87.15/100 out of 100
    Thorven (X29), Saladin (SP · paid) and Attila (X27 · paid) score 87.15 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 618% 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 80% 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’s Iron Calvary Surge waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Saladin produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 15% of the hardest-hitting trio in the roster.

  81. 80 Attila, front rowJeanne d'Arc, middle rowLouis IX, back row Attila · Jeanne d'Arc · Louis IX Current meta Beats 6 of 8 reference lineups 83.92/100 out of 100
    Attila (X27 · paid), Jeanne d'Arc (SP · paid) and Louis IX (X19) score 83.92 out of 100 together, and each of the three has a job.

    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 takes the front, able to both absorb the opening rounds and heal through them. 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 Attila and Louis IX both wait on; Attila 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 19% of the hardest-hitting trio in the roster.

  82. 81 Don Quixote, front rowCyrus, middle rowOliver, back row Don Quixote · Cyrus · Oliver Current meta Beats 6 of 8 reference lineups 87.72/100 out of 100
    Don Quixote (X22), Cyrus (SP · paid) and Oliver (X24) score 87.72 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Don Quixote’s Parry and Oliver’s Paladin's Resilience 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: the damage runs off different engines, so the three do not compound; raw damage reaches only about 47% of the hardest-hitting trio in the roster.

  83. 82 Don Quixote, front rowRoland, middle rowThorvi, back row Don Quixote · Roland · Thorvi Current meta Beats 6 of 8 reference lineups 86.82/100 out of 100
    Don Quixote (X22), Roland (X18) and Thorvi (X29) score 86.82 out of 100 together, and each of the three has a job.

    Don Quixote brings a second damage line worth 28% 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. 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. Thorvi is the win condition, bringing 72% 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 Song of Roland produces trigger-rate boosts, the exact trigger Don Quixote’s Parry and Thorvi’s Thunderlance Thrust both wait on; Thorvi produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  84. 83 Roland, front rowLouis IX, middle rowOliver, back row Roland · Louis IX · Oliver Current meta Beats 6 of 8 reference lineups 86.56/100 out of 100
    Roland (X18), Louis IX (X19) and Oliver (X24) score 86.56 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Louis IX’s Royal Codes and Oliver’s Paladin's Resilience 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 Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 34% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  85. 84 Roland, front rowThorven, middle rowLouis IX, back row Roland · Thorven · Louis IX Current meta Beats 6 of 8 reference lineups 84.17/100 out of 100
    Roland (X18), Thorven (X29) and Louis IX (X19) score 84.17 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. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 618% 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 Song of Roland produces trigger-rate boosts, the exact trigger Louis IX’s Royal Codes waits on; Roland’s Paladins produces prep-skips, the exact trigger Louis IX waits on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  86. 85 Cyrus, front rowZhao Yun, middle rowCaesar, back row Cyrus · Zhao Yun · Caesar Current meta Beats 5 of 8 reference lineups 83.47/100 out of 100
    Cyrus (SP · paid), Zhao Yun (X26) and Caesar (SP · paid) score 83.47 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. 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 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’s Divine Julius waits on; Zhao Yun 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: little here disrupts the enemy plan, so the fight is decided on raw output; damage is spread across the enemy line, with no finisher to focus one squad down.

  87. 86 Roland, front rowAttila, middle rowOliver, back row Roland · Attila · Oliver Current meta Beats 5 of 8 reference lineups 88.10/100 out of 100
    Roland (X18), Attila (X27 · paid) and Oliver (X24) score 88.10 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. Attila brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Oliver’s Paladin's Resilience both wait on; Attila produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Attila shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 41% of the hardest-hitting trio in the roster.

  88. 87 Cyrus, front rowPercival, middle rowThorvi, back row Cyrus · Percival · Thorvi Current meta Beats 5 of 8 reference lineups 87.18/100 out of 100
    Cyrus (SP · paid), Percival (X25) and Thorvi (X29) score 87.18 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. 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 82% 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 Thorvi’s Thunderlance Thrust waits on; Percival produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound.

  89. 88 Zhao Yun, front rowSaladin, middle rowTura Cartel, back row Zhao Yun · Saladin · Tura Cartel Current meta Beats 5 of 8 reference lineups 85.06/100 out of 100
    Zhao Yun (X26), Saladin (SP · paid) and Tura Cartel (X21) score 85.06 out of 100 together, and each of the three has a job.

    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 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: raises what enemies take by 338% 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 25% 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’s Serpent's Fang 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; raw damage reaches only about 34% of the hardest-hitting trio in the roster.

  90. 89 Thorven, front rowOctavius, middle rowThorvi, back row Thorven · Octavius · Thorvi Current meta Beats 5 of 8 reference lineups 87.51/100 out of 100
    Thorven (X29), Octavius (S02 · paid) and Thorvi (X29) score 87.51 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 98% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Octavius’s Seizing Power waits on; Thorvi 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. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; a mid-era lineup anchored by Thorven (X29).

  91. 90 Roland, front rowLancelot, middle rowZhao Yun, back row Roland · Lancelot · Zhao Yun Current meta Beats 5 of 8 reference lineups 83.73/100 out of 100
    Roland (X18), Lancelot (X20 · paid) and Zhao Yun (X26) score 83.73 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. Lancelot brings a second damage line worth 26% 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 74% 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 Lancelot’s Dedication produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Lancelot produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  92. 91 Cyrus, front rowPercival, middle rowOliver, back row Cyrus · Percival · Oliver Current meta Beats 5 of 8 reference lineups 85.81/100 out of 100
    Cyrus (SP · paid), Percival (X25) and Oliver (X24) score 85.81 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. 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Percival produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 38% of the hardest-hitting trio in the roster.

  93. 92 Zhao Yun, front rowLouis IX, middle rowSaladin, back row Zhao Yun · Louis IX · Saladin Current meta Beats 5 of 8 reference lineups 87.16/100 out of 100
    Zhao Yun (X26), Louis IX (X19) and Saladin (SP · paid) score 87.16 out of 100 together, and each of the three has a job.

    Zhao Yun is the win condition, bringing 80% 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. 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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 Louis IX’s Royal Codes waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Louis IX waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Zhao Yun swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 27% of the hardest-hitting trio in the roster.

  94. 93 Thorven, front rowThorvi, middle rowCleopatra VII, back row Thorven · Thorvi · Cleopatra VII Current meta Beats 5 of 8 reference lineups 83.47/100 out of 100
    Thorven (X29), Thorvi (X29) and Cleopatra VII (S03 · paid) score 83.47 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Thorvi is the win condition, bringing 94% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. 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 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’s Spiral Edge produces draws_fire, the exact trigger Cleopatra VII’s Dazzling Shield waits on; Thorvi 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. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  95. 94 Roland, front rowRagnar, middle rowAttila, back row Roland · Ragnar · Attila Current meta Beats 5 of 8 reference lineups 82.75/100 out of 100
    Roland (X18), Ragnar (X12 · paid) and Attila (X27 · paid) score 82.75 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. 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. Attila is the win condition, bringing 77% 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 Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on; Roland’s Paladins produces prep-skips, the exact trigger Attila waits on; Ragnar produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  96. 95 Lancelot, front rowPercival, middle rowSaladin, back row Lancelot · Percival · Saladin Current meta Beats 5 of 8 reference lineups 84.50/100 out of 100
    Lancelot (X20 · paid), Percival (X25) and Saladin (SP · paid) score 84.50 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. 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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’s Immortal waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  97. 96 Octavius, front rowRoland, middle rowThorvi, back row Octavius · Roland · Thorvi Current meta Beats 5 of 8 reference lineups 87.69/100 out of 100
    Octavius (S02 · paid), Roland (X18) and Thorvi (X29) score 87.69 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. 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. Thorvi is the win condition, bringing 98% 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 Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Octavius’s Augustus produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Thorvi produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; a mid-era lineup anchored by Thorvi (X29).

  98. 97, inseparable from the lineup above Cyrus, front rowDon Quixote, middle rowThorvi, back row Cyrus · Don Quixote · Thorvi Current meta Beats 5 of 8 reference lineups 87.90/100 out of 100
    Cyrus (SP · paid), Don Quixote (X22) and Thorvi (X29) score 87.90 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. Don Quixote brings a second damage line worth 27% of the expected output, so no single silence stops the plan: 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. Thorvi is the win condition, bringing 68% 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 Don Quixote’s Parry and Thorvi’s Thunderlance Thrust both wait on; Thorvi 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: the damage runs off different engines, so the three do not compound; raw damage reaches only about 58% of the hardest-hitting trio in the roster.

  99. 98 Don Quixote, front rowRoland, middle rowLouis IX, back row Don Quixote · Roland · Louis IX Current meta Beats 5 of 8 reference lineups 82.63/100 out of 100
    Don Quixote (X22), Roland (X18) and Louis IX (X19) score 82.63 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 77% 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 Song of Roland produces trigger-rate boosts, the exact trigger Don Quixote’s Parry and Louis IX’s Royal Codes both wait on; 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. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  100. 99 Roland, front rowSaladin, middle rowOliver, back row Roland · Saladin · Oliver Current meta Beats 5 of 8 reference lineups 87.10/100 out of 100
    Roland (X18), Saladin (SP · paid) and Oliver (X24) score 87.10 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Saladin’s Jihad Command both wait on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  101. 100 Don Quixote, front rowRoland, middle rowOliver, back row Don Quixote · Roland · Oliver Current meta Beats 5 of 8 reference lineups 85.53/100 out of 100
    Don Quixote (X22), Roland (X18) and Oliver (X24) score 85.53 out of 100 together, and each of the three has a job.

    Don Quixote brings a second damage line worth 35% 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. 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Don Quixote’s Parry and Oliver’s Paladin's Resilience both wait on; Oliver produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  102. 101 Lancelot, front rowThorven, middle rowLouis IX, back row Lancelot · Thorven · Louis IX Current meta Beats 5 of 8 reference lineups 84.19/100 out of 100
    Lancelot (X20 · paid), Thorven (X29) and Louis IX (X19) score 84.19 out of 100 together, and each of the three has a job.

    Lancelot is the win condition, bringing 70% 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. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% 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 Lancelot’s Dedication produces prep-skips, the exact trigger Louis IX waits on; Thorven produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  103. 102 Thorven, front rowThorvi, middle rowAttila, back row Thorven · Thorvi · Attila Current meta Beats 5 of 8 reference lineups 83.58/100 out of 100
    Thorven (X29), Thorvi (X29) and Attila (X27 · paid) score 83.58 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Attila brings a second damage line worth 23% of the expected output, so no single silence stops the plan: 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 Thorvi 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; Attila 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 52% of the hardest-hitting trio in the roster.

  104. 103 Roland, front rowThorven, middle rowDon Quixote, back row Roland · Thorven · Don Quixote Current meta Beats 5 of 8 reference lineups 86.85/100 out of 100
    Roland (X18), Thorven (X29) and Don Quixote (X22) score 86.85 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 618% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Don Quixote’s Parry waits on; Roland’s Paladins produces prep-skips, the exact trigger Don Quixote waits on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: attacks converge on the same squads, with no spread pressure across the line; raw damage reaches only about 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  105. 104 Roland, front rowSaladin, middle rowTura Cartel, back row Roland · Saladin · Tura Cartel Current meta Beats 5 of 8 reference lineups 85.83/100 out of 100
    Roland (X18), Saladin (SP · paid) and Tura Cartel (X21) score 85.83 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 79% 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 Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command and Tura Cartel’s Serpent's Fang both wait on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 15% of the hardest-hitting trio in the roster.

  106. 105 Roland, front rowLancelot, middle rowOliver, back row Roland · Lancelot · Oliver Current meta Beats 5 of 8 reference lineups 86.62/100 out of 100
    Roland (X18), Lancelot (X20 · paid) and Oliver (X24) score 86.62 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. Lancelot brings a second damage line worth 28% 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Lancelot’s Dedication produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Oliver’s Paladin's Resilience both wait on; Lancelot produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  107. 106 Octavius, front rowRoland, middle rowAttila, back row Octavius · Roland · Attila Current meta Beats 5 of 8 reference lineups 84.53/100 out of 100
    Octavius (S02 · paid), Roland (X18) and Attila (X27 · paid) score 84.53 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. 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. Attila is the win condition, bringing 92% 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 Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on; Roland’s Paladins produces prep-skips, the exact trigger Attila waits on; Octavius’s Augustus produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  108. 107 Roland, front rowRagnar, middle rowLancelot, back row Roland · Ragnar · Lancelot Current meta Beats 5 of 8 reference lineups 83.48/100 out of 100
    Roland (X18), Ragnar (X12 · paid) and Lancelot (X20 · paid) score 83.48 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. 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. Lancelot is the win condition, bringing 76% 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 Lancelot’s Dedication produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Roland’s Paladins produces prep-skips, the exact trigger Lancelot waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down.

  109. 108 Octavius, front rowJeanne d'Arc, middle rowTura Cartel, back row Octavius · Jeanne d'Arc · Tura Cartel Current meta Beats 5 of 8 reference lineups 82.43/100 out of 100
    Octavius (S02 · paid), Jeanne d'Arc (SP · paid) and Tura Cartel (X21) score 82.43 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. 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. Tura Cartel is the win condition, bringing 79% 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 Octavius’s Augustus produces draws_fire, the exact trigger Jeanne d'Arc’s Confession of War waits on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Tura Cartel waits on; Tura Cartel produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on. 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 15% of the hardest-hitting trio in the roster.

  110. 109 Don Quixote, front rowThorven, middle rowSaladin, back row Don Quixote · Thorven · Saladin Current meta Beats 4 of 8 reference lineups 86.58/100 out of 100
    Don Quixote (X22), Thorven (X29) and Saladin (SP · paid) score 86.58 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 83% 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 618% 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: raises what enemies take by 338% across its kit, 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’s Parry waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote waits on; Saladin produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: the damage runs off different engines, so the three do not compound; attacks converge on the same squads, with no spread pressure across the line.

  111. 110 Cyrus, front rowOliver, middle rowThorvi, back row Cyrus · Oliver · Thorvi Current meta Beats 4 of 8 reference lineups 87.08/100 out of 100
    Cyrus (SP · paid), Oliver (X24) and Thorvi (X29) score 87.08 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 55% 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 Oliver’s Paladin's Resilience and Thorvi’s Thunderlance Thrust 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 Thorvi deals stays dealt. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound.

  112. 111 Jeanne d'Arc, front rowSaladin, middle rowAttila, back row Jeanne d'Arc · Saladin · Attila Current meta Beats 4 of 8 reference lineups 83.83/100 out of 100
    Jeanne d'Arc (SP · paid), Saladin (SP · paid) and Attila (X27 · paid) score 83.83 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 70% 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’s Iron Calvary Surge and Jeanne d'Arc’s The Banner of Joan both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Jeanne d'Arc waits on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Attila and Saladin both wait on. 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 17% of the hardest-hitting trio in the roster.

  113. 112 Thorven, front rowZhao Yun, middle rowRoland, back row Thorven · Zhao Yun · Roland Current meta Beats 4 of 8 reference lineups 88.01/100 out of 100
    Thorven (X29), Zhao Yun (X26) and Roland (X18) score 88.01 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Zhao Yun is the win condition, bringing 100% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% 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’s Spiral Edge produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Zhao Yun produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 20% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  114. 113 Thorvi, front rowJeanne d'Arc, middle rowTura Cartel, back row Thorvi · Jeanne d'Arc · Tura Cartel Current meta Beats 4 of 8 reference lineups 83.69/100 out of 100
    Thorvi (X29), Jeanne d'Arc (SP · paid) and Tura Cartel (X21) score 83.69 out of 100 together, and each of the three has a job.

    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 takes the front as the one built to survive the opening exchange. 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. Tura Cartel brings a second damage line worth 22% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Tura Cartel waits on; Thorvi produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Tura Cartel shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: Jeanne d'Arc (SP) 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.

  115. 114 Roland, front rowPercival, middle rowOliver, back row Roland · Percival · Oliver Current meta Beats 4 of 8 reference lineups 84.69/100 out of 100
    Roland (X18), Percival (X25) and Oliver (X24) score 84.69 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience 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 Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  116. 115 Jeanne d'Arc, front rowSaladin, middle rowLancelot, back row Jeanne d'Arc · Saladin · Lancelot Current meta Beats 4 of 8 reference lineups 83.27/100 out of 100
    Jeanne d'Arc (SP · paid), Saladin (SP · paid) and Lancelot (X20 · paid) score 83.27 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Jeanne d'Arc’s The Banner of Joan and Lancelot’s Immortal both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Jeanne d'Arc waits on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Lancelot and Saladin both wait on. 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 16% of the hardest-hitting trio in the roster.

  117. 116 Thorven, front rowCyrus, middle rowDon Quixote, back row Thorven · Cyrus · Don Quixote Current meta Beats 4 of 8 reference lineups 84.76/100 out of 100
    Thorven (X29), Cyrus (SP · paid) and Don Quixote (X22) score 84.76 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Don Quixote is the win condition, bringing 84% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Don Quixote’s Fight or Die waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Don Quixote’s Parry waits on; Thorven produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  118. 117 Roland, front rowThorven, middle rowCyrus, back row Roland · Thorven · Cyrus Current meta Beats 4 of 8 reference lineups 83.20/100 out of 100
    Roland (X18), Thorven (X29) and Cyrus (SP · paid) score 83.20 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. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 618% 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 Roland’s Song of Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror waits on; Roland’s Paladins produces prep-skips, the exact trigger Cyrus waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 3% of the hardest-hitting trio in the roster.

  119. 118 Roland, front rowZhao Yun, middle rowThorvi, back row Roland · Zhao Yun · Thorvi Current meta Beats 4 of 8 reference lineups 85.45/100 out of 100
    Roland (X18), Zhao Yun (X26) and Thorvi (X29) score 85.45 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. Zhao Yun brings a second damage line worth 44% of the expected output, so no single silence stops the plan: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 56% 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 Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Zhao Yun produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  120. 119 Thorven, front rowZhao Yun, middle rowPompey, back row Thorven · Zhao Yun · Pompey Current meta Beats 4 of 8 reference lineups 83.65/100 out of 100
    Thorven (X29), Zhao Yun (X26) and Pompey (X16) score 83.65 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Zhao Yun is the win condition, bringing 90% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Pompey is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 95% 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 Thorven produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Zhao Yun 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 Zhao Yun swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  121. 120 Octavius, front rowJeanne d'Arc, middle rowThorvi, back row Octavius · Jeanne d'Arc · Thorvi Current meta Beats 4 of 8 reference lineups 82.89/100 out of 100
    Octavius (S02 · paid), Jeanne d'Arc (SP · paid) and Thorvi (X29) score 82.89 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. 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. Thorvi is the win condition, bringing 93% 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 Octavius’s Augustus produces draws_fire, the exact trigger Jeanne d'Arc’s Confession of War waits on; Thorvi produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Thorvi 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; damage is spread across the enemy line, with no finisher to focus one squad down.

  122. 121 Pompey, front rowRoland, middle rowAttila, back row Pompey · Roland · Attila Current meta Beats 4 of 8 reference lineups 84.16/100 out of 100
    Pompey (X16), Roland (X18) and Attila (X27 · paid) score 84.16 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% 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 78% 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 Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Pompey’s Rome Destroyer both wait on; Roland’s Paladins produces prep-skips, the exact trigger Attila waits on; Pompey produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  123. 122 Pompey, front rowSaladin, middle rowZhao Yun, back row Pompey · Saladin · Zhao Yun Current meta Beats 4 of 8 reference lineups 85.61/100 out of 100
    Pompey (X16), Saladin (SP · paid) and Zhao Yun (X26) score 85.61 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification 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: raises what enemies take by 338% 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 83% 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 Pompey’s Rome Destroyer waits on; Saladin produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey raises Zhao Yun’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  124. 123 Thorven, front rowOctavius, middle rowZhao Yun, back row Thorven · Octavius · Zhao Yun Current meta Beats 4 of 8 reference lineups 84.82/100 out of 100
    Thorven (X29), Octavius (S02 · paid) and Zhao Yun (X26) score 84.82 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 97% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Octavius’s Seizing Power waits on; Zhao Yun 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 Zhao Yun swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 21% of the hardest-hitting trio in the roster.

  125. 124 Zhao Yun, front rowSaladin, middle rowThorvi, back row Zhao Yun · Saladin · Thorvi Current meta Beats 4 of 8 reference lineups 84.02/100 out of 100
    Zhao Yun (X26), Saladin (SP · paid) and Thorvi (X29) score 84.02 out of 100 together, and each of the three has a job.

    Zhao Yun brings a second damage line worth 42% of the expected output, so no single silence stops the plan: 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 54% 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’s Thunderlance Thrust waits on; Zhao Yun raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  126. 125 Louis IX, front rowSaladin, middle rowLancelot, back row Louis IX · Saladin · Lancelot Current meta Beats 4 of 8 reference lineups 85.27/100 out of 100
    Louis IX (X19), Saladin (SP · paid) and Lancelot (X20 · paid) score 85.27 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 59% 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 Lancelot’s Immortal and Louis IX’s Royal Codes both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot and Louis IX both wait on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  127. 126 Lancelot, front rowThorvi, middle rowLouis IX, back row Lancelot · Thorvi · Louis IX Current meta Beats 4 of 8 reference lineups 87.74/100 out of 100
    Lancelot (X20 · paid), Thorvi (X29) and Louis IX (X19) score 87.74 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. Thorvi is the win condition, bringing 71% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% 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 Lancelot’s Dedication produces prep-skips, the exact trigger Louis IX waits on; Thorvi 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 Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 56% of the hardest-hitting trio in the roster.

  128. 127 Roland, front rowCaesar, middle rowThorvi, back row Roland · Caesar · Thorvi Current meta Beats 4 of 8 reference lineups 86.37/100 out of 100
    Roland (X18), Caesar (SP · paid) and Thorvi (X29) score 86.37 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. 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. Thorvi is the win condition, bringing 81% 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 Song of Roland produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Thorvi’s Thunderlance Thrust both wait on; Caesar produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  129. 128 Don Quixote, front rowRoland, middle rowPompey, back row Don Quixote · Roland · Pompey Current meta Beats 4 of 8 reference lineups 83.65/100 out of 100
    Don Quixote (X22), Roland (X18) and Pompey (X16) score 83.65 out of 100 together, and each of the three has a job.

    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 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. Pompey is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 95% 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Don Quixote’s Parry and Pompey’s Rome Destroyer 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 Roland’s Paladins waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  130. 129 Cleopatra VII, front rowSaladin, middle rowThorvi, back row Cleopatra VII · Saladin · Thorvi Current meta Beats 4 of 8 reference lineups 82.78/100 out of 100
    Cleopatra VII (S03 · paid), Saladin (SP · paid) and Thorvi (X29) score 82.78 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 87% 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’s Thunderlance Thrust waits on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Thorvi (X29); the trigger chain is thin — the three lean on one link rather than several.

  131. 130 Percival, front rowRoland, middle rowDon Quixote, back row Percival · Roland · Don Quixote Current meta Beats 3 of 7 reference lineups 85.09/100 out of 100
    Percival (X25), Roland (X18) and Don Quixote (X22) score 85.09 out of 100 together, and each of the three has a job.

    Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and takes the front because those range-2 skills only connect from there. 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. Don Quixote is the win condition, bringing 73% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Don Quixote’s Parry waits on; Roland’s Paladins produces prep-skips, the exact trigger Don Quixote waits on; Percival produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  132. 131 Thorven, front rowThorvi, middle rowJeanne d'Arc, back row Thorven · Thorvi · Jeanne d'Arc Current meta Beats 3 of 8 reference lineups 86.54/100 out of 100
    Thorven (X29), Thorvi (X29) and Jeanne d'Arc (SP · paid) score 86.54 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Thorvi is the win condition, bringing 95% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Jeanne d'Arc’s Confession of War waits on; Thorven produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line, with no finisher to focus one squad down.

  133. 132 Roland, front rowOliver, middle rowThorvi, back row Roland · Oliver · Thorvi Current meta Beats 3 of 8 reference lineups 85.11/100 out of 100
    Roland (X18), Oliver (X24) and Thorvi (X29) score 85.11 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 58% 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 Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Thorvi’s Thunderlance Thrust both wait on; Oliver produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  134. 133 Octavius, front rowRoland, middle rowTura Cartel, back row Octavius · Roland · Tura Cartel Current meta Beats 3 of 8 reference lineups 83.20/100 out of 100
    Octavius (S02 · paid), Roland (X18) and Tura Cartel (X21) score 83.20 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. 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 is the win condition, bringing 92% 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 Song of Roland produces trigger-rate boosts, the exact trigger Tura Cartel’s Serpent's Fang waits on; Roland’s Paladins produces prep-skips, the exact trigger Tura Cartel waits on; Octavius’s Augustus produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  135. 134 Cyrus, front rowAttila, middle rowSaladin, back row Cyrus · Attila · Saladin developer pick Current meta Beats 3 of 8 reference lineups 86.36/100 out of 100
    Cyrus (SP · paid), Attila (X27 · paid) and Saladin (SP · paid) score 86.36 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. 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 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: raises what enemies take by 338% across its kit, 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’s Epic Conqueror 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’s Iron Calvary Surge and Saladin’s Jihad Command both wait on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 18% of the hardest-hitting trio in the roster. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation.

  136. 135 Cyrus, front rowLouis IX, middle rowOliver, back row Cyrus · Louis IX · Oliver Current meta Beats 3 of 8 reference lineups 87.86/100 out of 100
    Cyrus (SP · paid), Louis IX (X19) and Oliver (X24) score 87.86 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Louis IX’s Royal Codes and Oliver’s Paladin's Resilience 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: raw damage reaches only about 37% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  137. 136 Ragnar, front rowCyrus, middle rowOliver, back row Ragnar · Cyrus · Oliver Current meta Beats 3 of 8 reference lineups 83.72/100 out of 100
    Ragnar (X12 · paid), Cyrus (SP · paid) and Oliver (X24) score 83.72 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Ragnar 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, with no finisher to focus one squad down; raw damage reaches only about 35% of the hardest-hitting trio in the roster.

  138. 137 Roland, front rowLancelot, middle rowThorvi, back row Roland · Lancelot · Thorvi Current meta Beats 3 of 8 reference lineups 87.95/100 out of 100
    Roland (X18), Lancelot (X20 · paid) and Thorvi (X29) score 87.95 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. Lancelot brings a second damage line worth 22% 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. Thorvi is the win condition, bringing 78% 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 Lancelot’s Dedication produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Thorvi’s Thunderlance Thrust both wait on; Lancelot produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  139. 138 Thorven, front rowSaladin, middle rowTura Cartel, back row Thorven · Saladin · Tura Cartel Current meta Beats 3 of 8 reference lineups 86.03/100 out of 100
    Thorven (X29), Saladin (SP · paid) and Tura Cartel (X21) score 86.03 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 618% 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: raises what enemies take by 338% 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 79% 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’s Serpent's Fang waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Saladin produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 15% of the hardest-hitting trio in the roster.

  140. 139 Thorven, front rowTura Cartel, middle rowPompey, back row Thorven · Tura Cartel · Pompey Current meta Beats 3 of 8 reference lineups 82.40/100 out of 100
    Thorven (X29), Tura Cartel (X21) and Pompey (X16) score 82.40 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Tura Cartel is the win condition, bringing 78% of the lineup's expected damage: 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. Pompey is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 95% 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 Thorven produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Tura Cartel 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 Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 15% 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.

  141. 140 Thorven, front rowDon Quixote, middle rowTura Cartel, back row Thorven · Don Quixote · Tura Cartel Current meta Beats 3 of 8 reference lineups 82.05/100 out of 100
    Thorven (X29), Don Quixote (X22) and Tura Cartel (X21) score 82.05 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Don Quixote is the win condition, bringing 57% 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. Tura Cartel brings a second damage line worth 43% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Don Quixote’s Fight or Die waits on; Tura Cartel 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: the damage runs off different engines, so the three do not compound; raw damage reaches only about 27% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  142. 141 Pompey, front rowCyrus, middle rowThorvi, back row Pompey · Cyrus · Thorvi Current meta Beats 3 of 8 reference lineups 86.56/100 out of 100
    Pompey (X16), Cyrus (SP · paid) and Thorvi (X29) score 86.56 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Pompey’s Rome Destroyer and Thorvi’s Thunderlance Thrust both wait on; Thorvi 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: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  143. 142 Octavius, front rowRoland, middle rowDon Quixote, back row Octavius · Roland · Don Quixote Current meta Beats 3 of 8 reference lineups 82.22/100 out of 100
    Octavius (S02 · paid), Roland (X18) and Don Quixote (X22) score 82.22 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. 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. Don Quixote is the win condition, bringing 94% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Don Quixote’s Parry waits on; Roland’s Paladins produces prep-skips, the exact trigger Don Quixote waits on; Octavius’s Augustus produces draws_fire, the exact trigger Don Quixote’s Fight or Die and Roland’s Oath of Loyalty both wait on. What you give up: attacks converge on the same squads, with no spread pressure across the line; little here disrupts the enemy plan, so the fight is decided on raw output.

  144. 143 Cyrus, front rowPercival, middle rowDon Quixote, back row Cyrus · Percival · Don Quixote Current meta Beats 3 of 8 reference lineups 82.53/100 out of 100
    Cyrus (SP · paid), Percival (X25) and Don Quixote (X22) score 82.53 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. 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. 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Don Quixote’s Parry waits on; Percival produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory 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. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 24% of the hardest-hitting trio in the roster.

  145. 144 Octavius, front rowSaladin, middle rowThorvi, back row Octavius · Saladin · Thorvi Current meta Beats 3 of 8 reference lineups 83.12/100 out of 100
    Octavius (S02 · paid), Saladin (SP · paid) and Thorvi (X29) score 83.12 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 91% 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’s Thunderlance Thrust waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Octavius raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; the trigger chain is thin — the three lean on one link rather than several.

  146. 145 Cleopatra VII, front rowRoland, middle rowLancelot, back row Cleopatra VII · Roland · Lancelot Current meta Beats 3 of 8 reference lineups 82.86/100 out of 100
    Cleopatra VII (S03 · paid), Roland (X18) and Lancelot (X20 · paid) score 82.86 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. 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. Lancelot is the win condition, bringing 81% 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 Lancelot’s Dedication produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Roland’s Paladins produces prep-skips, the exact trigger Lancelot waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Roland (X18).

  147. 146 Thorven, front rowDon Quixote, middle rowOliver, back row Thorven · Don Quixote · Oliver Current meta Beats 3 of 8 reference lineups 86.80/100 out of 100
    Thorven (X29), Don Quixote (X22) and Oliver (X24) score 86.80 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Don Quixote brings a second damage line worth 35% of the expected output, so no single silence stops the plan: 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Don Quixote’s Fight or Die waits on; Oliver 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 Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  148. 147, inseparable from the lineup above Cyrus, front rowCaesar, middle rowThorvi, back row Cyrus · Caesar · Thorvi Current meta Beats 3 of 8 reference lineups 86.73/100 out of 100
    Cyrus (SP · paid), Caesar (SP · paid) and Thorvi (X29) score 86.73 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. 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. 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Thorvi’s Thunderlance Thrust 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: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  149. 148 Thorvi, front rowJeanne d'Arc, middle rowSaladin, back row Thorvi · Jeanne d'Arc · Saladin Current meta Beats 3 of 8 reference lineups 85.78/100 out of 100
    Thorvi (X29), Jeanne d'Arc (SP · paid) and Saladin (SP · paid) score 85.78 out of 100 together, and each of the three has a job.

    Thorvi is the win condition, bringing 88% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and takes the front as the one built to survive the opening exchange. 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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 Jeanne d'Arc’s The Banner of Joan and Thorvi’s Thunderlance Thrust both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Jeanne d'Arc waits on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Saladin waits on. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; little here disrupts the enemy plan, so the fight is decided on raw output.

  150. 149 Octavius, front rowCyrus, middle rowOliver, back row Octavius · Cyrus · Oliver Current meta Beats 3 of 8 reference lineups 83.27/100 out of 100
    Octavius (S02 · paid), Cyrus (SP · paid) and Oliver (X24) score 83.27 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. 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; a mid-era lineup anchored by Oliver (X24).

  151. 150 Jeanne d'Arc, front rowRoland, middle rowThorvi, back row Jeanne d'Arc · Roland · Thorvi Current meta Beats 3 of 8 reference lineups 84.35/100 out of 100
    Jeanne d'Arc (SP · paid), Roland (X18) and Thorvi (X29) score 84.35 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. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% 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 95% 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 Song of Roland produces trigger-rate boosts, the exact trigger Jeanne d'Arc’s The Banner of Joan and Thorvi’s Thunderlance Thrust both wait on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Roland waits on; Roland produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; little here disrupts the enemy plan, so the fight is decided on raw output.

  152. 151 Pompey, front rowRoland, middle rowThorvi, back row Pompey · Roland · Thorvi Current meta Beats 3 of 8 reference lineups 85.88/100 out of 100
    Pompey (X16), Roland (X18) and Thorvi (X29) score 85.88 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% 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 92% 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 Thorvi produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Pompey’s Rome Destroyer and Thorvi’s Thunderlance Thrust both wait on; Pompey produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  153. 152 Lancelot, front rowOliver, middle rowLouis IX, back row Lancelot · Oliver · Louis IX Current meta Beats 3 of 8 reference lineups 84.17/100 out of 100
    Lancelot (X20 · paid), Oliver (X24) and Louis IX (X19) score 84.17 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 25% 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. 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 Lancelot’s Dedication produces prep-skips, the exact trigger Louis IX waits on; 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. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 45% of the hardest-hitting trio in the roster.

  154. 153 Jeanne d'Arc, front rowLancelot, middle rowThorvi, back row Jeanne d'Arc · Lancelot · Thorvi Current meta Beats 3 of 8 reference lineups 85.00/100 out of 100
    Jeanne d'Arc (SP · paid), Lancelot (X20 · paid) and Thorvi (X29) score 85.00 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. Lancelot brings a second damage line worth 21% 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. Thorvi is the win condition, bringing 75% 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 Lancelot’s Dedication produces prep-skips, the exact trigger Jeanne d'Arc waits on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Lancelot waits on; Lancelot produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line, with no finisher to focus one squad down.

  155. 154 Attila, front rowSaladin, middle rowLouis IX, back row Attila · Saladin · Louis IX Current meta Beats 3 of 8 reference lineups 86.60/100 out of 100
    Attila (X27 · paid), Saladin (SP · paid) and Louis IX (X19) score 86.60 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 61% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Louis IX’s Royal Codes both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila and Louis IX both wait 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 20% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  156. 155 Roland, front rowThorven, middle rowLancelot, back row Roland · Thorven · Lancelot Current meta Beats 3 of 8 reference lineups 85.51/100 out of 100
    Roland (X18), Thorven (X29) and Lancelot (X20 · paid) score 85.51 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 618% 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 100% 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 Lancelot’s Dedication produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Roland’s Paladins produces prep-skips, the exact trigger Lancelot waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 11% of the hardest-hitting trio in the roster.

  157. 156 Octavius, front rowJeanne d'Arc, middle rowAttila, back row Octavius · Jeanne d'Arc · Attila Current meta Beats 3 of 8 reference lineups 83.46/100 out of 100
    Octavius (S02 · paid), Jeanne d'Arc (SP · paid) and Attila (X27 · paid) score 83.46 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. 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. Attila is the win condition, bringing 80% 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 Octavius’s Augustus produces draws_fire, the exact trigger Jeanne d'Arc’s Confession of War waits on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Attila waits on; Attila produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on. 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 15% of the hardest-hitting trio in the roster.

  158. 157 Octavius, front rowRoland, middle rowOliver, back row Octavius · Roland · Oliver Current meta Beats 3 of 8 reference lineups 86.51/100 out of 100
    Octavius (S02 · paid), Roland (X18) and Oliver (X24) score 86.51 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. 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Octavius’s Augustus produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Oliver produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; a mid-era lineup anchored by Oliver (X24).

  159. 158 Zhao Yun, front rowSaladin, middle rowCaesar, back row Zhao Yun · Saladin · Caesar Current meta Beats 3 of 8 reference lineups 83.29/100 out of 100
    Zhao Yun (X26), Saladin (SP · paid) and Caesar (SP · paid) score 83.29 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius waits on; Zhao Yun produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Caesar raises Zhao Yun’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  160. 159, inseparable from the lineup above Thorven, front rowCleopatra VII, middle rowLancelot, back row Thorven · Cleopatra VII · Lancelot Current meta Beats 3 of 8 reference lineups 83.08/100 out of 100
    Thorven (X29), Cleopatra VII (S03 · paid) and Lancelot (X20 · paid) score 83.08 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 81% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Cleopatra VII’s Dazzling Shield waits on; Thorven produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Cleopatra VII produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. 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, with no finisher to focus one squad down.

  161. 160 Pompey, front rowRoland, middle rowOliver, back row Pompey · Roland · Oliver Current meta Beats 3 of 8 reference lineups 84.40/100 out of 100
    Pompey (X16), Roland (X18) and Oliver (X24) score 84.40 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Pompey’s Rome Destroyer both wait on; Oliver produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  162. 161 Jeanne d'Arc, front rowThorvi, middle rowAttila, back row Jeanne d'Arc · Thorvi · Attila Current meta Beats 3 of 8 reference lineups 83.99/100 out of 100
    Jeanne d'Arc (SP · paid), Thorvi (X29) and Attila (X27 · paid) score 83.99 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. 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 sits in the middle, where the support reaches both the front and the back. Attila brings a second damage line worth 22% of the expected output, so no single silence stops the plan: 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 Attila waits on; Thorvi produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Attila shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: Jeanne d'Arc (SP) 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.

  163. 162 Pompey, front rowCyrus, middle rowAttila, back row Pompey · Cyrus · Attila Current meta Beats 3 of 8 reference lineups 83.65/100 out of 100
    Pompey (X16), Cyrus (SP · paid) and Attila (X27 · paid) score 83.65 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. 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 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 Attila’s Iron Calvary Surge and Pompey’s Rome Destroyer both wait on; Pompey produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Attila deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 18% of the hardest-hitting trio in the roster.

  164. 163 Thorvi, front rowJeanne d'Arc, middle rowLouis IX, back row Thorvi · Jeanne d'Arc · Louis IX Current meta Beats 3 of 8 reference lineups 83.18/100 out of 100
    Thorvi (X29), Jeanne d'Arc (SP · paid) and Louis IX (X19) score 83.18 out of 100 together, and each of the three has a job.

    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 takes the front as the one built to survive the opening exchange. 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 Louis IX waits on; Thorvi 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 Thorvi 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; the trigger chain is thin — the three lean on one link rather than several.

  165. 164 Don Quixote, front rowSaladin, middle rowThorvi, back row Don Quixote · Saladin · Thorvi Current meta Beats 3 of 8 reference lineups 87.21/100 out of 100
    Don Quixote (X22), Saladin (SP · paid) and Thorvi (X29) score 87.21 out of 100 together, and each of the three has a job.

    Don Quixote brings a second damage line worth 27% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 68% 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 Don Quixote’s Parry and Thorvi’s Thunderlance Thrust both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  166. 165 Pompey, front rowAttila, middle rowThorvi, back row Pompey · Attila · Thorvi Current meta Beats 3 of 8 reference lineups 84.45/100 out of 100
    Pompey (X16), Attila (X27 · paid) and Thorvi (X29) score 84.45 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Attila brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 72% 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 Thorvi produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Attila shuts off enemy recovery, so what Thorvi deals stays dealt; Pompey raises Thorvi’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound.

  167. 166 Octavius, front rowRoland, middle rowLancelot, back row Octavius · Roland · Lancelot Current meta Beats 3 of 8 reference lineups 82.35/100 out of 100
    Octavius (S02 · paid), Roland (X18) and Lancelot (X20 · paid) score 82.35 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. 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. Lancelot is the win condition, bringing 92% 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 Lancelot’s Dedication produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Roland’s Paladins produces prep-skips, the exact trigger Lancelot waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 12% of the hardest-hitting trio in the roster.

  168. 167 Pompey, front rowRoland, middle rowLancelot, back row Pompey · Roland · Lancelot Current meta Beats 3 of 8 reference lineups 81.83/100 out of 100
    Pompey (X16), Roland (X18) and Lancelot (X20 · paid) score 81.83 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% 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 77% 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 Lancelot’s Dedication produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Pompey’s Rome Destroyer both wait on; Roland’s Paladins produces prep-skips, the exact trigger Lancelot waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  169. 168 Zhao Yun, front rowCaesar, middle rowRoland, back row Zhao Yun · Caesar · Roland Current meta Beats 3 of 8 reference lineups 82.19/100 out of 100
    Zhao Yun (X26), Caesar (SP · paid) and Roland (X18) score 82.19 out of 100 together, and each of the three has a job.

    Zhao Yun is the win condition, bringing 77% 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. 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. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% 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 Song of Roland produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius waits on; Zhao Yun produces combat-skill casts, the exact trigger Caesar’s Coalition Strike and Roland’s Paladins both wait on; Caesar raises Zhao Yun’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound.

  170. 169 Attila, front rowPercival, middle rowSaladin, back row Attila · Percival · Saladin Current meta Beats 3 of 8 reference lineups 86.73/100 out of 100
    Attila (X27 · paid), Percival (X25) and Saladin (SP · paid) score 86.73 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 58% 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. 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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’s Iron Calvary Surge waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila 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 21% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  171. 170 Percival, front rowOliver, middle rowSaladin, back row Percival · Oliver · Saladin Current meta Beats 3 of 8 reference lineups 82.63/100 out of 100
    Percival (X25), Oliver (X24) and Saladin (SP · paid) score 82.63 out of 100 together, and each of the three has a job.

    Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and takes the front because those range-2 skills only connect from there. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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 Oliver’s Paladin's Resilience waits on; 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: the damage runs off different engines, so the three do not compound; the trigger chain is thin — the three lean on one link rather than several.

  172. 171 Attila, front rowCyrus, middle rowLouis IX, back row Attila · Cyrus · Louis IX Current meta Beats 2 of 8 reference lineups 85.05/100 out of 100
    Attila (X27 · paid), Cyrus (SP · paid) and Louis IX (X19) score 85.05 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 61% 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. 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Louis IX’s Royal Codes both wait on; Attila 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 Attila swings into a line that cannot answer. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  173. 172 Thorven, front rowAttila, middle rowDon Quixote, back row Thorven · Attila · Don Quixote Current meta Beats 2 of 8 reference lineups 82.48/100 out of 100
    Thorven (X29), Attila (X27 · paid) and Don Quixote (X22) score 82.48 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Attila brings a second damage line worth 44% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Don Quixote is the win condition, bringing 56% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Don Quixote’s Fight or Die waits on; Attila 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: the damage runs off different engines, so the three do not compound; raw damage reaches only about 28% of the hardest-hitting trio in the roster.

  174. 173 Don Quixote, front rowRoland, middle rowSaladin, back row Don Quixote · Roland · Saladin Current meta Beats 2 of 8 reference lineups 84.38/100 out of 100
    Don Quixote (X22), Roland (X18) and Saladin (SP · paid) score 84.38 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 83% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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 Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote and Roland both wait on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Don Quixote’s Parry and Saladin’s Jihad Command both wait on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  175. 174 Thorven, front rowThorvi, middle rowPompey, back row Thorven · Thorvi · Pompey Current meta Beats 2 of 8 reference lineups 86.10/100 out of 100
    Thorven (X29), Thorvi (X29) and Pompey (X16) score 86.10 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Thorvi is the win condition, bringing 92% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Pompey is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 95% 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 Thorven produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Thorvi 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. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  176. 175 Ragnar, front rowSaladin, middle rowLancelot, back row Ragnar · Saladin · Lancelot Current meta Beats 2 of 8 reference lineups 87.46/100 out of 100
    Ragnar (X12 · paid), Saladin (SP · paid) and Lancelot (X20 · paid) score 87.46 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. 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 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’s Immortal waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; a current-era lineup with no legacy weak point.

  177. 176 Ragnar, front rowSaladin, middle rowThorvi, back row Ragnar · Saladin · Thorvi Current meta Beats 2 of 8 reference lineups 83.08/100 out of 100
    Ragnar (X12 · paid), Saladin (SP · paid) and Thorvi (X29) score 83.08 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: raises what enemies take by 338% across its kit, 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Ragnar raises Thorvi’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; the trigger chain is thin — the three lean on one link rather than several.

  178. 177, inseparable from the lineup above Attila, front rowPompey, middle rowThorven, back row Attila · Pompey · Thorven Current meta Beats 2 of 8 reference lineups 82.91/100 out of 100
    Attila (X27 · paid), Pompey (X16) and Thorven (X29) score 82.91 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 78% 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. Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% 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 618% 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; Attila 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 Attila swings into a line that cannot answer. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  179. 178 Thorven, front rowDon Quixote, middle rowLouis IX, back row Thorven · Don Quixote · Louis IX Current meta Beats 2 of 8 reference lineups 84.08/100 out of 100
    Thorven (X29), Don Quixote (X22) and Louis IX (X19) score 84.08 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Don Quixote is the win condition, bringing 77% 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. 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Don Quixote’s Fight or Die waits on; Louis IX 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: the damage runs off different engines, so the three do not compound; raw damage reaches only about 20% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  180. 179 Cleopatra VII, front rowSaladin, middle rowLancelot, back row Cleopatra VII · Saladin · Lancelot Current meta Beats 2 of 8 reference lineups 86.00/100 out of 100
    Cleopatra VII (S03 · paid), Saladin (SP · paid) and Lancelot (X20 · paid) score 86.00 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 66% 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 Lancelot’s Immortal waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: a mid-era lineup anchored by Saladin (SP); raw damage reaches only about 17% of the hardest-hitting trio in the roster.

  181. 180 Cleopatra VII, front rowSaladin, middle rowAttila, back row Cleopatra VII · Saladin · Attila Current meta Beats 2 of 8 reference lineups 84.56/100 out of 100
    Cleopatra VII (S03 · paid), Saladin (SP · paid) and Attila (X27 · paid) score 84.56 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Attila (X27); raw damage reaches only about 18% of the hardest-hitting trio in the roster.

  182. 181 Pompey, front rowTura Cartel, middle rowThorvi, back row Pompey · Tura Cartel · Thorvi Current meta Beats 2 of 8 reference lineups 84.15/100 out of 100
    Pompey (X16), Tura Cartel (X21) and Thorvi (X29) score 84.15 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Tura Cartel brings a second damage line worth 21% 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. Thorvi is the win condition, bringing 72% 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 Thorvi produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Tura Cartel shuts off enemy recovery, so what Thorvi deals stays dealt; Pompey raises Thorvi’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  183. 182 Roland, front rowCaesar, middle rowOliver, back row Roland · Caesar · Oliver Current meta Beats 2 of 8 reference lineups 85.02/100 out of 100
    Roland (X18), Caesar (SP · paid) and Oliver (X24) score 85.02 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. 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Oliver’s Paladin's Resilience both wait on; Caesar produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  184. 183 Don Quixote, front rowRoland, middle rowCaesar, back row Don Quixote · Roland · Caesar Current meta Beats 2 of 8 reference lineups 84.06/100 out of 100
    Don Quixote (X22), Roland (X18) and Caesar (SP · paid) score 84.06 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 63% 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. 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Don Quixote’s Parry both wait on; Caesar produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 25% of the hardest-hitting trio in the roster.

  185. 184 Cyrus, front rowCaesar, middle rowOliver, back row Cyrus · Caesar · Oliver Current meta Beats 2 of 8 reference lineups 87.99/100 out of 100
    Cyrus (SP · paid), Caesar (SP · paid) and Oliver (X24) score 87.99 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Oliver’s Paladin's Resilience 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, with no finisher to focus one squad down; raw damage reaches only about 41% of the hardest-hitting trio in the roster.

  186. 185 Pompey, front rowLouis IX, middle rowThorvi, back row Pompey · Louis IX · Thorvi Current meta Beats 2 of 8 reference lineups 83.11/100 out of 100
    Pompey (X16), Louis IX (X19) and Thorvi (X29) score 83.11 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% 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 83% 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 Thorvi produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer 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; Pompey raises Thorvi’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  187. 186 Ragnar, front rowSaladin, middle rowAttila, back row Ragnar · Saladin · Attila Current meta Beats 2 of 8 reference lineups 86.77/100 out of 100
    Ragnar (X12 · paid), Saladin (SP · paid) and Attila (X27 · paid) score 86.77 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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’s Iron Calvary Surge 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 19% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  188. 187 Pompey, front rowCyrus, middle rowOliver, back row Pompey · Cyrus · Oliver Current meta Beats 2 of 8 reference lineups 87.71/100 out of 100
    Pompey (X16), Cyrus (SP · paid) and Oliver (X24) score 87.71 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Pompey’s Rome Destroyer both wait on; Oliver 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: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 35% of the hardest-hitting trio in the roster.

  189. 188 Octavius, front rowSaladin, middle rowLancelot, back row Octavius · Saladin · Lancelot Current meta Beats 2 of 8 reference lineups 86.86/100 out of 100
    Octavius (S02 · paid), Saladin (SP · paid) and Lancelot (X20 · paid) score 86.86 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: a mid-era lineup anchored by Saladin (SP); raw damage reaches only about 15% of the hardest-hitting trio in the roster.

  190. 189 Lancelot, front rowThorvi, middle rowPompey, back row Lancelot · Thorvi · Pompey Current meta Beats 2 of 8 reference lineups 85.54/100 out of 100
    Lancelot (X20 · paid), Thorvi (X29) and Pompey (X16) score 85.54 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. 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 sits in the middle, where the support reaches both the front and the back. Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% 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 Thorvi produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Thorvi 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 Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  191. 190 Pompey, front rowSaladin, middle rowLancelot, back row Pompey · Saladin · Lancelot Current meta Beats 2 of 8 reference lineups 87.16/100 out of 100
    Pompey (X16), Saladin (SP · paid) and Lancelot (X20 · paid) score 87.16 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 63% 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 Lancelot’s Immortal and Pompey’s Rome Destroyer both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  192. 191 Cyrus, front rowRagnar, middle rowCaesar, back row Cyrus · Ragnar · Caesar developer pick Current meta Beats 2 of 8 reference lineups 75.86/100 out of 100
    Cyrus (SP · paid), Ragnar (X12 · paid) and Caesar (SP · paid) score 75.86 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. 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 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’s Divine Julius waits on; Cyrus produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Ragnar produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation.

  193. 192 Cyrus, front rowLouis IX, middle rowTura Cartel, back row Cyrus · Louis IX · Tura Cartel Current meta Beats 2 of 8 reference lineups 83.51/100 out of 100
    Cyrus (SP · paid), Louis IX (X19) and Tura Cartel (X21) score 83.51 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. Tura Cartel is the win condition, bringing 61% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Louis IX’s Royal Codes and Tura Cartel’s Serpent's Fang 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 Tura Cartel 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; the damage runs off different engines, so the three do not compound.

  194. 193 Octavius, front rowCleopatra VII, middle rowCaesar, back row Octavius · Cleopatra VII · Caesar developer pick Current meta Beats 2 of 8 reference lineups 74.67/100 out of 100
    Octavius (S02 · paid), Cleopatra VII (S03 · paid) and Caesar (SP · paid) score 74.67 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 Octavius’s Augustus produces draws_fire, the exact trigger Cleopatra VII’s Dazzling Shield waits on; 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. What you give up: a mid-era lineup anchored by Caesar (SP); 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.

  195. 194 Thorven, front rowAttila, middle rowOctavius, back row Thorven · Attila · Octavius Current meta Beats 2 of 8 reference lineups 83.92/100 out of 100
    Thorven (X29), Attila (X27 · paid) and Octavius (S02 · paid) score 83.92 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Attila is the win condition, bringing 92% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and sits in the middle, where the support reaches both the front and the back. 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 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’s Spiral Edge produces draws_fire, the exact trigger Octavius’s Seizing Power waits on; Attila 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 Attila swings into a line that cannot answer. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  196. 195 Pompey, front rowRoland, middle rowCaesar, back row Pompey · Roland · Caesar Current meta Beats 2 of 8 reference lineups 82.38/100 out of 100
    Pompey (X16), Roland (X18) and Caesar (SP · paid) score 82.38 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Pompey’s Rome Destroyer both wait on; Caesar produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces combat-skill casts, the exact trigger Caesar’s Coalition Strike and Roland’s Paladins both wait on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 13% of the hardest-hitting trio in the roster.

  197. 196 Roland, front rowPercival, middle rowSaladin, back row Roland · Percival · Saladin Current meta Beats 2 of 8 reference lineups 84.80/100 out of 100
    Roland (X18), Percival (X25) and Saladin (SP · paid) score 84.80 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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 Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command waits on. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  198. 197 Octavius, front rowSaladin, middle rowAttila, back row Octavius · Saladin · Attila Current meta Beats 2 of 8 reference lineups 84.43/100 out of 100
    Octavius (S02 · paid), Saladin (SP · paid) and Attila (X27 · paid) score 84.43 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 75% 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’s Iron Calvary Surge waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; a mid-era lineup anchored by Attila (X27).

  199. 198, inseparable from the lineup above Thorven, front rowPercival, middle rowDon Quixote, back row Thorven · Percival · Don Quixote Current meta Beats 2 of 8 reference lineups 84.41/100 out of 100
    Thorven (X29), Percival (X25) and Don Quixote (X22) score 84.41 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 618% 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. Don Quixote is the win condition, bringing 73% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Don Quixote’s Fight or Die waits on; 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 Don Quixote swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  200. 199 Pompey, front rowSaladin, middle rowAttila, back row Pompey · Saladin · Attila Current meta Beats 2 of 8 reference lineups 86.53/100 out of 100
    Pompey (X16), Saladin (SP · paid) and Attila (X27 · paid) score 86.53 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification 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: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Pompey’s Rome Destroyer both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Saladin produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 19% of the hardest-hitting trio in the roster.

  201. 200 Lancelot, front rowOliver, middle rowPompey, back row Lancelot · Oliver · Pompey Current meta Beats 2 of 8 reference lineups 83.67/100 out of 100
    Lancelot (X20 · paid), Oliver (X24) and Pompey (X16) score 83.67 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 26% 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% 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 Oliver produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; 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. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  202. 201 Thorvi, front rowPercival, middle rowPompey, back row Thorvi · Percival · Pompey Current meta Beats 2 of 8 reference lineups 83.32/100 out of 100
    Thorvi (X29), Percival (X25) and Pompey (X16) score 83.32 out of 100 together, and each of the three has a job.

    Thorvi is the win condition, bringing 81% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% 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. Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% 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 Thorvi produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; 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. 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, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  203. 202 Louis IX, front rowSaladin, middle rowTura Cartel, back row Louis IX · Saladin · Tura Cartel Current meta Beats 2 of 8 reference lineups 84.40/100 out of 100
    Louis IX (X19), Saladin (SP · paid) and Tura Cartel (X21) score 84.40 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 60% 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 Louis IX’s Royal Codes and Tura Cartel’s Serpent's Fang both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Louis IX and Tura Cartel both wait 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 20% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  204. 203, inseparable from the lineup above Don Quixote, front rowPercival, middle rowSaladin, back row Don Quixote · Percival · Saladin Current meta Beats 2 of 8 reference lineups 84.53/100 out of 100
    Don Quixote (X22), Percival (X25) and Saladin (SP · paid) score 84.53 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. 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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’s Parry waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote 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. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 24% of the hardest-hitting trio in the roster.

  205. 204 Cyrus, front rowSaladin, middle rowTura Cartel, back row Cyrus · Saladin · Tura Cartel Current meta Beats 2 of 8 reference lineups 85.92/100 out of 100
    Cyrus (SP · paid), Saladin (SP · paid) and Tura Cartel (X21) score 85.92 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Cyrus and Tura Cartel both wait on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command and Tura Cartel’s Serpent's Fang both wait on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 18% of the hardest-hitting trio in the roster.

  206. 205 Thorvi, front rowPercival, middle rowSaladin, back row Thorvi · Percival · Saladin Current meta Beats 2 of 8 reference lineups 84.01/100 out of 100
    Thorvi (X29), Percival (X25) and Saladin (SP · paid) score 84.01 out of 100 together, and each of the three has a job.

    Thorvi is the win condition, bringing 82% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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 Thorvi’s Thunderlance Thrust waits on; 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. What you give up: the trigger chain is thin — the three lean on one link rather than several; Thorvi holds the front, but nothing here heals.

  207. 206 Thorvi, front rowCaesar, middle rowPompey, back row Thorvi · Caesar · Pompey Current meta Beats 2 of 8 reference lineups 85.49/100 out of 100
    Thorvi (X29), Caesar (SP · paid) and Pompey (X16) score 85.49 out of 100 together, and each of the three has a job.

    Thorvi is the win condition, bringing 76% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and takes the front as the one built to survive the opening exchange. 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. Pompey is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 95% 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 Thorvi produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Thorvi produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Caesar raises Thorvi’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; damage is spread across the enemy line, with no finisher to focus one squad down.

  208. 207 Thorven, front rowThorvi, middle rowCaesar, back row Thorven · Thorvi · Caesar Current meta Beats 1 of 8 reference lineups 82.82/100 out of 100
    Thorven (X29), Thorvi (X29) and Caesar (SP · paid) score 82.82 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Thorvi is the win condition, bringing 81% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% 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; Thorvi 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. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  209. 208 Thorven, front rowCyrus, middle rowCaesar, back row Thorven · Cyrus · Caesar Current meta Beats 1 of 8 reference lineups 83.50/100 out of 100
    Thorven (X29), Cyrus (SP · paid) and Caesar (SP · paid) score 83.50 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 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’s Divine Julius waits on; Thorven produces combat-skill casts, the exact trigger Caesar’s Coalition Strike and Cyrus’s Strategy to Victory both wait on; Cyrus produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  210. 209 Cyrus, front rowDon Quixote, middle rowLouis IX, back row Cyrus · Don Quixote · Louis IX Current meta Beats 1 of 8 reference lineups 83.04/100 out of 100
    Cyrus (SP · paid), Don Quixote (X22) and Louis IX (X19) score 83.04 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. 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 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Don Quixote’s Parry and Louis IX’s Royal Codes 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 Don Quixote swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 23% of the hardest-hitting trio in the roster.

  211. 210 Roland, front rowThorven, middle rowSaladin, back row Roland · Thorven · Saladin Current meta Beats 1 of 8 reference lineups 85.13/100 out of 100
    Roland (X18), Thorven (X29) and Saladin (SP · paid) score 85.13 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. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 618% 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: raises what enemies take by 338% across its kit, 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 Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command waits on. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line.

  212. 211 Thorven, front rowOctavius, middle rowTura Cartel, back row Thorven · Octavius · Tura Cartel Current meta Beats 1 of 8 reference lineups 83.40/100 out of 100
    Thorven (X29), Octavius (S02 · paid) and Tura Cartel (X21) score 83.40 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 92% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Octavius’s Seizing Power waits on; Tura Cartel 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 Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  213. 212 Thorven, front rowDon Quixote, middle rowRagnar, back row Thorven · Don Quixote · Ragnar Current meta Beats 1 of 8 reference lineups 82.15/100 out of 100
    Thorven (X29), Don Quixote (X22) and Ragnar (X12 · paid) score 82.15 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Don Quixote is the win condition, bringing 81% 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. 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Don Quixote’s Fight or Die waits on; Ragnar 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 19% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  214. 213 Thorven, front rowOliver, middle rowPompey, back row Thorven · Oliver · Pompey Current meta Beats 1 of 8 reference lineups 84.48/100 out of 100
    Thorven (X29), Oliver (X24) and Pompey (X16) score 84.48 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Pompey is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 95% 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 Thorven produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Oliver 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 Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  215. 214 Don Quixote, front rowLouis IX, middle rowOliver, back row Don Quixote · Louis IX · Oliver developer pick Current meta Beats 1 of 8 reference lineups 73.08/100 out of 100
    Don Quixote (X22), Louis IX (X19) and Oliver (X24) score 73.08 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because 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.

  216. 215 Roland, front rowThorven, middle rowCaesar, back row Roland · Thorven · Caesar Current meta Beats 1 of 8 reference lineups 86.17/100 out of 100
    Roland (X18), Thorven (X29) and Caesar (SP · paid) score 86.17 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. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 618% 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius waits on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Caesar’s Coalition Strike and Thorven’s Spiral Edge both wait on. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down.

  217. 216 Thorven, front rowOctavius, middle rowOliver, back row Thorven · Octavius · Oliver Current meta Beats 1 of 8 reference lineups 85.81/100 out of 100
    Thorven (X29), Octavius (S02 · paid) and Oliver (X24) score 85.81 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Octavius’s Seizing Power waits on; Oliver 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 Oliver swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; a mid-era lineup anchored by Thorven (X29).

  218. 217 Cyrus, front rowDon Quixote, middle rowSaladin, back row Cyrus · Don Quixote · Saladin Current meta Beats 1 of 8 reference lineups 86.34/100 out of 100
    Cyrus (SP · paid), Don Quixote (X22) and Saladin (SP · paid) score 86.34 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. 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 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: raises what enemies take by 338% across its kit, 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’s Epic Conqueror waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Cyrus and Don Quixote both wait on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Don Quixote’s Parry and Saladin’s Jihad Command both wait on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 22% of the hardest-hitting trio in the roster.

  219. 218, inseparable from the lineup above Ragnar, front rowSaladin, middle rowTura Cartel, back row Ragnar · Saladin · Tura Cartel Current meta Beats 1 of 8 reference lineups 86.22/100 out of 100
    Ragnar (X12 · paid), Saladin (SP · paid) and Tura Cartel (X21) score 86.22 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel’s Serpent's Fang 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 18% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  220. 219 Pompey, front rowThorvi, middle rowDon Quixote, back row Pompey · Thorvi · Don Quixote Current meta Beats 1 of 8 reference lineups 82.58/100 out of 100
    Pompey (X16), Thorvi (X29) and Don Quixote (X22) score 82.58 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Thorvi is the win condition, bringing 68% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Don Quixote brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Parry puts 530% into 3 enemy squads on a 65% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Thorvi produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey raises Thorvi’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.

  221. 220 Octavius, front rowRagnar, middle rowCaesar, back row Octavius · Ragnar · Caesar developer pick Current meta Beats 1 of 8 reference lineups 68.28/100 out of 100
    Octavius (S02 · paid), Ragnar (X12 · paid) and Caesar (SP · paid) score 68.28 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: 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. 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.

  222. 221 Cyrus, front rowSaladin, middle rowCaesar, back row Cyrus · Saladin · Caesar Current meta Beats 1 of 8 reference lineups 83.62/100 out of 100
    Cyrus (SP · paid), Saladin (SP · paid) and Caesar (SP · paid) score 83.62 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Cyrus waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Saladin’s Jihad Command both wait on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 15% of the hardest-hitting trio in the roster.

  223. 222, inseparable from the lineup above Lancelot, front rowThorven, middle rowPompey, back row Lancelot · Thorven · Pompey Current meta Beats 1 of 8 reference lineups 83.71/100 out of 100
    Lancelot (X20 · paid), Thorven (X29) and Pompey (X16) score 83.71 out of 100 together, and each of the three has a job.

    Lancelot is the win condition, bringing 77% 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. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Pompey is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 95% 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 Thorven produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Thorven produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  224. 223 Roland, front rowSaladin, middle rowCaesar, back row Roland · Saladin · Caesar Current meta Beats 1 of 8 reference lineups 84.12/100 out of 100
    Roland (X18), Saladin (SP · paid) and Caesar (SP · paid) score 84.12 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Saladin’s Jihad Command both wait on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  225. 224 Thorven, front rowDon Quixote, middle rowPompey, back row Thorven · Don Quixote · Pompey Current meta Beats 1 of 8 reference lineups 87.86/100 out of 100
    Thorven (X29), Don Quixote (X22) and Pompey (X16) score 87.86 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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. Pompey is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 95% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Don Quixote’s Fight or Die waits on; 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. What you give up: a focused finisher and spread pressure both present; raw damage reaches only about 19% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  226. 225 Thorven, front rowSaladin, middle rowCaesar, back row Thorven · Saladin · Caesar Current meta Beats 1 of 8 reference lineups 86.41/100 out of 100
    Thorven (X29), Saladin (SP · paid) and Caesar (SP · paid) score 86.41 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 618% 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: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius waits on; Thorven produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Saladin produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 12% of the hardest-hitting trio in the roster.

  227. 226 Don Quixote, front rowSaladin, middle rowOliver, back row Don Quixote · Saladin · Oliver Current meta Beats 1 of 8 reference lineups 85.96/100 out of 100
    Don Quixote (X22), Saladin (SP · paid) and Oliver (X24) score 85.96 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Don Quixote’s Parry and Oliver’s Paladin's Resilience both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  228. 227 Thorvi, front rowOliver, middle rowSaladin, back row Thorvi · Oliver · Saladin Current meta Beats 1 of 8 reference lineups 87.18/100 out of 100
    Thorvi (X29), Oliver (X24) and Saladin (SP · paid) score 87.18 out of 100 together, and each of the three has a job.

    Thorvi is the win condition, bringing 55% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and takes the front as the one built to survive the opening exchange. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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 Oliver’s Paladin's Resilience and Thorvi’s Thunderlance Thrust both wait on; Oliver raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  229. 228 Octavius, front rowLouis IX, middle rowCaesar, back row Octavius · Louis IX · Caesar developer pick Current meta Beats 1 of 8 reference lineups 68.83/100 out of 100
    Octavius (S02 · paid), Louis IX (X19) and Caesar (SP · paid) score 68.83 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. 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; raw damage reaches only about 15% 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.

  230. 229 Cleopatra VII, front rowSaladin, middle rowTura Cartel, back row Cleopatra VII · Saladin · Tura Cartel Current meta Beats 1 of 8 reference lineups 84.22/100 out of 100
    Cleopatra VII (S03 · paid), Saladin (SP · paid) and Tura Cartel (X21) score 84.22 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel’s Serpent's Fang waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Saladin (SP); raw damage reaches only about 18% of the hardest-hitting trio in the roster.

  231. 230 Pompey, front rowSaladin, middle rowOliver, back row Pompey · Saladin · Oliver Current meta Beats 1 of 8 reference lineups 86.88/100 out of 100
    Pompey (X16), Saladin (SP · paid) and Oliver (X24) score 86.88 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Pompey’s Rome Destroyer both wait on; Saladin 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 damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  232. 231 Don Quixote, front rowPompey, middle rowCyrus, back row Don Quixote · Pompey · Cyrus Current meta Beats 1 of 8 reference lineups 84.08/100 out of 100
    Don Quixote (X22), Pompey (X16) and Cyrus (SP · paid) score 84.08 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 71% 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 multiplier, raising what the other two put out rather than adding a number of its own: carries 95% 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 Don Quixote’s Parry and Pompey’s Rome Destroyer 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: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 22% of the hardest-hitting trio in the roster.

  233. 232 Thorven, front rowCaesar, middle rowDon Quixote, back row Thorven · Caesar · Don Quixote Current meta Beats 1 of 8 reference lineups 88.26/100 out of 100
    Thorven (X29), Caesar (SP · paid) and Don Quixote (X22) score 88.26 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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. Don Quixote is the win condition, bringing 63% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Don Quixote’s Fight or Die waits on; 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. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  234. 233 Octavius, front rowSaladin, middle rowTura Cartel, back row Octavius · Saladin · Tura Cartel Current meta Beats 1 of 8 reference lineups 84.09/100 out of 100
    Octavius (S02 · paid), Saladin (SP · paid) and Tura Cartel (X21) score 84.09 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 74% 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’s Serpent's Fang waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; a mid-era lineup anchored by Saladin (SP).

  235. 234 Roland, front rowThorven, middle rowPompey, back row Roland · Thorven · Pompey Current meta Beats 1 of 8 reference lineups 83.38/100 out of 100
    Roland (X18), Thorven (X29) and Pompey (X16) score 83.38 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 618% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Pompey is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 95% 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 Thorven produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Pompey’s Rome Destroyer waits on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 3% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  236. 235 Don Quixote, front rowPercival, middle rowCaesar, back row Don Quixote · Percival · Caesar developer pick Current meta Beats 1 of 8 reference lineups 70.33/100 out of 100
    Don Quixote (X22), Percival (X25) and Caesar (SP · paid) score 70.33 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 51% 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.

  237. 236 Thorven, front rowLancelot, middle rowOctavius, back row Thorven · Lancelot · Octavius Current meta Beats 1 of 8 reference lineups 83.69/100 out of 100
    Thorven (X29), Lancelot (X20 · paid) and Octavius (S02 · paid) score 83.69 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Lancelot is the win condition, bringing 92% of the lineup's expected damage: 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. 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 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’s Spiral Edge produces draws_fire, the exact trigger Octavius’s Seizing Power waits on; Thorven produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 12% of the hardest-hitting trio in the roster.

  238. 237 Octavius, front rowRoland, middle rowSaladin, back row Octavius · Roland · Saladin Current meta Beats 1 of 8 reference lineups 82.80/100 out of 100
    Octavius (S02 · paid), Roland (X18) and Saladin (SP · paid) score 82.80 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. 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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 Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command waits on. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line.

  239. 238 Thorven, front rowPercival, middle rowRoland, back row Thorven · Percival · Roland Current meta Beats 1 of 8 reference lineups 84.84/100 out of 100
    Thorven (X29), Percival (X25) and Roland (X18) score 84.84 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 618% 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. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% 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’s Spiral Edge produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Percival produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  240. 239, inseparable from the lineup above Don Quixote, front rowRagnar, middle rowSaladin, back row Don Quixote · Ragnar · Saladin Current meta Beats 1 of 8 reference lineups 84.95/100 out of 100
    Don Quixote (X22), Ragnar (X12 · paid) and Saladin (SP · paid) score 84.95 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. 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: raises what enemies take by 338% across its kit, 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’s Parry 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: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 22% of the hardest-hitting trio in the roster.

  241. 240 Cleopatra VII, front rowDon Quixote, middle rowSaladin, back row Cleopatra VII · Don Quixote · Saladin Current meta Beats 1 of 8 reference lineups 84.54/100 out of 100
    Cleopatra VII (S03 · paid), Don Quixote (X22) and Saladin (SP · paid) score 84.54 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. Don Quixote is the win condition, bringing 73% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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’s Parry waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote waits on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Saladin (SP); raw damage reaches only about 21% of the hardest-hitting trio in the roster.

  242. 241, inseparable from the lineup above Octavius, front rowDon Quixote, middle rowSaladin, back row Octavius · Don Quixote · Saladin Current meta Beats 1 of 8 reference lineups 84.49/100 out of 100
    Octavius (S02 · paid), Don Quixote (X22) and Saladin (SP · paid) score 84.49 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. Don Quixote is the win condition, bringing 79% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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’s Parry waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote waits on; Octavius’s Augustus produces draws_fire, the exact trigger Don Quixote’s Fight or Die waits on. What you give up: the damage runs off different engines, so the three do not compound; attacks converge on the same squads, with no spread pressure across the line.

  243. 242 Pompey, front rowSaladin, middle rowTura Cartel, back row Pompey · Saladin · Tura Cartel Current meta Beats 1 of 8 reference lineups 85.97/100 out of 100
    Pompey (X16), Saladin (SP · paid) and Tura Cartel (X21) score 85.97 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification 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: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Pompey’s Rome Destroyer and Tura Cartel’s Serpent's Fang both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Saladin produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 18% of the hardest-hitting trio in the roster.

  244. 243 Oliver, front rowSaladin, middle rowCaesar, back row Oliver · Saladin · Caesar Current meta Beats 1 of 8 reference lineups 84.45/100 out of 100
    Oliver (X24), Saladin (SP · paid) and Caesar (SP · paid) score 84.45 out of 100 together, and each of the three has a job.

    Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and takes the front as the sturdiest of the three. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Oliver’s Paladin's Resilience both wait on; Oliver produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Caesar raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  245. 244 Oliver, front rowCaesar, middle rowPompey, back row Oliver · Caesar · Pompey Current meta Beats 1 of 8 reference lineups 83.60/100 out of 100
    Oliver (X24), Caesar (SP · paid) and Pompey (X16) score 83.60 out of 100 together, and each of the three has a job.

    Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and takes the front as the sturdiest of the three. 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. Pompey is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 95% 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 Oliver produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Oliver produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Caesar raises Oliver’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; damage is spread across the enemy line, with no finisher to focus one squad down.

  246. 245 Thorven, front rowDon Quixote, middle rowOctavius, back row Thorven · Don Quixote · Octavius Current meta Beats 1 of 8 reference lineups 84.75/100 out of 100
    Thorven (X29), Don Quixote (X22) and Octavius (S02 · paid) score 84.75 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Don Quixote is the win condition, bringing 94% 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. 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 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’s Spiral Edge produces draws_fire, the exact trigger Don Quixote’s Fight or Die and Octavius’s Seizing Power both wait 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; Thorven raises Don Quixote’s output directly rather than adding a number of its own. What you give up: attacks converge on the same squads, with no spread pressure across the line; raw damage reaches only about 16% of the hardest-hitting trio in the roster.

  247. 246, inseparable from the lineup above Louis IX, front rowDon Quixote, middle rowSaladin, back row Louis IX · Don Quixote · Saladin Current meta Beats 1 of 8 reference lineups 84.59/100 out of 100
    Louis IX (X19), Don Quixote (X22) and Saladin (SP · paid) score 84.59 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. 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 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: raises what enemies take by 338% across its kit, 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’s Parry and Louis IX’s Royal Codes both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote and Louis IX both wait 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: the damage runs off different engines, so the three do not compound; raw damage reaches only about 23% of the hardest-hitting trio in the roster.

  248. 247 Thorven, front rowPercival, middle rowOctavius, back row Thorven · Percival · Octavius Current meta Beats 1 of 8 reference lineups 81.61/100 out of 100
    Thorven (X29), Percival (X25) and Octavius (S02 · paid) score 81.61 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 618% 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. 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 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’s Spiral Edge produces draws_fire, the exact trigger Octavius’s Seizing Power waits on; 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 Percival swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 7% of the hardest-hitting trio in the roster.

  249. 248 Thorven, front rowCaesar, middle rowPompey, back row Thorven · Caesar · Pompey Current meta Beats 1 of 8 reference lineups 86.53/100 out of 100
    Thorven (X29), Caesar (SP · paid) and Pompey (X16) score 86.53 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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. Pompey is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 95% 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 Thorven produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; 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. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down.

  250. 249 Thorven, front rowCaesar, middle rowOctavius, back row Thorven · Caesar · Octavius Current meta Beats 1 of 8 reference lineups 83.82/100 out of 100
    Thorven (X29), Caesar (SP · paid) and Octavius (S02 · paid) score 83.82 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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. 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 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’s Spiral Edge produces draws_fire, the exact trigger Octavius’s Seizing Power waits on; 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. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down.

  251. 250 Thorvi, front rowSaladin, middle rowCaesar, back row Thorvi · Saladin · Caesar Current meta Beats 1 of 8 reference lineups 85.56/100 out of 100
    Thorvi (X29), Saladin (SP · paid) and Caesar (SP · paid) score 85.56 out of 100 together, and each of the three has a job.

    Thorvi is the win condition, bringing 76% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, 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: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Thorvi’s Thunderlance Thrust both wait on; Thorvi produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Caesar raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  252. 251 Pompey, front rowSaladin, middle rowCaesar, back row Pompey · Saladin · Caesar Current meta Beats 1 of 8 reference lineups 83.08/100 out of 100
    Pompey (X16), Saladin (SP · paid) and Caesar (SP · paid) score 83.08 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification 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: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Pompey’s Rome Destroyer both wait on; Saladin produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 16% of the hardest-hitting trio in the roster.

  253. 252 Thorven, front rowOctavius, middle rowPompey, back row Thorven · Octavius · Pompey Current meta Beats 1 of 8 reference lineups 81.56/100 out of 100
    Thorven (X29), Octavius (S02 · paid) and Pompey (X16) score 81.56 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Pompey is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 95% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Octavius’s Seizing Power waits on; 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. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 4% of the hardest-hitting trio in the roster.

  254. 253 Percival, front rowCaesar, middle rowRoland, back row Percival · Caesar · Roland Current meta Beats 1 of 8 reference lineups 82.59/100 out of 100
    Percival (X25), Caesar (SP · paid) and Roland (X18) score 82.59 out of 100 together, and each of the three has a job.

    Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and takes the front because those range-2 skills only connect from there. 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. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% 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 Song of Roland produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius waits on; Percival produces combat-skill casts, the exact trigger Caesar’s Coalition Strike and Roland’s Paladins both wait on; Percival’s Targeted Strike applies Disarm 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 15% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  255. 254 Pompey, front rowPercival, middle rowRoland, back row Pompey · Percival · Roland Current meta Beats 1 of 8 reference lineups 81.89/100 out of 100
    Pompey (X16), Percival (X25) and Roland (X18) score 81.89 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% 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. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% 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 Song of Roland produces trigger-rate boosts, the exact trigger Pompey’s Rome Destroyer waits on; Percival produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  256. 255 Don Quixote, front rowSaladin, middle rowCaesar, back row Don Quixote · Saladin · Caesar Current meta Beats 1 of 8 reference lineups 82.31/100 out of 100
    Don Quixote (X22), Saladin (SP · paid) and Caesar (SP · paid) score 82.31 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 56% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Don Quixote’s Parry both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote waits on; Saladin produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 28% of the hardest-hitting trio in the roster.

  257. 256 Don Quixote, front rowPompey, middle rowSaladin, back row Don Quixote · Pompey · Saladin Current meta Beats 0 of 8 reference lineups 86.51/100 out of 100
    Don Quixote (X22), Pompey (X16) and Saladin (SP · paid) score 86.51 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 multiplier, raising what the other two put out rather than adding a number of its own: carries 95% 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: raises what enemies take by 338% across its kit, 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’s Parry and Pompey’s Rome Destroyer both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote waits on; Don Quixote produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 22% of the hardest-hitting trio in the roster.

  258. 257 Octavius, front rowPompey, middle rowDon Quixote, back row Octavius · Pompey · Don Quixote Current meta Beats 0 of 8 reference lineups 82.84/100 out of 100
    Octavius (S02 · paid), Pompey (X16) and Don Quixote (X22) score 82.84 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. Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Don Quixote produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Octavius’s Augustus produces draws_fire, the exact trigger Don Quixote’s Fight or Die waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; a focused finisher and spread pressure both present.

  259. Mid progression combos

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

  260. 1 Warhammer, front rowLancelot, middle rowAvalanche, back row Warhammer · Lancelot · Avalanche developer pick Mid progression Beats 5 of 8 reference lineups 68.42/100 out of 100
    Warhammer (X06), Lancelot (X20 · paid) and Avalanche (X02) score 68.42 out of 100 together, and each of the three has a job.

    Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage across its kit, and takes the front as the sturdiest of the three. Lancelot is the win condition, bringing 64% of the lineup's expected damage: 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. 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; Warhammer 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; Avalanche (X02) is the era weak point -- the enemy will aim at the oldest squad. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  261. 2 Rozen Blade, front rowFarah, middle rowSundiata, back row Rozen Blade · Farah · Sundiata developer pick Mid progression Beats 3 of 8 reference lineups 76.23/100 out of 100
    Rozen Blade (S03), Farah (X11) and Sundiata (X15) score 76.23 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 77% 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: raw damage reaches only about 14% 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 -- the score above is what that classic core is still worth against the current roster.

  262. 3 Hellfire, front rowArmy Breaker, middle rowEl Cid, back row Hellfire · Army Breaker · El Cid Mid progression Beats 2 of 8 reference lineups 79.92/100 out of 100
    Hellfire (X09), Army Breaker (X02) and El Cid (X12) score 79.92 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Army Breaker’s Formation: Enigma and Hellfire’s Heroic Inspiration both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so El Cid swings into a line that cannot answer; Hellfire raises El Cid’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; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  263. 4 Army Breaker, front rowBlack Prince, middle rowEl Cid, back row Army Breaker · Black Prince · El Cid Mid progression Beats 2 of 8 reference lineups 80.94/100 out of 100
    Army Breaker (X02), Black Prince (S01) and El Cid (X12) score 80.94 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. 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Army Breaker’s Formation: Enigma and Black Prince’s Dragon Siege both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so El Cid swings into a line that cannot answer; Army Breaker raises El Cid’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; a mid-era lineup anchored by Army Breaker (X02). Budget note: every hero in this lineup can be completed without spending.

  264. 5, inseparable from the lineup above Army Breaker, front rowThe Brave, middle rowEl Cid, back row Army Breaker · The Brave · El Cid Mid progression Beats 2 of 8 reference lineups 80.86/100 out of 100
    Army Breaker (X02), The Brave (S04) and El Cid (X12) score 80.86 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 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Army Breaker’s Formation: Enigma and The Brave’s No Turning Back both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so El Cid swings into a line that cannot answer; Army Breaker raises El Cid’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; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  265. 6 Lawman, front rowArmy Breaker, middle rowAvalanche, back row Lawman · Army Breaker · Avalanche developer pick Mid progression Beats 2 of 8 reference lineups 65.58/100 out of 100
    Lawman (X03), Army Breaker (X02) and Avalanche (X02) score 65.58 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 5% 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.

  266. 7 War Lord, front rowArmy Breaker, middle rowEl Cid, back row War Lord · Army Breaker · El Cid Mid progression Beats 2 of 8 reference lineups 79.26/100 out of 100
    War Lord (S03), Army Breaker (X02) and El Cid (X12) score 79.26 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. 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 sits in the middle, where the support reaches both the front and the back. El Cid 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 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 Army Breaker’s Formation: Enigma and El Cid’s Trial of Light both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so El Cid 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; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  267. 8 Army Breaker, front rowRoku Boshuten, middle rowEl Cid, back row Army Breaker · Roku Boshuten · El Cid Mid progression Beats 2 of 8 reference lineups 81.10/100 out of 100
    Army Breaker (X02), Roku Boshuten (S03) and El Cid (X12) score 81.10 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% 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 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Army Breaker’s Formation: Enigma and Roku Boshuten’s Gou both wait on; Army Breaker produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so El Cid swings into a line that cannot answer. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Army Breaker (X02). Budget note: every hero in this lineup can be completed without spending.

  268. 9 Roland, front rowEl Cid, middle rowAvalanche, back row Roland · El Cid · Avalanche developer pick Mid progression Beats 2 of 8 reference lineups 74.99/100 out of 100
    Roland (X18), El Cid (X12) and Avalanche (X02) score 74.99 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 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. 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 Song of Roland produces trigger-rate boosts, the exact trigger Avalanche’s Hack and Slash and El Cid’s Trial of Light both wait on; El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; El Cid produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 8% 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.

  269. 10 Army Breaker, front rowWarhammer, middle rowEl Cid, back row Army Breaker · Warhammer · El Cid Mid progression Beats 2 of 8 reference lineups 80.60/100 out of 100
    Army Breaker (X02), Warhammer (X06) and El Cid (X12) score 80.60 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Army Breaker’s Formation: Enigma and Warhammer’s Reflecting Armor both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so El Cid swings into a line that cannot answer; Warhammer shuts off enemy recovery, so what El Cid deals stays dealt. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Army Breaker (X02). Budget note: every hero in this lineup can be completed without spending.

  270. 11, inseparable from the lineup above Army Breaker, front rowThe Boneless, middle rowEl Cid, back row Army Breaker · The Boneless · El Cid Mid progression Beats 2 of 8 reference lineups 80.41/100 out of 100
    Army Breaker (X02), The Boneless (S00) and El Cid (X12) score 80.41 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Army Breaker’s Formation: Enigma and The Boneless’s Hanashi both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so El Cid swings into a line that cannot answer; Army Breaker raises El Cid’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; 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.

  271. 12 Army Breaker, front rowRozen Blade, middle rowEl Cid, back row Army Breaker · Rozen Blade · El Cid Mid progression Beats 2 of 8 reference lineups 80.98/100 out of 100
    Army Breaker (X02), Rozen Blade (S03) and El Cid (X12) score 80.98 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. 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Army Breaker’s Formation: Enigma and Rozen Blade’s Blitz both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so El Cid swings into a line that cannot answer; Army Breaker raises El Cid’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; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  272. 13 Isabella I, front rowArmy Breaker, middle rowEl Cid, back row Isabella I · Army Breaker · El Cid Mid progression Beats 2 of 8 reference lineups 80.43/100 out of 100
    Isabella I (S01), Army Breaker (X02) and El Cid (X12) score 80.43 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. 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Army Breaker’s Formation: Enigma and Isabella I’s Queen of the Storm both wait on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so El Cid swings into a line that cannot answer; Army Breaker raises El Cid’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; a mid-era lineup anchored by Army Breaker (X02). Budget note: every hero in this lineup can be completed without spending.

  273. 14 Army Breaker, front rowEl Cid, middle rowSundiata, back row Army Breaker · El Cid · Sundiata Mid progression Beats 2 of 8 reference lineups 80.10/100 out of 100
    Army Breaker (X02), El Cid (X12) and Sundiata (X15) score 80.10 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 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. 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Army Breaker’s Formation: Enigma and Sundiata’s Flame of Revenge both wait 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; Army Breaker raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  274. 15 Black Prince, front rowJeanne d'Arc, middle rowLionheart, back row Black Prince · Jeanne d'Arc · Lionheart developer pick Mid progression Beats 2 of 8 reference lineups 63.55/100 out of 100
    Black Prince (S01), Jeanne d'Arc (SP · paid) and Lionheart (S01) score 63.55 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. 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. 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 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: the trigger chain is thin — the three lean on one link rather than several; Lionheart (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.

  275. 16 Army Breaker, front rowEl Cid, middle rowJohn I, back row Army Breaker · El Cid · John I Mid progression Beats 2 of 8 reference lineups 80.47/100 out of 100
    Army Breaker (X02), El Cid (X12) and John I (X13) score 80.47 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 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. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Army Breaker’s Formation: Enigma and John I’s Lord of the Sea both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so John I swings into a line that cannot answer; Army Breaker raises John I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Army Breaker (X02). Budget note: every hero in this lineup can be completed without spending.

  276. 17 Hellfire, front rowBlack Prince, middle rowEl Cid, back row Hellfire · Black Prince · El Cid Mid progression Beats 2 of 8 reference lineups 81.47/100 out of 100
    Hellfire (X09), Black Prince (S01) and El Cid (X12) score 81.47 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. 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Black Prince’s Dragon Siege and Hellfire’s Heroic Inspiration both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so El Cid swings into a line that cannot answer; Hellfire raises El Cid’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; a mid-era lineup anchored by Hellfire (X09). Budget note: every hero in this lineup can be completed without spending.

  277. 18 Alfred, front rowLancelot, middle rowJohn I, back row Alfred · Lancelot · John I developer pick Mid progression Beats 1 of 8 reference lineups 53.00/100 out of 100
    Alfred (S01), Lancelot (X20 · paid) and John I (X13) score 53.00 out of 100 together, and each of the three has a job.

    Alfred brings a second damage line worth 13% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads on a 30% roll, and takes the front as the sturdiest of the three. Lancelot brings a second damage line worth 43% 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. John I is the win condition, bringing 44% 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; Alfred shuts off enemy recovery, so what John I deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; Alfred (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.

  278. 19 Black Prince, front rowJeanne d'Arc, middle rowAvalanche, back row Black Prince · Jeanne d'Arc · Avalanche developer pick Mid progression Beats 1 of 8 reference lineups 63.16/100 out of 100
    Black Prince (S01), Jeanne d'Arc (SP · paid) and Avalanche (X02) score 63.16 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. 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 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 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: the trigger chain is thin — the three lean on one link rather than several; Avalanche (X02) 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.

  279. 20 Rozen Blade, front rowFarah, middle rowRainforest, back row Rozen Blade · Farah · Rainforest developer pick Mid progression Beats 1 of 8 reference lineups 69.11/100 out of 100
    Rozen Blade (S03), Farah (X11) and Rainforest (X08) score 69.11 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. 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 Farah and Rainforest 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 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Farah (X11). 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.

  280. 21 Octavius, front rowRozen Blade, middle rowCaesar, back row Octavius · Rozen Blade · Caesar developer pick Mid progression Beats 1 of 8 reference lineups 76.88/100 out of 100
    Octavius (S02 · paid), Rozen Blade (S03) and Caesar (SP · paid) score 76.88 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: raw damage reaches only about 10% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  281. 22 Octavius, front rowThe Brave, middle rowCaesar, back row Octavius · The Brave · Caesar developer pick Mid progression Beats 1 of 8 reference lineups 72.28/100 out of 100
    Octavius (S02 · paid), The Brave (S04) and Caesar (SP · paid) score 72.28 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: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 10% 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.

  282. 23 War Lord, front rowJeanne d'Arc, middle rowMary Tudor, back row War Lord · Jeanne d'Arc · Mary Tudor developer pick Mid progression Beats 1 of 8 reference lineups 73.76/100 out of 100
    War Lord (S03), Jeanne d'Arc (SP · paid) and Mary Tudor (S00) score 73.76 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 71% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger War Lord waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Jeanne d'Arc’s The Banner of Joan and Mary Tudor’s Reign of Sorrow both wait 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.

  283. 24 War Lord, front rowRozen Blade, middle rowSundiata, back row War Lord · Rozen Blade · Sundiata Mid progression Beats 1 of 8 reference lineups 83.24/100 out of 100
    War Lord (S03), Rozen Blade (S03) and Sundiata (X15) score 83.24 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’s Blitz and Sundiata’s Flame of Revenge 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: raw damage reaches only about 11% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line. Budget note: every hero in this lineup can be completed without spending.

  284. 25 El Cid, front rowRozen Blade, middle rowSundiata, back row El Cid · Rozen Blade · Sundiata Mid progression Beats 1 of 8 reference lineups 81.52/100 out of 100
    El Cid (X12), Rozen Blade (S03) and Sundiata (X15) score 81.52 out of 100 together, and each of the three has a job.

    El Cid 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 as the sturdiest of the three. 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 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Rozen Blade’s Blitz and Sundiata’s Flame of Revenge both wait on; Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Sundiata waits 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: raw damage reaches only about 15% 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.

  285. 26 Lawman, front rowThe Brave, middle rowEl Cid, back row Lawman · The Brave · El Cid Mid progression Beats 1 of 8 reference lineups 81.12/100 out of 100
    Lawman (X03), The Brave (S04) and El Cid (X12) score 81.12 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. 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Lawman’s High Noon and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so El Cid swings into a line that cannot answer; The Brave raises El Cid’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; a mid-era lineup anchored by Lawman (X03). Budget note: every hero in this lineup can be completed without spending.

  286. 27, inseparable from the lineup above Lawman, front rowBlack Prince, middle rowEl Cid, back row Lawman · Black Prince · El Cid Mid progression Beats 1 of 8 reference lineups 81.18/100 out of 100
    Lawman (X03), Black Prince (S01) and El Cid (X12) score 81.18 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. 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Black Prince’s Dragon Siege and Lawman’s High Noon both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so El Cid swings into a line that cannot answer. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Lawman (X03). Budget note: every hero in this lineup can be completed without spending.

  287. 28, inseparable from the lineup above Lawman, front rowRozen Blade, middle rowEl Cid, back row Lawman · Rozen Blade · El Cid Mid progression Beats 1 of 8 reference lineups 81.24/100 out of 100
    Lawman (X03), Rozen Blade (S03) and El Cid (X12) score 81.24 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. 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Lawman’s High Noon and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so El Cid 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; a mid-era lineup anchored by Lawman (X03). Budget note: every hero in this lineup can be completed without spending.

  288. 29, inseparable from the lineup above Hellfire, front rowThe Brave, middle rowEl Cid, back row Hellfire · The Brave · El Cid Mid progression Beats 1 of 8 reference lineups 81.35/100 out of 100
    Hellfire (X09), The Brave (S04) and El Cid (X12) score 81.35 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. 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so El Cid swings into a line that cannot answer; Hellfire raises El Cid’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; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  289. 30 Lawman, front rowAlfred, middle rowWarhammer, back row Lawman · Alfred · Warhammer developer pick Mid progression Beats 1 of 8 reference lineups 58.33/100 out of 100
    Lawman (X03), Alfred (S01) and Warhammer (X06) score 58.33 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. 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 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 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 Alfred 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.

  290. 31 Hellfire, front rowWarhammer, middle rowEl Cid, back row Hellfire · Warhammer · El Cid Mid progression Beats 1 of 8 reference lineups 80.59/100 out of 100
    Hellfire (X09), Warhammer (X06) and El Cid (X12) score 80.59 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Warhammer’s Reflecting Armor both wait on; Warhammer shuts off enemy recovery, so what El Cid deals stays dealt; Hellfire raises El Cid’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; a mid-era lineup anchored by Hellfire (X09). Budget note: every hero in this lineup can be completed without spending.

  291. 32 Lawman, front rowWarhammer, middle rowEl Cid, back row Lawman · Warhammer · El Cid Mid progression Beats 1 of 8 reference lineups 80.06/100 out of 100
    Lawman (X03), Warhammer (X06) and El Cid (X12) score 80.06 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 across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Lawman’s High Noon and Warhammer’s Reflecting Armor both wait on; Warhammer shuts off enemy recovery, so what El Cid deals stays dealt. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Lawman (X03). Budget note: every hero in this lineup can be completed without spending.

  292. 33 Hellfire, front rowRoku Boshuten, middle rowEl Cid, back row Hellfire · Roku Boshuten · El Cid Mid progression Beats 1 of 8 reference lineups 81.43/100 out of 100
    Hellfire (X09), Roku Boshuten (S03) and El Cid (X12) score 81.43 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. 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Roku Boshuten’s Gou both wait on; Hellfire 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 El Cid swings into a line that cannot answer. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Hellfire (X09). Budget note: every hero in this lineup can be completed without spending.

  293. 34 Wind Walker, front rowAlfred, middle rowJane, back row Wind Walker · Alfred · Jane developer pick Mid progression Beats 1 of 8 reference lineups 48.55/100 out of 100
    Wind Walker (X01), Alfred (S01) and Jane (S03) score 48.55 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 !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Alfred brings a second damage line worth 33% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 42% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Wind Walker’s Kick their !@$%! 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; Jane (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.

  294. 35 Lawman, front rowRoku Boshuten, middle rowEl Cid, back row Lawman · Roku Boshuten · El Cid Mid progression Beats 1 of 8 reference lineups 81.15/100 out of 100
    Lawman (X03), Roku Boshuten (S03) and El Cid (X12) score 81.15 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. 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Lawman’s High Noon and Roku Boshuten’s Gou both wait on; Lawman 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 El Cid swings into a line that cannot answer. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Lawman (X03). Budget note: every hero in this lineup can be completed without spending.

  295. 36 Hellfire, front rowRozen Blade, middle rowEl Cid, back row Hellfire · Rozen Blade · El Cid Mid progression Beats 1 of 8 reference lineups 81.48/100 out of 100
    Hellfire (X09), Rozen Blade (S03) and El Cid (X12) score 81.48 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. 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so El Cid swings into a line that cannot answer; Hellfire raises El Cid’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; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  296. 37 Octavius, front rowBeast Queen, middle rowThe Immortal, back row Octavius · Beast Queen · The Immortal developer pick Mid progression Beats 1 of 8 reference lineups 65.44/100 out of 100
    Octavius (S02 · paid), Beast Queen (S02) and The Immortal (S02) score 65.44 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 produces draws_fire, the exact trigger Beast Queen’s Wild Counterattack 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: The Immortal (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. 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.

  297. 38 Beast Queen, front rowPompey, middle rowThe Immortal, back row Beast Queen · Pompey · The Immortal developer pick Mid progression Beats 1 of 8 reference lineups 63.46/100 out of 100
    Beast Queen (S02), Pompey (X16) and The Immortal (S02) score 63.46 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 second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 95% 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 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: the trigger chain is thin — the three lean on one link rather than several; 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. 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.

  298. 39 Isabella I, front rowThe Brave, middle rowEl Cid, back row Isabella I · The Brave · El Cid Mid progression Beats 1 of 8 reference lineups 80.69/100 out of 100
    Isabella I (S01), The Brave (S04) and El Cid (X12) score 80.69 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and The Brave’s No Turning Back both wait 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; The Brave raises El Cid’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; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.

  299. 40 Hellfire, front rowIsabella I, middle rowEl Cid, back row Hellfire · Isabella I · El Cid Mid progression Beats 1 of 8 reference lineups 79.95/100 out of 100
    Hellfire (X09), Isabella I (S01) and El Cid (X12) score 79.95 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. 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 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Isabella I’s Queen of the Storm both wait on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so El Cid swings into a line that cannot answer; Hellfire raises El Cid’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; a mid-era lineup anchored by Hellfire (X09). Budget note: every hero in this lineup can be completed without spending.

  300. 41 Isabella I, front rowEl Cid, middle rowJohn I, back row Isabella I · El Cid · John I Mid progression Beats 1 of 8 reference lineups 80.46/100 out of 100
    Isabella I (S01), El Cid (X12) and John I (X13) score 80.46 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. El Cid 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. John I is the win condition, bringing 65% 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and John I’s Lord of the Sea both wait on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so John I swings into a line that cannot answer. What you give up: a mid-era lineup anchored by John I (X13); 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.

  301. 42, inseparable from the lineup above Hellfire, front rowThe Boneless, middle rowEl Cid, back row Hellfire · The Boneless · El Cid Mid progression Beats 1 of 8 reference lineups 80.62/100 out of 100
    Hellfire (X09), The Boneless (S00) and El Cid (X12) score 80.62 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. 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 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and The Boneless’s Hanashi both wait 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; Hellfire raises El Cid’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; 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.

  302. 43 Isabella I, front rowRozen Blade, middle rowEl Cid, back row Isabella I · Rozen Blade · El Cid Mid progression Beats 1 of 8 reference lineups 80.97/100 out of 100
    Isabella I (S01), Rozen Blade (S03) and El Cid (X12) score 80.97 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. 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Rozen Blade’s Blitz both wait 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: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.

  303. 44, inseparable from the lineup above Isabella I, front rowEl Cid, middle rowSundiata, back row Isabella I · El Cid · Sundiata Mid progression Beats 1 of 8 reference lineups 80.97/100 out of 100
    Isabella I (S01), El Cid (X12) and Sundiata (X15) score 80.97 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. El Cid 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. Sundiata is the win condition, bringing 65% 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Sundiata’s Flame of Revenge both wait on; 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. What you give up: a mid-era lineup anchored by Sundiata (X15); 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.

  304. 45 War Lord, front rowRoku Boshuten, middle rowJohn I, back row War Lord · Roku Boshuten · John I Mid progression Beats 1 of 8 reference lineups 78.97/100 out of 100
    War Lord (S03), Roku Boshuten (S03) and John I (X13) score 78.97 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% 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 86% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger John I’s Lord of the Sea and Roku Boshuten’s Gou both wait on; 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. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; a mid-era lineup anchored by John I (X13). Budget note: every hero in this lineup can be completed without spending.

  305. 46 War Lord, front rowBlack Prince, middle rowEl Cid, back row War Lord · Black Prince · El Cid Mid progression Beats 0 of 8 reference lineups 80.96/100 out of 100
    War Lord (S03), Black Prince (S01) and El Cid (X12) score 80.96 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. 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. El Cid 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 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 Black Prince’s Dragon Siege and El Cid’s Trial of Light both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so El Cid 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; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.

  306. 47 John I, front rowThe Brave, middle rowEl Cid, back row John I · The Brave · El Cid Mid progression Beats 0 of 8 reference lineups 81.49/100 out of 100
    John I (X13), The Brave (S04) and El Cid (X12) score 81.49 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. 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger John I’s Lord of the Sea and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so John I swings into a line that cannot answer; The Brave raises John I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; a mid-era lineup anchored by John I (X13). Budget note: every hero in this lineup can be completed without spending.

  307. 48 War Lord, front rowThe Brave, middle rowSundiata, back row War Lord · The Brave · Sundiata Mid progression Beats 0 of 8 reference lineups 80.86/100 out of 100
    War Lord (S03), The Brave (S04) and Sundiata (X15) score 80.86 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. 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Sundiata’s Flame of Revenge and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; War Lord raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line. Budget note: every hero in this lineup can be completed without spending.

  308. 49, inseparable from the lineup above El Cid, front rowBlack Prince, middle rowRozen Blade, back row El Cid · Black Prince · Rozen Blade Mid progression Beats 0 of 8 reference lineups 81.10/100 out of 100
    El Cid (X12), Black Prince (S01) and Rozen Blade (S03) score 81.10 out of 100 together, and each of the three has a job.

    El Cid 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 as the sturdiest of the three. 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. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Black Prince’s Dragon Siege and Rozen Blade’s Blitz both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so El Cid 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; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.

  309. 50 War Lord, front rowIsabella I, middle rowEl Cid, back row War Lord · Isabella I · El Cid Mid progression Beats 0 of 8 reference lineups 79.45/100 out of 100
    War Lord (S03), Isabella I (S01) and El Cid (X12) score 79.45 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 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 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 El Cid’s Trial of Light and Isabella I’s Queen of the Storm 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: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.

  310. 51 War Lord, front rowRoku Boshuten, middle rowEl Cid, back row War Lord · Roku Boshuten · El Cid Mid progression Beats 0 of 8 reference lineups 80.93/100 out of 100
    War Lord (S03), Roku Boshuten (S03) and El Cid (X12) score 80.93 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% 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 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 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 El Cid’s Trial of Light and Roku Boshuten’s Gou both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; El Cid produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.

  311. 52, inseparable from the lineup above El Cid, front rowRozen Blade, middle rowThe Brave, back row El Cid · Rozen Blade · The Brave Mid progression Beats 0 of 8 reference lineups 80.88/100 out of 100
    El Cid (X12), Rozen Blade (S03) and The Brave (S04) score 80.88 out of 100 together, and each of the three has a job.

    El Cid 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 as the sturdiest of the three. 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 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Rozen Blade’s Blitz and The Brave’s No Turning Back both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so El Cid swings into a line that cannot answer; The Brave raises El Cid’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; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  312. 53, inseparable from the lineup above John I, front rowBlack Prince, middle rowEl Cid, back row John I · Black Prince · El Cid Mid progression Beats 0 of 8 reference lineups 80.70/100 out of 100
    John I (X13), Black Prince (S01) and El Cid (X12) score 80.70 out of 100 together, and each of the three has a job.

    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 takes the front as the one built to survive the opening exchange. 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Black Prince’s Dragon Siege and John I’s Lord of the Sea both wait on; Black Prince’s Dragon Siege applies Suppress 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: a mid-era lineup anchored by John I (X13); 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.

  313. 54 John I, front rowWarhammer, middle rowEl Cid, back row John I · Warhammer · El Cid Mid progression Beats 0 of 8 reference lineups 80.13/100 out of 100
    John I (X13), Warhammer (X06) and El Cid (X12) score 80.13 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger John I’s Lord of the Sea and Warhammer’s Reflecting Armor both wait on; Warhammer shuts off enemy recovery, so what John I deals stays dealt. What you give up: a mid-era lineup anchored by John I (X13); 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.

  314. 55 War Lord, front rowThe Brave, middle rowEl Cid, back row War Lord · The Brave · El Cid Mid progression Beats 0 of 8 reference lineups 80.76/100 out of 100
    War Lord (S03), The Brave (S04) and El Cid (X12) score 80.76 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. El Cid 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 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 El Cid’s Trial of Light and The Brave’s No Turning Back both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so El Cid 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; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  315. 56, inseparable from the lineup above El Cid, front rowRozen Blade, middle rowThe Boneless, back row El Cid · Rozen Blade · The Boneless Mid progression Beats 0 of 8 reference lineups 80.56/100 out of 100
    El Cid (X12), Rozen Blade (S03) and The Boneless (S00) score 80.56 out of 100 together, and each of the three has a job.

    El Cid 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 as the sturdiest of the three. 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 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Rozen Blade’s Blitz and The Boneless’s Hanashi both wait on; 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 El Cid 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; 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.

  316. 57 War Lord, front rowWarhammer, middle rowEl Cid, back row War Lord · Warhammer · El Cid Mid progression Beats 0 of 8 reference lineups 80.08/100 out of 100
    War Lord (S03), Warhammer (X06) and El Cid (X12) score 80.08 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 across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid 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 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 El Cid’s Trial of Light and Warhammer’s Reflecting Armor 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 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.

  317. 58 El Cid, front rowRoku Boshuten, middle rowRozen Blade, back row El Cid · Roku Boshuten · Rozen Blade Mid progression Beats 0 of 8 reference lineups 81.27/100 out of 100
    El Cid (X12), Roku Boshuten (S03) and Rozen Blade (S03) score 81.27 out of 100 together, and each of the three has a job.

    El Cid 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 as the sturdiest of the three. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Roku Boshuten’s Gou and Rozen Blade’s Blitz both wait on; El Cid 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 El Cid swings into a line that cannot answer. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.

  318. 59 John I, front rowRoku Boshuten, middle rowEl Cid, back row John I · Roku Boshuten · El Cid Mid progression Beats 0 of 8 reference lineups 80.84/100 out of 100
    John I (X13), Roku Boshuten (S03) and El Cid (X12) score 80.84 out of 100 together, and each of the three has a job.

    John I is the win condition, bringing 67% 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger John I’s Lord of the Sea and Roku Boshuten’s Gou both wait on; 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. What you give up: a mid-era lineup anchored by John I (X13); 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.

  319. 60, inseparable from the lineup above El Cid, front rowRozen Blade, middle rowWarhammer, back row El Cid · Rozen Blade · Warhammer Mid progression Beats 0 of 8 reference lineups 80.77/100 out of 100
    El Cid (X12), Rozen Blade (S03) and Warhammer (X06) score 80.77 out of 100 together, and each of the three has a job.

    El Cid 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 as the sturdiest of the three. 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Rozen Blade’s Blitz and Warhammer’s Reflecting Armor both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so El Cid swings into a line that cannot answer; Warhammer shuts off enemy recovery, so what El Cid deals stays dealt. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.

  320. 61 John I, front rowBjorn, middle rowEl Cid, back row John I · Bjorn · El Cid Mid progression Beats 0 of 8 reference lineups 79.87/100 out of 100
    John I (X13), Bjorn (X04) and El Cid (X12) score 79.87 out of 100 together, and each of the three has a job.

    John I is the win condition, bringing 67% 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. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Bjorn’s Raging Flurry and John I’s Lord of the Sea 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 17% of the hardest-hitting trio in the roster; a mid-era lineup anchored by John I (X13). Budget note: every hero in this lineup can be completed without spending.

  321. 62 John I, front rowThe Boneless, middle rowEl Cid, back row John I · The Boneless · El Cid Mid progression Beats 0 of 8 reference lineups 80.24/100 out of 100
    John I (X13), The Boneless (S00) and El Cid (X12) score 80.24 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. 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 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger John I’s Lord of the Sea and The Boneless’s Hanashi both wait on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so John I 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 16% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  322. 63, inseparable from the lineup above War Lord, front rowThe Boneless, middle rowEl Cid, back row War Lord · The Boneless · El Cid Mid progression Beats 0 of 8 reference lineups 80.12/100 out of 100
    War Lord (S03), The Boneless (S00) and El Cid (X12) score 80.12 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 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 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 El Cid’s Trial of Light and The Boneless’s Hanashi 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: raw damage reaches only about 5% of the hardest-hitting trio in the roster; 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.

  323. 64 War Lord, front rowRozen Blade, middle rowEl Cid, back row War Lord · Rozen Blade · El Cid Mid progression Beats 0 of 8 reference lineups 81.00/100 out of 100
    War Lord (S03), Rozen Blade (S03) and El Cid (X12) score 81.00 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. El Cid 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 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 El Cid’s Trial of Light and Rozen Blade’s Blitz both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so El Cid 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; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  324. 65 El Cid, front rowJohn I, middle rowRozen Blade, back row El Cid · John I · Rozen Blade Mid progression Beats 0 of 7 reference lineups 81.76/100 out of 100
    El Cid (X12), John I (X13) and Rozen Blade (S03) score 81.76 out of 100 together, and each of the three has a job.

    El Cid 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 as the sturdiest of the three. 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 sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger John I’s Lord of the Sea and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so John I swings into a line that cannot answer. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; a mid-era lineup anchored by John I (X13). Budget note: every hero in this lineup can be completed without spending.

  325. 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.

  326. 1 Beast Queen, front rowRozen Blade, middle rowThe Immortal, back row Beast Queen · Rozen Blade · The Immortal developer pick Starter Beats 1 of 8 reference lineups 67.06/100 out of 100
    Beast Queen (S02), Rozen Blade (S03) and The Immortal (S02) score 67.06 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: raw damage reaches only about 3% 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. 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.

  327. 2 War Lord, front rowAlfred, middle rowJane, back row War Lord · Alfred · Jane developer pick Starter Beats 1 of 8 reference lineups 65.36/100 out of 100
    War Lord (S03), Alfred (S01) and Jane (S03) score 65.36 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’s Lethal Blade and Jane’s Battle of Flags both wait on; Alfred shuts off enemy recovery, so what Jane deals stays dealt; War Lord raises Jane’s output directly rather than adding a number of its own. What you give up: Jane (S03) 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. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  328. 3 War Lord, front rowRozen Blade, middle rowThe Immortal, back row War Lord · Rozen Blade · The Immortal Starter Beats 1 of 8 reference lineups 77.67/100 out of 100
    War Lord (S03), Rozen Blade (S03) and The Immortal (S02) score 77.67 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. 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’s Blitz and The Immortal’s Armor Shred 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 2% 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.

  329. 4 War Lord, front rowRozen Blade, middle rowJane, back row War Lord · Rozen Blade · Jane Starter Beats 1 of 8 reference lineups 75.34/100 out of 100
    War Lord (S03), Rozen Blade (S03) and Jane (S03) score 75.34 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. Jane is the win condition, bringing 100% 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 Jane’s Battle of Flags and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Jane swings into a line that cannot answer; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Jane (S03) 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.

  330. 5, inseparable from the lineup above War Lord, front rowRozen Blade, middle rowLionheart, back row War Lord · Rozen Blade · Lionheart Starter Beats 1 of 8 reference lineups 75.33/100 out of 100
    War Lord (S03), Rozen Blade (S03) and Lionheart (S01) score 75.33 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. 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. Lionheart is the win condition, bringing 100% 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 Lionheart’s Heart of Lion and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Lionheart swings into a line that cannot answer; War Lord raises Lionheart’s output directly rather than adding a number of its own. What you give up: Lionheart (S01) 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.

  331. 6, inseparable from the lineup above War Lord, front rowBlack Prince, middle rowLionheart, back row War Lord · Black Prince · Lionheart Starter Beats 1 of 8 reference lineups 75.57/100 out of 100
    War Lord (S03), Black Prince (S01) and Lionheart (S01) score 75.57 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. 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 78% 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 Black Prince’s Dragon Siege and Lionheart’s Heart of Lion both wait 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; War Lord raises Lionheart’s output directly rather than adding a number of its own. What you give up: Lionheart (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  332. 7 War Lord, front rowRoku Boshuten, middle rowLionheart, back row War Lord · Roku Boshuten · Lionheart Starter Beats 1 of 8 reference lineups 76.21/100 out of 100
    War Lord (S03), Roku Boshuten (S03) and Lionheart (S01) score 76.21 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: 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 76% 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 Lionheart’s Heart of Lion and Roku Boshuten’s Gou both wait on; Lionheart 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 Lionheart swings into a line that cannot answer. What you give up: Lionheart (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  333. 8 War Lord, front rowThe Brave, middle rowLionheart, back row War Lord · The Brave · Lionheart Starter Beats 1 of 8 reference lineups 75.28/100 out of 100
    War Lord (S03), The Brave (S04) and Lionheart (S01) score 75.28 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. Lionheart is the win condition, bringing 100% 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 Lionheart’s Heart of Lion and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; War Lord raises Lionheart’s output directly rather than adding a number of its own. What you give up: Lionheart (S01) 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.

  334. 9, inseparable from the lineup above War Lord, front rowBlack Prince, middle rowJane, back row War Lord · Black Prince · Jane Starter Beats 0 of 8 reference lineups 75.49/100 out of 100
    War Lord (S03), Black Prince (S01) and Jane (S03) score 75.49 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. 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. Jane is the win condition, bringing 72% 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 Black Prince’s Dragon Siege and Jane’s Battle of Flags both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Jane swings into a line that cannot answer; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Jane (S03) 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.

  335. 10 War Lord, front rowRoku Boshuten, middle rowJane, back row War Lord · Roku Boshuten · Jane Starter Beats 0 of 8 reference lineups 76.69/100 out of 100
    War Lord (S03), Roku Boshuten (S03) and Jane (S03) score 76.69 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% 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 Jane’s Battle of Flags and Roku Boshuten’s Gou both wait on; Jane 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 Jane swings into a line that cannot answer. What you give up: Jane (S03) 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.

  336. 11 War Lord, front rowThe Brave, middle rowThe Immortal, back row War Lord · The Brave · The Immortal Starter Beats 0 of 8 reference lineups 75.45/100 out of 100
    War Lord (S03), The Brave (S04) and The Immortal (S02) score 75.45 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. 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger The Brave’s No Turning Back and The Immortal’s Armor Shred both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so The Immortal swings into a line that cannot answer; War Lord raises The Immortal’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 2% 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.

  337. 12, inseparable from the lineup above War Lord, front rowThe Boneless, middle rowJane, back row War Lord · The Boneless · Jane Starter Beats 0 of 8 reference lineups 75.54/100 out of 100
    War Lord (S03), The Boneless (S00) and Jane (S03) score 75.54 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. Jane is the win condition, bringing 76% 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 Jane’s Battle of Flags and The Boneless’s Hanashi both wait on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so Jane swings into a line that cannot answer; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Jane (S03) 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. Budget note: every hero in this lineup can be completed without spending.

  338. 13, inseparable from the lineup above War Lord, front rowIsabella I, middle rowBlack Prince, back row War Lord · Isabella I · Black Prince Starter Beats 0 of 8 reference lineups 75.76/100 out of 100
    War Lord (S03), Isabella I (S01) and Black Prince (S01) score 75.76 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. 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 Black Prince’s Dragon Siege and Isabella I’s Queen of the Storm both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’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; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

  339. 14, inseparable from the lineup above War Lord, front rowThe Brave, middle rowBlack Prince, back row War Lord · The Brave · Black Prince Starter Beats 0 of 8 reference lineups 75.86/100 out of 100
    War Lord (S03), The Brave (S04) and Black Prince (S01) score 75.86 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. 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Black Prince’s Dragon Siege and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Black Prince swings into a line that cannot answer; War Lord raises Black Prince’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  340. 15 War Lord, front rowRozen Blade, middle rowIsabella I, back row War Lord · Rozen Blade · Isabella I Starter Beats 0 of 8 reference lineups 77.10/100 out of 100
    War Lord (S03), Rozen Blade (S03) and Isabella I (S01) score 77.10 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. 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. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

  341. 16 War Lord, front rowYukimura Sanada, middle rowJane, back row War Lord · Yukimura Sanada · Jane Starter Beats 0 of 8 reference lineups 74.59/100 out of 100
    War Lord (S03), Yukimura Sanada (S00) and Jane (S03) score 74.59 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. Jane is the win condition, bringing 71% 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 Jane’s Battle of Flags and Yukimura Sanada’s Scarlet Armor both wait on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Jane swings into a line that cannot answer; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Jane (S03) 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.

  342. 17 War Lord, front rowIsabella I, middle rowRoku Boshuten, back row War Lord · Isabella I · Roku Boshuten Starter Beats 0 of 8 reference lineups 76.03/100 out of 100
    War Lord (S03), Isabella I (S01) and Roku Boshuten (S03) score 76.03 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Roku Boshuten’s Gou both wait on; Isabella 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 Isabella I 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; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

  343. 18 War Lord, front rowBlack Prince, middle rowMary Tudor, back row War Lord · Black Prince · Mary Tudor Starter Beats 0 of 8 reference lineups 77.72/100 out of 100
    War Lord (S03), Black Prince (S01) and Mary Tudor (S00) score 77.72 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. 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. Mary Tudor is the win condition, bringing 76% 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 Black Prince’s Dragon Siege and Mary Tudor’s Reign of Sorrow both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Mary Tudor swings into a line that cannot answer. 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 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  344. 19 War Lord, front rowThe Brave, middle rowMary Tudor, back row War Lord · The Brave · Mary Tudor Starter Beats 0 of 8 reference lineups 76.90/100 out of 100
    War Lord (S03), The Brave (S04) and Mary Tudor (S00) score 76.90 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. Mary Tudor is the win condition, bringing 100% 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 Mary Tudor’s Reign of Sorrow and The Brave’s No Turning Back both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer. 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 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  345. 20, inseparable from the lineup above War Lord, front rowThe Brave, middle rowIsabella I, back row War Lord · The Brave · Isabella I Starter Beats 0 of 8 reference lineups 76.89/100 out of 100
    War Lord (S03), The Brave (S04) and Isabella I (S01) score 76.89 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. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; a mid-era lineup anchored by The Brave (S04). Budget note: every hero in this lineup can be completed without spending.

  346. 21, inseparable from the lineup above War Lord, front rowRozen Blade, middle rowMary Tudor, back row War Lord · Rozen Blade · Mary Tudor Starter Beats 0 of 8 reference lineups 76.93/100 out of 100
    War Lord (S03), Rozen Blade (S03) and Mary Tudor (S00) score 76.93 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. Mary Tudor is the win condition, bringing 100% 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 Mary Tudor’s Reign of Sorrow and Rozen Blade’s Blitz both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Mary Tudor swings into a line that cannot answer. 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 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  347. 22 War Lord, front rowRoku Boshuten, middle rowMary Tudor, back row War Lord · Roku Boshuten · Mary Tudor Starter Beats 0 of 8 reference lineups 77.21/100 out of 100
    War Lord (S03), Roku Boshuten (S03) and Mary Tudor (S00) score 77.21 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% 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 74% 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 Mary Tudor’s Reign of Sorrow and Roku Boshuten’s Gou both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; Mary Tudor produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on. 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 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  348. 23 War Lord, front rowIsabella I, middle rowMary Tudor, back row War Lord · Isabella I · Mary Tudor Starter Beats 0 of 8 reference lineups 76.84/100 out of 100
    War Lord (S03), Isabella I (S01) and Mary Tudor (S00) score 76.84 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. 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 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 Isabella I’s Queen of the Storm and Mary Tudor’s Reign of Sorrow 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: Mary Tudor (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.

  349. 24 War Lord, front rowQueen Anne, middle rowMary Tudor, back row War Lord · Queen Anne · Mary Tudor Starter Beats 0 of 8 reference lineups 75.60/100 out of 100
    War Lord (S03), Queen Anne (S00) and Mary Tudor (S00) score 75.60 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. Mary Tudor is the win condition, bringing 72% 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 Mary Tudor’s Reign of Sorrow and Queen Anne’s Slaughter both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer. 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 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  350. 25 Black Prince, front rowConstantine the Great, middle rowLionheart, back row Black Prince · Constantine the Great · Lionheart developer pick Starter Beats 0 of 8 reference lineups 56.86/100 out of 100
    Black Prince (S01), Constantine the Great (S01) and Lionheart (S01) score 56.86 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.

  351. 26 War Lord, front rowYukimura Sanada, middle rowMary Tudor, back row War Lord · Yukimura Sanada · Mary Tudor Starter Beats 0 of 8 reference lineups 75.31/100 out of 100
    War Lord (S03), Yukimura Sanada (S00) and Mary Tudor (S00) score 75.31 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 75% 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 Mary Tudor’s Reign of Sorrow and Yukimura Sanada’s Scarlet Armor 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: Mary Tudor (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.

  352. 27 War Lord, front rowRough Rider, middle rowJane, back row War Lord · Rough Rider · Jane Starter Beats 0 of 8 reference lineups 74.40/100 out of 100
    War Lord (S03), Rough Rider (S00) and Jane (S03) score 74.40 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. 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 Jane’s Battle of Flags and Rough Rider’s Tag Tactic both wait on; Jane shuts off enemy recovery, so what Jane deals stays dealt; War Lord raises Jane’s output directly rather than adding a number of its own. What you give up: Jane (S03) 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.

  353. 28 War Lord, front rowRozen Blade, middle rowRoku Boshuten, back row War Lord · Rozen Blade · Roku Boshuten Starter Beats 0 of 8 reference lineups 77.97/100 out of 100
    War Lord (S03), Rozen Blade (S03) and Roku Boshuten (S03) score 77.97 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Roku Boshuten’s Gou and Rozen Blade’s Blitz both wait on; Rozen Blade 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 Roku Boshuten swings into a line that cannot answer. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

  354. 29 War Lord, front rowThe Boneless, middle rowIsabella I, back row War Lord · The Boneless · Isabella I Starter Beats 0 of 8 reference lineups 77.07/100 out of 100
    War Lord (S03), The Boneless (S00) and Isabella I (S01) score 77.07 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. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and The Boneless’s Hanashi both wait on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; The 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.

  355. 30 War Lord, front rowRozen Blade, middle rowBlack Prince, back row War Lord · Rozen Blade · Black Prince Starter Beats 0 of 8 reference lineups 76.03/100 out of 100
    War Lord (S03), Rozen Blade (S03) and Black Prince (S01) score 76.03 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. 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Black Prince’s Dragon Siege and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Black Prince swings into a line that cannot answer; War Lord raises Black Prince’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  356. 31 War Lord, front rowThe Brave, middle rowRoku Boshuten, back row War Lord · The Brave · Roku Boshuten Starter Beats 0 of 8 reference lineups 77.82/100 out of 100
    War Lord (S03), The Brave (S04) and Roku Boshuten (S03) score 77.82 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Roku Boshuten’s Gou and The Brave’s No Turning Back both wait on; The Brave produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Roku Boshuten swings into a line that cannot answer. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; a mid-era lineup anchored by The Brave (S04). Budget note: every hero in this lineup can be completed without spending.

  357. 32 War Lord, front rowThe Boneless, middle rowMary Tudor, back row War Lord · The Boneless · Mary Tudor Starter Beats 0 of 8 reference lineups 77.27/100 out of 100
    War Lord (S03), The Boneless (S00) and Mary Tudor (S00) score 77.27 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. Mary Tudor is the win condition, bringing 80% 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 Mary Tudor’s Reign of Sorrow and The Boneless’s Hanashi both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer. 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 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  358. 33, inseparable from the lineup above War Lord, front rowRozen Blade, middle rowThe Boneless, back row War Lord · Rozen Blade · The Boneless Starter Beats 0 of 8 reference lineups 77.35/100 out of 100
    War Lord (S03), Rozen Blade (S03) and The Boneless (S00) score 77.35 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. 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 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 The Boneless waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rozen Blade’s Blitz and The Boneless’s Hanashi both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so The Boneless swings into a line that cannot answer. What you give up: raw damage reaches only about 1% of the hardest-hitting trio in the roster; 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.

  359. 34 North's Rage, front rowYukimura Sanada, middle rowWilliam Wallace, back row North's Rage · Yukimura Sanada · William Wallace developer pick Starter Beats 0 of 8 reference lineups 45.85/100 out of 100
    North's Rage (S00), Yukimura Sanada (S00) and William Wallace (S00) score 45.85 out of 100 together, and each of the three has a job.

    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 takes the front because those range-2 skills only connect from there. Yukimura Sanada adds a second source of control, so the lock rarely has an off round: Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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; North's Rage 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.

  360. 35 North's Rage, front rowYukimura Sanada, middle rowHeaven's Justice, back row North's Rage · Yukimura Sanada · Heaven's Justice developer pick Starter Beats 0 of 8 reference lineups 45.27/100 out of 100
    North's Rage (S00), Yukimura Sanada (S00) and Heaven's Justice (S00) score 45.27 out of 100 together, and each of the three has a job.

    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 takes the front because those range-2 skills only connect from there. Yukimura Sanada adds a second source of control, so the lock rarely has an off round: Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; North's Rage 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.

  361. 36 North's Rage, front rowThe Boneless, middle rowWilliam Wallace, back row North's Rage · The Boneless · William Wallace developer pick Starter Beats 0 of 8 reference lineups 48.23/100 out of 100
    North's Rage (S00), The Boneless (S00) and William Wallace (S00) score 48.23 out of 100 together, and each of the three has a job.

    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 takes the front because those range-2 skills only connect from there. 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 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; North's Rage 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.

  362. 37 Kublai, front rowYukimura Sanada, middle rowWilliam Wallace, back row Kublai · Yukimura Sanada · William Wallace developer pick Starter Beats 0 of 8 reference lineups 45.16/100 out of 100
    Kublai (S00), Yukimura Sanada (S00) and William Wallace (S00) score 45.16 out of 100 together, and each of the three has a job.

    Kublai is the flex piece -- modest alone, but covering what the other two leave open: Sentencing puts 357.5% into one enemy squad on a 55% roll, and takes the front because those range-2 skills only connect from there. 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 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; Kublai 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.

  363. 38 North's Rage, front rowRough Rider, middle rowWilliam Wallace, back row North's Rage · Rough Rider · William Wallace developer pick Starter Beats 0 of 8 reference lineups 44.70/100 out of 100
    North's Rage (S00), Rough Rider (S00) and William Wallace (S00) score 44.70 out of 100 together, and each of the three has a job.

    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 takes the front because those range-2 skills only connect from there. 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. 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; North's Rage 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.

  364. 39 Queen Anne, front rowHeroine of Courage, middle rowWilliam Wallace, back row Queen Anne · Heroine of Courage · William Wallace developer pick Starter Beats 0 of 8 reference lineups 45.07/100 out of 100
    Queen Anne (S00), Heroine of Courage (S00) and William Wallace (S00) score 45.07 out of 100 together, and each of the three has a job.

    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 takes the front as the sturdiest of the three. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. William 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; Queen Anne 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.

Questions about Cavalry combos

What is the best Cavalry combo in Rise of Castles?

The current #1 ranked Cavalry combo is Cyrus · Saladin · Zhao Yun. It tops Current meta, where every hero is X16 or newer, an SP, or paid.

How many Cavalry combos are ranked here?

ROCMeta ranks 361 Cavalry combos. Each is scored out of 100 across eleven weighted checks — damage output, trigger chains, season strength, skill range, troop eligibility and more. Lineups are ordered by score inside their tier, so the score falls as you read down a tier and climbs again at the next tier header.

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

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

What if I don't own the heroes in the top 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.

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

Which of these can you field?

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

Open the Combo Generator