Best comboTop ranked

Army Breaker · Bjorn · Saladin

Cavalry #54
Army Breaker Rise of Castles heroArmy Breaker
Bjorn Rise of Castles heroBjorn
Saladin Rise of Castles heroSaladin

Army Breaker — what the skills grant

Totalled from Army Breaker'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.

Troop Power Recovery
+84% friendly squads
Resistance
+70% hero's squad
+47% friendly squads
Might
+70% hero's squad
+40% hero's legion
+47% friendly squads
Damage
-20% enemy squads
Combat Speed
+20 hero's squad
Evasion Rate
+60% friendly squads

About Army Breaker

Army Breaker is a Cavalry hero in Rise of Castles. On ROCMeta, Army Breaker appears in 19 ranked combos spanning Cavalry and Mixed lineups. Army Breaker's highest-ranked appearance is Army Breaker · Bjorn · Saladin, which currently sits at Cavalry #54.

Across Army Breaker's skills, the hero's own squad gains +70% Resistance, +70% Might, and +20 Combat Speed. The wider legion gains +40% Might.

Army Breaker is most often ranked alongside Lawman, Lionheart, and Saladin — the heroes that share the most ranked combos with Army Breaker. The full list of partners is further down the page.

Why Army Breaker ranks where it does

Army Breaker is built around evasion and team buffs — stronger there than 97% of the roster.

Pairs best with Al-Hawra, Cyrus and Lilith. Al-Hawra feeds Army Breaker; Army Breaker feeds Al-Hawra

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

Heroes that pair well with Army Breaker

The heroes most often ranked alongside Army Breaker.

Best Cavalry combos with Army Breaker

Army Breaker appears in 16 ranked Cavalry combos.

  1. 54 Army Breaker, front rowBjorn, middle rowSaladin, back row Army Breaker · Bjorn · Saladin
    Army Breaker (X02), Bjorn (X04) and Saladin (SP · paid) score 73.21 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Army Breaker and Bjorn both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Army Breaker raises Saladin’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Army Breaker (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 73.21/100 out of 100
  2. 55 Hellfire, front rowArmy Breaker, middle rowSaladin, back row Hellfire · Army Breaker · Saladin
    Hellfire (X09), Army Breaker (X02) and Saladin (SP · paid) score 73.14 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hellfire and Army Breaker both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Hellfire raises Saladin’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Army Breaker (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 73.14/100 out of 100
  3. 74 Lawman, front rowArmy Breaker, middle rowCyrus, back row Lawman · Army Breaker · Cyrus
    Lawman (X03), Army Breaker (X02) and Cyrus (SP · paid) score 70.07 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Cyrus is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Lawman and Army Breaker both wait on; Lawman produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Cyrus swings into a line that cannot answer. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Army Breaker (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 70.07/100 out of 100
  4. 84 Pompey, front rowArmy Breaker, middle rowSundiata, back row Pompey · Army Breaker · Sundiata
    Pompey (X16), Army Breaker (X02) and Sundiata (X15) score 67.76 out of 100 together, and each of the three has a job.

    Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 71% 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 Sundiata produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Pompey raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; Army Breaker (X02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 67.76/100 out of 100
  5. 93 Lawman, front rowArmy Breaker, middle rowZhao Yun, back row Lawman · Army Breaker · Zhao Yun
    Lawman (X03), Army Breaker (X02) and Zhao Yun (X26) score 65.61 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 99% 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Army Breaker raises Zhao Yun’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Army Breaker (X02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 65.61/100 out of 100
  6. 106 Army Breaker, front rowEl Cid, middle rowThorvi, back row Army Breaker · El Cid · Thorvi
    Army Breaker (X02), El Cid (X12) and Thorvi (X29) score 63.79 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. El Cid brings a second damage line worth 23% 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. Thorvi is the win condition, bringing 77% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Army Breaker raises Thorvi’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 26% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 63.79/100 out of 100
  7. 108 Army Breaker, front rowAvalanche, middle rowThorvi, back row Army Breaker · Avalanche · Thorvi
    Army Breaker (X02), Avalanche (X02) and Thorvi (X29) score 63.45 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 74% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Army Breaker raises Thorvi’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Army Breaker (X02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 63.45/100 out of 100
  8. 115 Lawman, front rowArmy Breaker, middle rowThorvi, back row Lawman · Army Breaker · Thorvi
    Lawman (X03), Army Breaker (X02) and Thorvi (X29) score 62.02 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 99% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Army Breaker raises Thorvi’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 20% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 62.02/100 out of 100
  9. 117 Army Breaker, front rowPercival, middle rowWarhammer, back row Army Breaker · Percival · Warhammer
    Army Breaker (X02), Percival (X25) and Warhammer (X06) score 60.42 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Percival swings into a line that cannot answer; Percival shuts off enemy recovery, so what Percival deals stays dealt; Army Breaker raises Percival’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 12% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 60.42/100 out of 100
  10. 137 War Lord, front rowRough Rider, middle rowArmy Breaker, back row War Lord · Rough Rider · Army Breaker
    War Lord (S03), Rough Rider (S00) and Army Breaker (X02) score 69.95 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Army Breaker is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 48% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Army Breaker both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer. 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 3% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 69.95/100 out of 100
  11. 164 Lawman, front rowArmy Breaker, middle rowAvalanche, back row Lawman · Army Breaker · Avalanche
    Lawman (X03), Army Breaker (X02) and Avalanche (X02) score 58.01 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Avalanche swings into a line that cannot answer; Army Breaker raises Avalanche’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Mid progression 58.01/100 out of 100
  12. 169 Army Breaker, front rowConstantine the Great, middle rowMary Tudor, back row Army Breaker · Constantine the Great · Mary Tudor
    Army Breaker (X02), Constantine the Great (S01) and Mary Tudor (S00) score 57.16 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Constantine the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 40% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Mary Tudor is the win condition, bringing 68% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer; Army Breaker raises Mary Tudor’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Constantine the Great (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. How these scores work →

    Mid progression 57.16/100 out of 100
  13. 170 Army Breaker, front rowWilliam Wallace, middle rowLionheart, back row Army Breaker · William Wallace · Lionheart
    Army Breaker (X02), William Wallace (S00) and Lionheart (S01) score 57.14 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: Eye of the Storm puts 667% into one enemy squad on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 69% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Army Breaker raises Lionheart’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; William Wallace (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 57.14/100 out of 100
  14. 171 Army Breaker, front rowHeaven's Justice, middle rowLionheart, back row Army Breaker · Heaven's Justice · Lionheart
    Army Breaker (X02), Heaven's Justice (S00) and Lionheart (S01) score 57.06 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: Mortal Coil puts 506% into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 71% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Army Breaker raises Lionheart’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 57.06/100 out of 100
  15. 172 Army Breaker, front rowKublai, middle rowLionheart, back row Army Breaker · Kublai · Lionheart
    Army Breaker (X02), Kublai (S00) and Lionheart (S01) score 57.04 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Kublai is the flex piece -- modest alone, but covering what the other two leave open: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Lionheart is the win condition, bringing 72% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Army Breaker raises Lionheart’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Kublai (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 57.04/100 out of 100
  16. 174 Army Breaker, front rowThe Boneless, middle rowWilliam Wallace, back row Army Breaker · The Boneless · William Wallace
    Army Breaker (X02), The Boneless (S00) and William Wallace (S00) score 56.49 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. The Boneless is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Disarm on a 50% roll, and sits in the middle, where the support reaches both the front and the back. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: Eye of the Storm puts 667% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so William Wallace swings into a line that cannot answer; Army Breaker raises William Wallace’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 56.49/100 out of 100

See the full Cavalry rankings →

Best Mixed combos with Army Breaker

Army Breaker appears in 3 ranked Mixed combos.

  1. 108 Hunk, front rowArmy Breaker, middle rowSaladin, back row Hunk · Army Breaker · Saladin
    Hunk (footmen · X01), Army Breaker (cavalry · X02) and Saladin (cavalry · SP · paid) score 68.73 out of 100 together, and each of the three has a job.

    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 takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hunk and Army Breaker both wait on; Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Army Breaker raises Saladin’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; Hunk (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 68.73/100 out of 100
  2. 149 Army Breaker, front rowBelisarius, middle rowDarius, back row Army Breaker · Belisarius · Darius
    Army Breaker (cavalry · X02), Belisarius (archer · X12) and Darius (archer · X13) score 65.84 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 57% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Darius swings into a line that cannot answer. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; Army Breaker (X02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 65.84/100 out of 100
  3. 169 Army Breaker, front rowBoudica, middle rowLionheart, back row Army Breaker · Boudica · Lionheart
    Army Breaker (cavalry · X02), Boudica (archer · X01 · paid) and Lionheart (cavalry · S01) score 58.77 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Boudica brings a second damage line worth 32% 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. Lionheart is the win condition, bringing 68% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Lionheart’s Lionheart's Charge produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Army Breaker raises Lionheart’s output directly rather than adding a number of its own. What you give up: Lionheart (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 13% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 58.77/100 out of 100

See the full Mixed rankings →

Army Breaker — skills

All 8 recorded skills for Army Breaker, 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

Rest

Combat Skill · 2 random friendly squads within effective range · Range 3 · Cavalry

55% chance to recover some troops for 2 random friendly squads within range (84% recovery rate) and remove debuffs (cannot remove pre-battle debuffs).

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

Formation: Tranquility

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

40% chance to silence 2 random enemy squads within range, and deal -20% lesser damage for 2 turns.

6

Cavalry Awakened

Leadership Skill · Hero's Squad

Hero's squad gains 20% Cavalry Might and Resistance, and 20 Cavalry Combat Speed. 250% bonus to the skill "Dictator".

7

Discipline - Cavalry

Leadership Skill · Hero's Legion

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

8

Formation: Enigma

Combat Skill · 3 random friendly squads within effective range · Range 2 · Cavalry

30% chance to make all friendly squads have 60% chance of entering evasion status when taking the next 3 damages, and increases 47% might and resistance for 2 turns.

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