Best comboTop ranked

Hector · Al-Hawra · Oliver

Archer #25
Hector Rise of Castles heroHector
Al-Hawra Rise of Castles heroAl-Hawra
Oliver Rise of Castles heroOliver

Al-Hawra — what the skills grant

Totalled from Al-Hawra'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
+73% friendly squads
Damage Taken
-50% friendly squads
Fatal Blow Rate
+15% friendly squads
Combat Speed
+100 friendly squads
+100 hero's squad
Resistance
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 5 — +300%, skill 5 — +400%.

About Al-Hawra

Al-Hawra is an Archer hero in Rise of Castles. On ROCMeta, Al-Hawra appears in 37 ranked combos spanning Archer and Mixed lineups. Al-Hawra's highest-ranked appearance is Hector · Al-Hawra · Oliver, which currently sits at Archer #25.

Across Al-Hawra's skills, the hero's own squad gains +100 Combat Speed, +65% Resistance, and +65% Might. The wider legion gains +40% Might.

Al-Hawra's strongest recorded skill hits for 400% damage.

Al-Hawra is most often ranked alongside Tarantula, Boudica, and Hector — the heroes that share the most ranked combos with Al-Hawra. The full list of partners is further down the page.

Why Al-Hawra ranks where it does

Al-Hawra is built around team buffs and damage reduction — stronger there than 93% of the roster.

Pairs best with Alberich, Alfred and Army Breaker. Al-Hawra feeds Alberich; Alberich feeds Al-Hawra

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

Heroes that pair well with Al-Hawra

The heroes most often ranked alongside Al-Hawra.

Best Archer combos with Al-Hawra

Al-Hawra appears in 23 ranked Archer combos.

  1. 25 Hector, front rowAl-Hawra, middle rowOliver, back row Hector · Al-Hawra · Oliver
    Hector (X15 · paid), Al-Hawra (X01 · paid) and Oliver (X24) score 77.53 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 75% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Hector and Oliver both wait on; Hector produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 77.53/100 out of 100
  2. 26 Al-Hawra, front rowEselfred, middle rowOliver, back row Al-Hawra · Eselfred · Oliver
    Al-Hawra (X01 · paid), Eselfred (X14) and Oliver (X24) score 77.46 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Eselfred brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 73% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Eselfred and Oliver both wait on; Eselfred produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 77.46/100 out of 100
  3. 34 Tarantula, front rowAl-Hawra, middle rowFrederick I, back row Tarantula · Al-Hawra · Frederick I
    Tarantula (X02), Al-Hawra (X01 · paid) and Frederick I (X16) score 76.33 out of 100 together, and each of the three has a job.

    Tarantula brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 67% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Frederick I both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom and Frederick I’s Frenzy War both wait on; Tarantula raises Frederick I’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 35% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 76.33/100 out of 100
  4. 35 Hector, front rowAl-Hawra, middle rowFrederick I, back row Hector · Al-Hawra · Frederick I
    Hector (X15 · paid), Al-Hawra (X01 · paid) and Frederick I (X16) score 76.33 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 60% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Hector and Frederick I both wait on; Hector produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom and Frederick I’s Frenzy War both wait on; Al-Hawra raises Frederick I’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 40% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 76.33/100 out of 100
  5. 38 Al-Hawra, front rowBoudica, middle rowOliver, back row Al-Hawra · Boudica · Oliver
    Al-Hawra (X01 · paid), Boudica (X01 · paid) and Oliver (X24) score 75.79 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Boudica brings a second damage line worth 10% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 87% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Boudica and Oliver both wait on; Boudica produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Oliver’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 75.79/100 out of 100
  6. 40 Tarantula, front rowAl-Hawra, middle rowOliver, back row Tarantula · Al-Hawra · Oliver
    Tarantula (X02), Al-Hawra (X01 · paid) and Oliver (X24) score 75.67 out of 100 together, and each of the three has a job.

    Tarantula brings a second damage line worth 17% of the expected output, so no single silence stops the plan: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 80% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Oliver both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Tarantula raises Oliver’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 75.67/100 out of 100
  7. 64 Tarantula, front rowAl-Hawra, middle rowNicolas Flamel, back row Tarantula · Al-Hawra · Nicolas Flamel
    Tarantula (X02), Al-Hawra (X01 · paid) and Nicolas Flamel (X18) score 72.88 out of 100 together, and each of the three has a job.

    Tarantula brings a second damage line worth 33% of the expected output, so no single silence stops the plan: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 62% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Nicolas Flamel both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Tarantula raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 31% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 72.88/100 out of 100
  8. 69 Henry V, front rowPoison Master, middle rowAl-Hawra, back row Henry V · Poison Master · Al-Hawra
    Henry V (X17), Poison Master (X10) and Al-Hawra (X01 · paid) score 72.31 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Henry V and Poison Master both wait on; Henry V produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison and Al-Hawra’s Desert Phantom both wait on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Henry V swings into a line that cannot answer. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 72.31/100 out of 100
  9. 80 Henry V, front rowHellfire, middle rowAl-Hawra, back row Henry V · Hellfire · Al-Hawra
    Henry V (X17), Hellfire (X09) and Al-Hawra (X01 · paid) score 70.99 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Al-Hawra is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 78% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Henry V and Hellfire both wait on; Henry V produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Hellfire raises Henry V’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 70.99/100 out of 100
  10. 88 Henry V, front rowAl-Hawra, middle rowEselfred, back row Henry V · Al-Hawra · Eselfred
    Henry V (X17), Al-Hawra (X01 · paid) and Eselfred (X14) score 70.56 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 64% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Henry V and Eselfred both wait on; Henry V produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Eselfred swings into a line that cannot answer. What you give up: raw damage reaches only about 24% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 70.56/100 out of 100
  11. 92 Robin Hood, front rowAl-Hawra, middle rowBoudica, back row Robin Hood · Al-Hawra · Boudica
    Robin Hood (X21), Al-Hawra (X01 · paid) and Boudica (X01 · paid) score 70.18 out of 100 together, and each of the three has a job.

    Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 300% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Boudica brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Robin Hood’s Swift Ranger produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Boudica waits on; Robin Hood produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 70.18/100 out of 100
  12. 114 Zhuge Liang, front rowAl-Hawra, middle rowHenry II, back row Zhuge Liang · Al-Hawra · Henry II
    Zhuge Liang (X26), Al-Hawra (X01 · paid) and Henry II (X20) score 66.13 out of 100 together, and each of the three has a job.

    Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Al-Hawra is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 90% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry II produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Zhuge Liang raises Henry II’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Current meta 66.13/100 out of 100
  13. 117 Henry V, front rowElk, middle rowAl-Hawra, back row Henry V · Elk · Al-Hawra
    Henry V (X17), Elk (X01) and Al-Hawra (X01 · paid) score 64.51 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Elk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 58% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Al-Hawra is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 78% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Henry V waits on; Henry V produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Elk raises Henry V’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; Elk (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 64.51/100 out of 100
  14. 128 Helsingen, front rowAl-Hawra, middle rowSeraphina, back row Helsingen · Al-Hawra · Seraphina
    Helsingen (X28), Al-Hawra (X01 · paid) and Seraphina (X28) score 60.61 out of 100 together, and each of the three has a job.

    Helsingen brings a second damage line worth 45% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the win condition, bringing 48% of the lineup's expected damage: Crimson Tide Fire Rain puts 285% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: Helsingen holds the front, but nothing here heals; damage is spread across the enemy line rather than focused on one squad. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation. How these scores work →

    Current meta 60.61/100 out of 100
  15. 134 Hector, front rowAl-Hawra, middle rowBoudica, back row Hector · Al-Hawra · Boudica
    Hector (X15 · paid), Al-Hawra (X01 · paid) and Boudica (X01 · paid) score 73.18 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Boudica brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Hector and Boudica both wait on; Hector produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Hector’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 22% of the hardest-hitting trio in the roster. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Mid progression 73.18/100 out of 100
  16. 139 Al-Hawra, front rowDefender, middle rowSpectral Reaper, back row Al-Hawra · Defender · Spectral Reaper
    Al-Hawra (X01 · paid), Defender (X03) and Spectral Reaper (X03) score 72.53 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 68% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Defender and Spectral Reaper both wait on; Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Spectral Reaper waits on; Defender produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 72.53/100 out of 100
  17. 142 Isabella I, front rowAl-Hawra, middle rowLilith, back row Isabella I · Al-Hawra · Lilith
    Isabella I (S01), Al-Hawra (X01 · paid) and Lilith (X09) score 70.63 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 70% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Isabella I and Lilith both wait on; Isabella I produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Isabella I produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 17% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 70.63/100 out of 100
  18. 143 Al-Hawra, front rowSky Breaker, middle rowLilith, back row Al-Hawra · Sky Breaker · Lilith
    Al-Hawra (X01 · paid), Sky Breaker (S03) and Lilith (X09) score 70.58 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 65% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Sky Breaker and Lilith both wait on; Al-Hawra produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Sky Breaker produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; Sky Breaker (S03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 70.58/100 out of 100
  19. 145 Al-Hawra, front rowYukimura Sanada, middle rowTarantula, back row Al-Hawra · Yukimura Sanada · Tarantula
    Al-Hawra (X01 · paid), Yukimura Sanada (S00) and Tarantula (X02) score 69.96 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Tarantula is the win condition, bringing 66% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Yukimura Sanada and Tarantula both wait on; Yukimura Sanada produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Tarantula’s output directly rather than adding a number of its own. What you give up: Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 15% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 69.96/100 out of 100
  20. 148 Hellfire, front rowRough Rider, middle rowAl-Hawra, back row Hellfire · Rough Rider · Al-Hawra
    Hellfire (X09), Rough Rider (S00) and Al-Hawra (X01 · paid) score 69.37 out of 100 together, and each of the three has a job.

    Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Al-Hawra is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 78% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Hellfire and Rough Rider both wait on; Hellfire produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Hellfire raises Rough Rider’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 69.37/100 out of 100
  21. 149 Al-Hawra, front rowRough Rider, middle rowTarantula, back row Al-Hawra · Rough Rider · Tarantula
    Al-Hawra (X01 · paid), Rough Rider (S00) and Tarantula (X02) score 69.22 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Tarantula is the win condition, bringing 62% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Rough Rider and Tarantula both wait on; Rough Rider produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Tarantula’s output directly rather than adding a number of its own. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 16% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 69.22/100 out of 100
  22. 150 Tarantula, front rowAl-Hawra, middle rowHeroine of Courage, back row Tarantula · Al-Hawra · Heroine of Courage
    Tarantula (X02), Al-Hawra (X01 · paid) and Heroine of Courage (S00) score 68.56 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 64% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Heroine of Courage both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Tarantula’s output directly rather than adding a number of its own. What you give up: Heroine of Courage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 16% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 68.56/100 out of 100
  23. 152 Tarantula, front rowAl-Hawra, middle rowCharles the Great, back row Tarantula · Al-Hawra · Charles the Great
    Tarantula (X02), Al-Hawra (X01 · paid) and Charles the Great (S01) score 68.22 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 62% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Charles the Great both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Tarantula’s output directly rather than adding a number of its own. What you give up: Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 16% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 68.22/100 out of 100

See the full Archer rankings →

Best Mixed combos with Al-Hawra

Al-Hawra appears in 14 ranked Mixed combos.

  1. 74 Attila, front rowAl-Hawra, middle rowLilith, back row Attila · Al-Hawra · Lilith
    Attila (cavalry · X27 · paid), Al-Hawra (archer · X01 · paid) and Lilith (archer · X09) score 71.71 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 66% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Attila and Lilith both wait on; Al-Hawra produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Attila produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 71.71/100 out of 100
  2. 91 Attila, front rowAl-Hawra, middle rowWarhammer, back row Attila · Al-Hawra · Warhammer
    Attila (cavalry · X27 · paid), Al-Hawra (archer · X01 · paid) and Warhammer (cavalry · X06) score 69.98 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 82% 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Attila and Warhammer both wait on; Attila produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 23% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 69.98/100 out of 100
  3. 93 Tarantula, front rowAl-Hawra, middle rowTura Cartel, back row Tarantula · Al-Hawra · Tura Cartel
    Tarantula (archer · X02), Al-Hawra (archer · X01 · paid) and Tura Cartel (cavalry · X21) score 69.96 out of 100 together, and each of the three has a job.

    Tarantula brings a second damage line worth 28% of the expected output, so no single silence stops the plan: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 68% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Tura Cartel both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 27% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 69.96/100 out of 100
  4. 96 Al-Hawra, front rowEl Cid, middle rowTura Cartel, back row Al-Hawra · El Cid · Tura Cartel
    Al-Hawra (archer · X01 · paid), El Cid (cavalry · X12) and Tura Cartel (cavalry · X21) score 69.78 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. El Cid brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger El Cid and Tura Cartel both wait on; El Cid produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 69.78/100 out of 100
  5. 97 Al-Hawra, front rowBoudica, middle rowNevsky, back row Al-Hawra · Boudica · Nevsky
    Al-Hawra (archer · X01 · paid), Boudica (archer · X01 · paid) and Nevsky (footmen · X27) score 69.71 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Boudica brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nevsky is the win condition, bringing 69% of the lineup's expected damage: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Boudica and Nevsky both wait on; Boudica produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 69.71/100 out of 100
  6. 100 Al-Hawra, front rowBjorn, middle rowLancelot, back row Al-Hawra · Bjorn · Lancelot
    Al-Hawra (archer · X01 · paid), Bjorn (cavalry · X04) and Lancelot (cavalry · X20 · paid) score 69.50 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Bjorn is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Bjorn and Lancelot both wait on; Bjorn produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 69.50/100 out of 100
  7. 114 Vikram, front rowAl-Hawra, middle rowNevsky, back row Vikram · Al-Hawra · Nevsky
    Vikram (footmen · X04), Al-Hawra (archer · X01 · paid) and Nevsky (footmen · X27) score 68.44 out of 100 together, and each of the three has a job.

    Vikram is the shield: the damage reduction and staying power buy the rounds the plan needs — 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Nevsky is the win condition, bringing 81% of the lineup's expected damage: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Vikram and Nevsky both wait on; Vikram produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom and Nevsky’s Battle Skill Echo both wait on; Vikram’s Alluring Arm applies Suppress and takes a squad out of the fight, so Nevsky swings into a line that cannot answer. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 68.44/100 out of 100
  8. 128 Al-Hawra, front rowDefender, middle rowSundiata, back row Al-Hawra · Defender · Sundiata
    Al-Hawra (archer · X01 · paid), Defender (archer · X03) and Sundiata (cavalry · X15) score 70.98 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 85% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Sundiata waits on; Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Defender and Sundiata both wait on; Defender produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 70.98/100 out of 100
  9. 129 Ashoka, front rowAl-Hawra, middle rowBoudica, back row Ashoka · Al-Hawra · Boudica
    Ashoka (footmen · X14), Al-Hawra (archer · X01 · paid) and Boudica (archer · X01 · paid) score 70.71 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 73% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Boudica brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Ashoka and Boudica both wait on; Ashoka produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 19% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 70.71/100 out of 100
  10. 136 Pepin, front rowAl-Hawra, middle rowEselfred, back row Pepin · Al-Hawra · Eselfred
    Pepin (footmen · X12), Al-Hawra (archer · X01 · paid) and Eselfred (archer · X14) score 68.88 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 75% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Pepin and Eselfred both wait on; Pepin produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra produces combat-skill casts, the exact trigger Pepin’s Power of Staff 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 rather than focused on one squad. How these scores work →

    Mid progression 68.88/100 out of 100
  11. 137 Hector, front rowAl-Hawra, middle rowWarhammer, back row Hector · Al-Hawra · Warhammer
    Hector (archer · X15 · paid), Al-Hawra (archer · X01 · paid) and Warhammer (cavalry · X06) score 67.61 out of 100 together, and each of the three has a job.

    Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Hector and Warhammer both wait on; Hector produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Warhammer shuts off enemy recovery, so what Hector deals stays dealt. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 67.61/100 out of 100
  12. 143 Vikram, front rowAl-Hawra, middle rowLilith, back row Vikram · Al-Hawra · Lilith
    Vikram (footmen · X04), Al-Hawra (archer · X01 · paid) and Lilith (archer · X09) score 66.73 out of 100 together, and each of the three has a job.

    Vikram is the shield: the damage reduction and staying power buy the rounds the plan needs — 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Vikram and Lilith both wait on; Vikram produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Vikram produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 11% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 66.73/100 out of 100
  13. 145 Tarantula, front rowAl-Hawra, middle rowRoku Boshuten, back row Tarantula · Al-Hawra · Roku Boshuten
    Tarantula (archer · X02), Al-Hawra (archer · X01 · paid) and Roku Boshuten (cavalry · S03) score 66.45 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 65% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Roku Boshuten both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom and Roku Boshuten’s Gokuraku Jodo both wait on; Al-Hawra raises Tarantula’s output directly rather than adding a number of its own. What you give up: Roku Boshuten (S03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 11% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 66.45/100 out of 100
  14. 151 Lawman, front rowAl-Hawra, middle rowWilliam Wallace, back row Lawman · Al-Hawra · William Wallace
    Lawman (cavalry · X03), Al-Hawra (archer · X01 · paid) and William Wallace (archer · S00) score 63.77 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. William Wallace is the win condition, bringing 74% of the lineup's expected damage: Eye of the Storm puts 667% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Lawman and William Wallace both wait on; Lawman produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises William Wallace’s output directly rather than adding a number of its own. What you give up: William Wallace (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. How these scores work →

    Mid progression 63.77/100 out of 100

See the full Mixed rankings →

Al-Hawra — skills

All 8 recorded skills for Al-Hawra, 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

Enchanting Dance

Pre-Battle Skill · 1 random friendly squad within effective range · Range 5 · Archer

Al-Hawra dances gracefully on the battlefield; 90% chance each round to weaken a random enemy squad, making that squad unable to deal damage for 1 round(s); 90% chance to grant a random friendly squad All-Ability Boost (Damage dealt increased by 50%; damage taken reduced by 50%; Combat Speed increased by 100; a 15% increase in the chance of Fatal Blow and Destructive Strike), lasting 1 round(s). (The skill's effect cannot be dispelled).

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

Ghostly Strike

Combat Skill · 3 random enemy squads within effective range · Range 5 · Archer

Al-Hawra waits for the best timing; starting round 3 , 100% chance each round to deal 300% Skill Damage to all enemy squads. If the troop power of the enemy squad with the lowest troop power is below 50% , deals an additional 400% Skill Damage.

6

Archer Awakened

Leadership Skill · Hero's Squad

Hero's squad gains 15% Archer Might and Resistance, and 100 Archer Combat Speed. 250% bonus to the skill "Dictator".

7

Discipline - Archer

Leadership Skill · Hero's Legion

Archer's Might in the hero's legion is increased by 40%.

8

Desert Phantom

Status Skill · 3 random friendly squads within effective range · Range 2 · Archer

All friendly Archer squads gain the Phantom effect. When casting a combat skill, 30% chance to increase the Skill Damage by 23% ; 23% chance to cast this skill once more. The effectiveness of the two effects will be determined independently.

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