Best comboTop ranked

Arslan · Achilles · Zhao Yun

Footmen #13
Arslan Rise of Castles heroArslan
Achilles Rise of Castles heroAchilles
Zhao Yun Rise of Castles heroZhao Yun

Arslan — what the skills grant

Totalled from Arslan'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.

Resistance
+65% hero's squad
Might
+95% hero's squad
+40% hero's legion
Damage Taken
-25% hero's squad
Damage
+15% hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +250%, skill 8 — +350%, skill 8 — +150%.

About Arslan

Arslan is a Footmen hero in Rise of Castles. On ROCMeta, Arslan appears in 20 ranked combos spanning Footmen and Mixed lineups. Arslan's highest-ranked appearance is Arslan · Achilles · Zhao Yun, which currently sits at Footmen #13.

Across Arslan's skills, the hero's own squad gains +65% Resistance, +95% Might, -25% Damage Taken, and +15% Damage. The wider legion gains +40% Might.

Arslan's strongest recorded skill hits for 350% damage.

Arslan is most often ranked alongside Alberich, Healer, and Isabella I — the heroes that share the most ranked combos with Arslan. The full list of partners is further down the page.

Why Arslan ranks where it does

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

Pairs best with Frederick I, Helsingen and Inquisitor. Arslan feeds Frederick I

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

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

Heroes that pair well with Arslan

The heroes most often ranked alongside Arslan.

Best Footmen combos with Arslan

Arslan appears in 16 ranked Footmen combos.

  1. 13 Arslan, front rowAchilles, middle rowZhao Yun, back row Arslan · Achilles · Zhao Yun
    Arslan (X11), Achilles (SP · paid) and Zhao Yun (X26) score 78.96 out of 100 together, and each of the three has a job.

    Arslan brings a second damage line worth 14% 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 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 70% 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’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: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 78.96/100 out of 100
  2. 14 Arslan, front rowClovis I, middle rowZhao Yun, back row Arslan · Clovis I · Zhao Yun
    Arslan (X11), Clovis I (X15) and Zhao Yun (X26) score 78.46 out of 100 together, and each of the three has a job.

    Arslan brings a second damage line worth 15% 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 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 76% 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 Clovis I’s Frankish Spear 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; a mid-era lineup anchored by Zhao Yun (X26). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 78.46/100 out of 100
  3. 25 Hannibal, front rowChen Liu, middle rowArslan, back row Hannibal · Chen Liu · Arslan
    Hannibal (X28 · paid), Chen Liu (X01) and Arslan (X11) score 73.63 out of 100 together, and each of the three has a job.

    Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. Chen Liu is the multiplier, raising what the other two put out rather than adding a number of its own: carries 190% 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 77% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Chen Liu waits on; Chen Liu produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Arslan swings into a line that cannot answer. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; Chen Liu (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 73.63/100 out of 100
  4. 29 Liberator, front rowHannibal, middle rowArslan, back row Liberator · Hannibal · Arslan
    Liberator (X05), Hannibal (X28 · paid) and Arslan (X11) score 72.56 out of 100 together, and each of the three has a job.

    Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Arslan is the win condition, bringing 94% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Liberator waits on; Liberator produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Arslan swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 13% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 72.56/100 out of 100
  5. 61 Alberich, front rowHasdrubal, middle rowArslan, back row Alberich · Hasdrubal · Arslan
    Alberich (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 →

    Current meta 66.97/100 out of 100
  6. 76 Alexander, front rowArslan, middle rowGustav, back row Alexander · Arslan · Gustav
    Alexander (SP · paid), Arslan (X11) and Gustav (X20) score 65.29 out of 100 together, and each of the three has a job.

    Alexander is the saboteur, stripping the enemy's stats before the blows land: strips 325% 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 76% 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. Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Uprising 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 Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Arslan swings into a line that cannot answer; Gustav raises Arslan’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 17% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 65.29/100 out of 100
  7. 80 Alberich, front rowHealer, middle rowArslan, back row Alberich · Healer · Arslan
    Alberich (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 →

    Current meta 64.95/100 out of 100
  8. 96 Vikram, front rowAlberich, middle rowArslan, back row Vikram · Alberich · Arslan
    Vikram (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 →

    Current meta 62.79/100 out of 100
  9. 102 Arslan, front rowHealer, middle rowLa Hire, back row Arslan · Healer · La Hire
    Arslan (X11), Healer (X10) and La Hire (X22) score 61.98 out of 100 together, and each of the three has a job.

    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 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. La Hire brings a second damage line worth 34% of the expected output, so no single silence stops the plan: Shield Breaker puts 325% into 2 enemy squads 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 La Hire’s Shield Breaker applies Disarm and takes a squad out of the fight for 1 round, so Arslan swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 19% 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 61.98/100 out of 100
  10. 104 Alberich, front rowArslan, middle rowHunk, back row Alberich · Arslan · Hunk
    Alberich (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 →

    Current meta 61.70/100 out of 100
  11. 147 Arslan, front rowIsabella I, middle rowJiguang Qi, back row Arslan · Isabella I · Jiguang Qi
    Arslan (X11), Isabella I (S01) and Jiguang Qi (S01) score 63.67 out of 100 together, and each of the three has a job.

    Arslan is the win condition, bringing 65% of the lineup's expected damage: Ice and Fire puts 350% into 2 enemy squads every time it fires, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Jiguang Qi 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Arslan’s Ice and Fire produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I produces combat-skill casts, the exact trigger Jiguang Qi’s Unyelding waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Arslan swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 19% 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 63.67/100 out of 100
  12. 149 Arslan, front rowChen Liu, middle rowIsabella I, back row Arslan · Chen Liu · Isabella I
    Arslan (X11), Chen Liu (X01) and Isabella I (S01) score 63.52 out of 100 together, and each of the three has a job.

    Arslan is the win condition, bringing 63% of the lineup's expected damage: Ice and Fire puts 350% into 2 enemy squads every time it fires, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Chen Liu is the multiplier, raising what the other two put out rather than adding a number of its own: carries 190% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% 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 Arslan’s Ice and Fire produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Arslan swings into a line that cannot answer; Chen Liu raises Arslan’s output directly rather than adding a number of its own. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 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 →

    Mid progression 63.52/100 out of 100
  13. 156 Vikram, front rowChen Liu, middle rowArslan, back row Vikram · Chen Liu · Arslan
    Vikram (X04), Chen Liu (X01) and Arslan (X11) score 61.50 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. Chen Liu is the multiplier, raising what the other two put out rather than adding a number of its own: carries 190% 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 68% 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’s Alluring Arm applies Suppress and takes a squad out of the fight, so Arslan swings into a line that cannot answer; Chen Liu raises Arslan’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Chen Liu (X01) 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 61.50/100 out of 100
  14. 157 Arslan, front rowKublai, middle rowIsabella I, back row Arslan · Kublai · Isabella I
    Arslan (X11), Kublai (S00) and Isabella I (S01) score 61.37 out of 100 together, and each of the three has a job.

    Arslan is the win condition, bringing 59% of the lineup's expected damage: Ice and Fire puts 350% into 2 enemy squads every time it fires, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Kublai brings a second damage line worth 23% of the expected output, so no single silence stops the plan: 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. Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% 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 Arslan’s Ice and Fire produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Arslan swings into a line that cannot answer. What you give up: Kublai (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 21% 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 61.37/100 out of 100
  15. 159 Arslan, front rowHealer, middle rowScarlet Reaver, back row Arslan · Healer · Scarlet Reaver
    Arslan (X11), Healer (X10) and Scarlet Reaver (X07) score 60.05 out of 100 together, and each of the three has a job.

    Arslan brings a second damage line worth 47% 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 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. Scarlet Reaver is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: 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. Be clear about what this is: the three cover each other rather than trigger each other, so it earns its place on coverage, not on a chain. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 27% 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 60.05/100 out of 100
  16. 166 Peace Bringer, front rowYukimura Sanada, middle rowArslan, back row Peace Bringer · Yukimura Sanada · Arslan
    Peace Bringer (S02), Yukimura Sanada (S00) and Arslan (X11) score 58.23 out of 100 together, and each of the three has a job.

    Peace Bringer is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 74% 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. 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. Arslan is the win condition, bringing 67% 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 Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Arslan swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Yukimura Sanada (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 58.23/100 out of 100

See the full Footmen rankings →

Best Mixed combos with Arslan

Arslan appears in 4 ranked Mixed combos.

  1. 56 Galahad, front rowHannibal, middle rowArslan, back row Galahad · Hannibal · Arslan
    Galahad (archer · X23), Hannibal (footmen · X28 · paid) and Arslan (footmen · X11) score 73.75 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% 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. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Arslan is the win condition, bringing 67% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Galahad waits on; Galahad produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Arslan 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 73.75/100 out of 100
  2. 115 Alberich, front rowArslan, middle rowFrederick I, back row Alberich · Arslan · Frederick I
    Alberich (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 →

    Current meta 68.42/100 out of 100
  3. 154 Arslan, front rowHealer, middle rowPoison Master, back row Arslan · Healer · Poison Master
    Arslan (footmen · X11), Healer (footmen · X10) and Poison Master (archer · X10) score 63.04 out of 100 together, and each of the three has a job.

    Arslan is the win condition, bringing 100% of the lineup's expected damage: Ice and Fire puts 350% into 2 enemy squads every time it fires, 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. 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 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 Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Arslan 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; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 63.04/100 out of 100
  4. 155 Arslan, front rowIsabella I, middle rowInquisitor, back row Arslan · Isabella I · Inquisitor
    Arslan (footmen · X11), Isabella I (archer · S01) and Inquisitor (archer · S02) score 62.71 out of 100 together, and each of the three has a job.

    Arslan is the win condition, bringing 61% of the lineup's expected damage: Ice and Fire puts 350% into 2 enemy squads every time it fires, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 sits in the middle, where the support reaches both the front and the back. Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Arslan’s Ice and Fire produces burns, the exact trigger Isabella I’s Everlasting Flame and Inquisitor’s Atonement both wait on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Arslan swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 14% 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 62.71/100 out of 100

See the full Mixed rankings →

Arslan — skills

All 8 recorded skills for Arslan, 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

Blade of Ice

Status Skill · Range 5 · Footmen

When taking damage, the Hero's squad deal 250% damage to a random enemy squad.

3

Footmen Defensive Formation II

Leadership Skill · Hero's Squad

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

4

Footmen Offensive Formation II

Leadership Skill · Hero's Squad

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

5

Blade of Fire

Status Skill · Range 1 · Footmen

Damage to the Hero's squad -25%. When taking damage, the hero's squad gains 30% Might, effective until the end of the battle (can be stacked to up to 10 layers). Influenced by Resistance.

6

Footmen Awakened

Leadership Skill · Hero's Squad

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

Leadership Skill · Hero's Legion

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

8

Ice and Fire

Status Skill · Range 5 · Footmen

Each round, makes 1-2 random enemy squads enter the burning state (damage rate: 150%, lasting one round). when the hero's squad takes actions, deal an additional 350% damage to enemy squads in burning state.

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