Best comboTop ranked

Ramses II · Al Faith · Charles the Great

Archer #129
Ramses II Rise of Castles heroRamses II
Al Faith Rise of Castles heroAl Faith
Charles the Great Rise of Castles heroCharles the Great

Al Faith — what the skills grant

Totalled from Al Faith's own skill descriptions. Squad buffs apply to the hero's own squad; legion buffs apply to the whole legion — they stack differently in game, so they are counted separately.

Damage
+75% hero's squad
Resistance
+65% hero's squad
Might
+65% hero's squad
+70% hero's legion
Fatal Blow Rate
+50% hero's squad
Fatal Blow Damage
+60% hero's squad

About Al Faith

Al Faith is an Archer hero in Rise of Castles. On ROCMeta, Al Faith appears in 14 ranked combos spanning Archer and Mixed lineups. Al Faith's highest-ranked appearance is Ramses II · Al Faith · Charles the Great, which currently sits at Archer #129.

Across Al Faith's skills, the hero's own squad gains +75% Damage, +65% Resistance, +65% Might, +50% Fatal Blow Rate, and +60% Fatal Blow Damage. The wider legion gains +70% Might.

Al Faith is most often ranked alongside Leonidas, Charles the Great, and North's Rage — the heroes that share the most ranked combos with Al Faith. The full list of partners is further down the page.

Why Al Faith ranks where it does

Al Faith has no single standout axis; the value is in filling gaps rather than leading a lineup.

Read from Al Faith's eight skills and compared against every other published hero — not an editorial opinion.

Heroes that pair well with Al Faith

The heroes most often ranked alongside Al Faith.

Best Archer combos with Al Faith

Al Faith appears in 11 ranked Archer combos.

  1. 129 Ramses II, front rowAl Faith, middle rowCharles the Great, back row Ramses II · Al Faith · Charles the Great
    Ramses II (SP · paid), Al Faith (S01) and Charles the Great (S01) score 56.11 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Ramses II raises Charles the Great’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 5% of the hardest-hitting trio in the roster. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Current meta 56.11/100 out of 100
  2. 171 Cleopatra VII, front rowAl Faith, middle rowDefender, back row Cleopatra VII · Al Faith · Defender
    Cleopatra VII (S03 · paid), Al Faith (S01) and Defender (X03) score 60.18 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Cleopatra VII waits on; Al Faith raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: Al Faith (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 7% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 60.18/100 out of 100
  3. 173 Tarantula, front rowNorth's Rage, middle rowAl Faith, back row Tarantula · North's Rage · Al Faith
    Tarantula (X02), North's Rage (S00) and Al Faith (S01) score 60.14 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 68% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Al Faith raises Tarantula’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 60.14/100 out of 100
  4. 177 Ragnar, front rowAl Faith, middle rowEdward the Confessor, back row Ragnar · Al Faith · Edward the Confessor
    Ragnar (X12 · paid), Al Faith (S01) and Edward the Confessor (S01) score 58.40 out of 100 together, and each of the three has a job.

    Ragnar is the win condition, bringing 84% of the lineup's expected damage: Pillage puts 640% into all enemy squads every time it fires, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Edward the Confessor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Al Faith raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Al Faith (S01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 58.40/100 out of 100
  5. 186 Isabella I, front rowAl Faith, middle rowInquisitor, back row Isabella I · Al Faith · Inquisitor
    Isabella I (S01), Al Faith (S01) and Inquisitor (S02) score 60.16 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Inquisitor’s Atonement produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm produces burns, the exact trigger Inquisitor’s Atonement waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Inquisitor swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 8% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 60.16/100 out of 100
  6. 188 Isabella I, front rowAl Faith, middle rowWitch Hunter, back row Isabella I · Al Faith · Witch Hunter
    Isabella I (S01), Al Faith (S01) and Witch Hunter (S02) score 57.75 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Witch Hunter’s Purifying Flame produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Witch Hunter swings into a line that cannot answer; Al Faith raises Witch Hunter’s output directly rather than adding a number of its own. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 8% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 57.75/100 out of 100
  7. 199 Leonidas, front rowNorth's Rage, middle rowAl Faith, back row Leonidas · North's Rage · Al Faith
    Leonidas (S00), North's Rage (S00) and Al Faith (S01) score 54.66 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. North's Rage adds a second source of control, so the lock rarely has an off round: For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so North's Rage swings into a line that cannot answer; Al Faith raises North's Rage’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 54.66/100 out of 100
  8. 201 Leonidas, front rowRough Rider, middle rowAl Faith, back row Leonidas · Rough Rider · Al Faith
    Leonidas (S00), Rough Rider (S00) and Al Faith (S01) score 54.61 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer; Al Faith raises Rough Rider’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 54.61/100 out of 100
  9. 203 Leonidas, front rowAl Faith, middle rowCharles the Great, back row Leonidas · Al Faith · Charles the Great
    Leonidas (S00), Al Faith (S01) and Charles the Great (S01) score 53.23 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer; Al Faith raises Charles the Great’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 53.23/100 out of 100
  10. 205 Leonidas, front rowAl Faith, middle rowHeaven's Justice, back row Leonidas · Al Faith · Heaven's Justice
    Leonidas (S00), Al Faith (S01) and Heaven's Justice (S00) score 53.08 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the win condition, bringing 69% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer; Al Faith raises Heaven's Justice’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 53.08/100 out of 100
  11. 210 Al Faith, front rowEdward the Confessor, middle rowCharles the Great, back row Al Faith · Edward the Confessor · Charles the Great
    Al Faith (S01), Edward the Confessor (S01) and Charles the Great (S01) score 49.76 out of 100 together, and each of the three has a job.

    Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and takes the front as the sturdiest of the three. Edward the Confessor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer; Al Faith raises Charles the Great’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Al Faith holds the front, but nothing here heals. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Starter 49.76/100 out of 100

See the full Archer rankings →

Best Mixed combos with Al Faith

Al Faith appears in 3 ranked Mixed combos.

  1. 164 Clovis I, front rowAl Faith, middle rowHeroine of Courage, back row Clovis I · Al Faith · Heroine of Courage
    Clovis I (footmen · X15), Al Faith (archer · S01) and Heroine of Courage (footmen · S00) score 59.90 out of 100 together, and each of the three has a job.

    Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and takes the front as the sturdiest of the three. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al Faith produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Al Faith raises Clovis I’s output directly rather than adding a number of its own. What you give up: Al Faith (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 8% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 59.90/100 out of 100
  2. 187 Genghis Khan, front rowYukimura Sanada, middle rowAl Faith, back row Genghis Khan · Yukimura Sanada · Al Faith
    Genghis Khan (footmen · S01), Yukimura Sanada (footmen · S00) and Al Faith (archer · S01) score 57.37 out of 100 together, and each of the three has a job.

    Genghis Khan is the lifeline: that healing decides whether this lineup is still standing in round five — carries 152% of recovery across its kit, and takes the front as the sturdiest of the three. 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. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Yukimura Sanada produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Genghis Khan swings into a line that cannot answer; Al Faith raises Genghis Khan’s output directly rather than adding a number of its own. What you give up: Genghis Khan (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. How these scores work →

    Starter 57.37/100 out of 100
  3. 191 Theodora, front rowAl Faith, middle rowDesert Storm, back row Theodora · Al Faith · Desert Storm
    Theodora (footmen · S04 · paid), Al Faith (archer · S01) and Desert Storm (footmen · S04) score 54.11 out of 100 together, and each of the three has a job.

    Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Al Faith is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Desert Storm is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Desert Storm swings into a line that cannot answer; Theodora raises Desert Storm’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 2% of the hardest-hitting trio in the roster. How these scores work →

    Starter 54.11/100 out of 100

See the full Mixed rankings →

Al Faith — skills

All 8 recorded skills for Al Faith, straight from the hero's game card.

1

Dictator

Leadership Skill · Hero's Squad

The soldier amount cap of the hero's squad is increased by 23,100.

2

Conqueror

Combat Skill · 1 random friendly squad within effective range · Range 0 · Archer

80% chance to magnify the damage dealt in normal attacks made by Al Faith by 60% for 1 round(s).

3

Archer Defensive Formation II

Leadership Skill · Hero's Squad

Archers in the hero's squad have 50% more Resistance.

4

Archer Offensive Formation II

Leadership Skill · Hero's Squad

Archers in the hero's squad have 50% more Might.

5

Cannon Blast

Status Skill · 1 random friendly squad within effective range · Range 0 ·

Al Faith will target at 1 random enemy squad(s) in normal attacks and have a %50 chance to cast "Fatal Blow".

6

Archer Awakened

Leadership Skill · Hero's Squad

Archer in Hero's squad has +15% Might and Resistance, and +15% Damage. 250% bonus to the skill "Dictator".

7

Distance Strike

Leadership Skill · Hero's Legion

After using the skill, Hero's formation has 100% bonus marching speed, 70% bonus archer might for 20min, 15hr cooldown. When not active, 50% effect is in use during combat.

8

Sacred Code

Status Skill · 1 random friendly squad within effective range · Range 0 · Archer

The damage rate of the "Fatal Blow" cast by Al Faith increases by 60%, with the effect stacked 1 time(s) each round for up to 4 time(s) till the battle ends.

Which Al Faith combos can YOU play?

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