Alberich — what the skills grant
Totalled from Alberich'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.
Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 5 — +180%, skill 8 — +180%.
About Alberich
Alberich is a Footmen hero in Rise of Castles. On ROCMeta, Alberich appears in 16 ranked combos spanning Footmen and Mixed lineups. Alberich's highest-ranked appearance is Alberich · Achilles · Zhao Yun, which currently sits at Footmen #7.
Across Alberich's skills, the hero's own squad gains -50% Damage Taken, -50% Healing, +65% Resistance, +65% Might, and +15% Damage. The wider legion gains +40% Might.
Alberich's strongest recorded skill hits for 180% damage.
Alberich is most often ranked alongside Arslan, Zhao Yun, and Achilles — the heroes that share the most ranked combos with Alberich. The full list of partners is further down the page.
Why Alberich ranks where it does
Alberich is built around damage reduction — stronger there than 82% of the roster.
Pairs best with Al-Hawra, Ashoka and Caesar. Al-Hawra feeds Alberich; Alberich feeds Al-Hawra
Adds little alongside Galahad, Immortal Guardian and Lagertha. both are tanks — the second adds little the first does not
Read from Alberich's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Alberich
The heroes most often ranked alongside Alberich.
Best Footmen combos with Alberich
Alberich appears in 13 ranked Footmen combos.
- 7
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B Alberich · Achilles · Zhao Yun Current meta 81.76/100 out of 100Alberich (X18 · paid), Achilles (SP · paid) and Zhao Yun (X26) score 81.76 out of 100 together, and each of the three has a job.
Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% of recovery 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 77% 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 Achilles produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Achilles’s Blade of Judgment applies Silence and takes a squad out of the fight, so Zhao Yun 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 10
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B Alberich · Clovis I · Zhao Yun Current meta 79.74/100 out of 100Alberich (X18 · paid), Clovis I (X15) and Zhao Yun (X26) score 79.74 out of 100 together, and each of the three has a job.
Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 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 Alberich produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Zhao Yun 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 12
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B Alberich · Geraint · Zhao Yun Current meta 79.13/100 out of 100Alberich (X18 · paid), Geraint (X24) and Zhao Yun (X26) score 79.13 out of 100 together, and each of the three has a job.
Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Geraint 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 sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 89% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhao Yun produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Alberich produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; the trigger chain is thin — the three lean on one link rather than several. How these scores work →
- 31
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B Alberich · Nevsky · Zhao Yun Current meta 72.24/100 out of 100Alberich (X18 · paid), Nevsky (X27) and Zhao Yun (X26) score 72.24 out of 100 together, and each of the three has a job.
Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Nevsky brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 75% 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 Nevsky produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Alberich produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on. What you give up: the trigger chain is thin — the three lean on one link rather than several; damage is spread across the enemy line rather than focused on one squad. 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 →
- 51
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B Alberich · Lagertha · Achilles Current meta 69.24/100 out of 100Alberich (X18 · paid), Lagertha (X27) and Achilles (SP · paid) score 69.24 out of 100 together, and each of the three has a job.
Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Lagertha is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 137% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% 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 Achilles produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Lagertha raises Achilles’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 20% of the hardest-hitting trio in the roster. How these scores work →
- 61
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B Alberich · Hasdrubal · Arslan Current meta 66.97/100 out of 100Alberich (X18 · paid), Hasdrubal (X23) and Arslan (X11) score 66.97 out of 100 together, and each of the three has a job.
Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hasdrubal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Counter-espionage applies Silence for 2 rounds on a 85% roll, and sits in the middle, where the support reaches both the front and the back. Arslan is the win condition, bringing 75% of the lineup's expected damage: Ice and Fire puts 350% into 2 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 Hasdrubal produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Arslan swings into a line that cannot answer. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. How these scores work →
- 68
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B Alberich · Pepin · Scarlet Reaver Current meta 65.90/100 out of 100Alberich (X18 · paid), Pepin (X12) and Scarlet Reaver (X07) score 65.90 out of 100 together, and each of the three has a job.
Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Alberich produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Pepin raises Scarlet Reaver’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 80
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B Alberich · Healer · Arslan Current meta 64.95/100 out of 100Alberich (X18 · paid), Healer (X10) and Arslan (X11) score 64.95 out of 100 together, and each of the three has a job.
Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Healer 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, the deepest row those range-2 skills still fire from. Arslan is the win condition, bringing 75% of the lineup's expected damage: Ice and Fire puts 350% into 2 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 Healer produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 17% of the hardest-hitting trio in the roster. How these scores work →
- 84
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B Hellfire · Alberich · Fortuneteller Current meta 64.17/100 out of 100Hellfire (X09), Alberich (X18 · paid) and Fortuneteller (X08) score 64.17 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hellfire produces combat-skill casts, the exact trigger Alberich’s Treasure Holder and Fortuneteller’s Soul Sacrifice both wait on; Hellfire raises Fortuneteller’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 trigger chain is thin — the three lean on one link rather than several. How these scores work →
- 95
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B Vikram · Alberich · Scarlet Reaver Current meta 62.88/100 out of 100Vikram (X04), Alberich (X18 · paid) and Scarlet Reaver (X07) score 62.88 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. Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Vikram produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Vikram’s Alluring Arm applies Suppress and takes a squad out of the fight, so Scarlet Reaver swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 21% of the hardest-hitting trio in the roster. How these scores work →
- 96
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B Vikram · Alberich · Arslan Current meta 62.79/100 out of 100Vikram (X04), Alberich (X18 · paid) and Arslan (X11) score 62.79 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. Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Arslan is the win condition, bringing 66% of the lineup's expected damage: Ice and Fire puts 350% into 2 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 Vikram produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Vikram’s Alluring Arm applies Suppress and takes a squad out of the fight, so Arslan swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 19% of the hardest-hitting trio in the roster. How these scores work →
- 104
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B Alberich · Arslan · Hunk Current meta 61.70/100 out of 100Alberich (X18 · paid), Arslan (X11) and Hunk (X01) score 61.70 out of 100 together, and each of the three has a job.
Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Arslan is the win condition, bringing 70% of the lineup's expected damage: Ice and Fire puts 350% into 2 enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse 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 Hunk produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Arslan swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 18% of the hardest-hitting trio in the roster. How these scores work →
- 107
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B Alberich · Theodora · Ashoka Current meta 61.57/100 out of 100Alberich (X18 · paid), Theodora (S04 · paid) and Ashoka (X14) score 61.57 out of 100 together, and each of the three has a job.
Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 81% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Alberich produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Theodora produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Ashoka swings into a line that cannot answer. What you give up: Theodora (S04) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 25% 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 →
Best Mixed combos with Alberich
Alberich appears in 3 ranked Mixed combos.
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B Alberich · Cyrus · Ashoka Current meta 73.02/100 out of 100Alberich (footmen · X18 · paid), Cyrus (cavalry · SP · paid) and Ashoka (footmen · X14) score 73.02 out of 100 together, and each of the three has a job.
Alberich is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 70% 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. Ashoka is the win condition, bringing 65% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% 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 Ashoka waits on; Cyrus produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Alberich produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory and Ashoka’s Bloodthirsty Ashoka both wait on. What you give up: raw damage reaches only about 22% 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 →
- 109
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B Alberich · Geraint · Henry II Current meta 68.68/100 out of 100Alberich (footmen · X18 · paid), Geraint (footmen · X24) and Henry II (archer · X20) score 68.68 out of 100 together, and each of the three has a job.
Alberich is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 70% 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. Geraint 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 sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 79% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry II produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Alberich produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. How these scores work →
- 115
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B Alberich · Arslan · Frederick I Current meta 68.42/100 out of 100Alberich (footmen · X18 · paid), Arslan (footmen · X11) and Frederick I (archer · X16) score 68.42 out of 100 together, and each of the three has a job.
Alberich is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 70% 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. Arslan brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Ice and Fire puts 350% into 2 enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 59% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Arslan’s Ice and Fire produces burns, the exact trigger Frederick I’s Frenzy War waits on; Alberich produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Alberich (X18). How these scores work →
Alberich — skills
All 8 recorded skills for Alberich, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Mithril Armor
Alberich's damage taken and healing effect are both reduced by 50% in the first 3 rounds, and gains a 50% "Life Steal" effect in round 4.
3 Footmen Defensive Formation II
Footmen in the hero's squad has 50% more Resistance.
4 Footmen Offensive Formation II
Footmen in the hero's squad has 50% more Might.
5 Hill Splitter
Each round, there is a 100% chance to deal 180% damage to 1 random enemy squad(s). After being launched 4 times, the skill enters a 1-round cooldown. If the skill hits all surviving enemy squads, reduce the skill cooldown of all your squads by 1 rounds and increase the skill damage taken by all enemy squads by 30%, stackable up to 2 times, lasting 2 rounds.
6 Footmen Awakened
For the hero's squad, Footmen's Might and Resistance increase by 15%, Footmen's Damage increases by 15%, 250% bonus effect for the "Dictator" skill.
7 Discipline - Footmen
Footmen's Might in the hero's legion is increased by 40%.
8 Treasure Holder
For every 5 combat skills cast by friendly Footmen squads, 100% chance to put 2 random enemy squad(s) into the "Flattering" status (cannot be dispelled). Each time taking damage, takes an additional 180% skill damage, stackable for up to 5 layers, lasting till the battle ends.
Which Alberich combos can YOU play?
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