Best comboTop ranked

Lancelot · Alfred · John I

Cavalry #127
Lancelot Rise of Castles heroLancelot
Alfred Rise of Castles heroAlfred
John I Rise of Castles heroJohn I

Alfred — what the skills grant

Totalled from Alfred'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 Taken
+30% enemy squads
+95% friendly squads
-35% hero's squad
Troop Power Recovery
-40% enemy squads
Resistance
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion
Damage
+55% hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +335%, skill 5 — +492%.

About Alfred

Alfred is a Cavalry hero in Rise of Castles. On ROCMeta, Alfred appears in 5 ranked combos in Cavalry lineups. Alfred's highest-ranked appearance is Lancelot · Alfred · John I, which currently sits at Cavalry #127.

Across Alfred's skills, the hero's own squad gains -35% Damage Taken, +65% Resistance, +65% Might, and +55% Damage. The wider legion gains +40% Might.

Alfred's strongest recorded skill hits for 492% damage.

Alfred is most often ranked alongside John I, Wind Walker, and Jane — the heroes that share the most ranked combos with Alfred. The full list of partners is further down the page.

Why Alfred ranks where it does

Alfred is built around enemy debuffs and burst damage — stronger there than 78% of the roster.

It comes at a cost to your own side, so Alfred wants a partner that heals or absorbs to pay it back.

Pairs best with Al-Hawra, Cyrus and Saladin. Al-Hawra feeds Alfred; Alfred feeds Al-Hawra

Adds little alongside Arslan, Attila and Avalanche. both are carrys — the second adds little the first does not

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

Heroes that pair well with Alfred

The heroes most often ranked alongside Alfred.

Best Cavalry combos with Alfred

Alfred appears in 5 ranked Cavalry combos.

  1. 127 Lancelot, front rowAlfred, middle rowJohn I, back row Lancelot · Alfred · John I
    Lancelot (X20 · paid), Alfred (S01) and John I (X13) score 48.85 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 35% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Alfred brings a second damage line worth 14% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads on a 30% roll, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 51% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Alfred produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot’s Immortal applies Suppress and takes a squad out of the fight, so John I swings into a line that cannot answer; Lancelot shuts off enemy recovery, so what John I deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; the trigger chain is thin — the three lean on one link rather than several. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Current meta 48.85/100 out of 100
  2. 180 Wind Walker, front rowAlfred, middle rowJohn I, back row Wind Walker · Alfred · John I
    Wind Walker (X01), Alfred (S01) and John I (X13) score 50.66 out of 100 together, and each of the three has a job.

    Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Alfred brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads on a 30% roll, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 68% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer; Alfred shuts off enemy recovery, so what John I deals stays dealt. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 50.66/100 out of 100
  3. 181 Lawman, front rowWarhammer, middle rowAlfred, back row Lawman · Warhammer · Alfred
    Lawman (X03), Warhammer (X06) and Alfred (S01) score 49.68 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Alfred is the win condition, bringing 60% of the lineup's expected damage: Lethal Blade puts 492% into all enemy squads on a 30% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warhammer shuts off enemy recovery, so what Alfred deals stays dealt. What you give up: no hero here feeds another one's trigger; Alfred (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Mid progression 49.68/100 out of 100
  4. 182 Wind Walker, front rowAlfred, middle rowJane, back row Wind Walker · Alfred · Jane
    Wind Walker (X01), Alfred (S01) and Jane (S03) score 40.80 out of 100 together, and each of the three has a job.

    Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Alfred brings a second damage line worth 34% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 43% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so Jane swings into a line that cannot answer; Alfred shuts off enemy recovery, so what Jane deals stays dealt. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Mid progression 40.80/100 out of 100
  5. 200 War Lord, front rowAlfred, middle rowJane, back row War Lord · Alfred · Jane
    War Lord (S03), Alfred (S01) and Jane (S03) score 60.14 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Alfred brings a second damage line worth 44% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 56% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Alfred and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Jane waits on; Alfred shuts off enemy recovery, so what Jane deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; Alfred (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Starter 60.14/100 out of 100

See the full Cavalry rankings →

Alfred — skills

All 8 recorded skills for Alfred, 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

Soul Sucker

Combat Skill · 2 random enemy squads within effective range · Range 4 · Cavalry

35% chance to deal 335% damage to 2 enemy squad(s) within the valid range and make the target's troop power restoring effect -40%. If the target is already subjected to a status that stops it from restoring troop power or curbs its power restoration, the target will take 30% more skill damage for 2 round(2).

3

Cavalry Defensive Formation II

Leadership Skill · Hero's Squad

Cavalry in the hero's squad has 50% more Resistance.

4

Cavalry Offensive Formation II

Leadership Skill · Hero's Squad

Cavalry in the hero's squad has 50% more Might.

5

Lethal Blade

Combat Skill · 3 random enemy squads within effective range · Range 4 · Cavalry

30% chance to deal 492% massive damage to all enemy squads, at the price of making all your squads take 95% damage.

6

Cavalry Awakened

Leadership Skill · Hero's Squad

Hero's squad gains 15% Cavalry Might and Resistance, 15% increased cavalry damage, 250% increased effect for the skill "Dictator".

7

Discipline - Cavalry

Leadership Skill · Hero's Legion

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

8

Hard-Won Victory

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

Alfred takes the mission in an emergency. when the troop power of his squad drops below 90%/70%/50%/30% for the first time, Alfred will have 50% more chance to cast combat skills and his squad deals 40% more skill damage and takes -35% damage, lasting 1 round(s).

Which Alfred combos can YOU play?

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