Best comboTop ranked

Attila · Saladin · Zhao Yun

Cavalry #1
Attila Rise of Castles heroAttila
Saladin Rise of Castles heroSaladin
Zhao Yun Rise of Castles heroZhao Yun

Attila — what the skills grant

Totalled from Attila'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
-100% enemy squads
+280% friendly squads
Resistance
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion
Damage
+15% hero's squad
Evasion Rate
+25% friendly squads

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +750%, skill 5 — +600%.

About Attila

Attila is a Cavalry hero in Rise of Castles. On ROCMeta, Attila appears in 21 ranked combos spanning Cavalry and Mixed lineups. Attila's highest-ranked appearance is Attila · Saladin · Zhao Yun, which currently sits at Cavalry #1.

Across Attila's skills, the hero's own squad gains +65% Resistance, +65% Might, and +15% Damage. The wider legion gains +40% Might.

Attila's strongest recorded skill hits for 750% damage.

Attila is most often ranked alongside Saladin, Jeanne d'Arc, and Roland — the heroes that share the most ranked combos with Attila. The full list of partners is further down the page.

Why Attila ranks where it does

Attila is built around evasion and healing — stronger there than 95% of the roster.

Pairs best with Al-Hawra, Cyrus and Jeanne d'Arc. Al-Hawra feeds Attila; Attila feeds Al-Hawra

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

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

Heroes that pair well with Attila

The heroes most often ranked alongside Attila.

Best Cavalry combos with Attila

Attila appears in 14 ranked Cavalry combos.

  1. 1 Attila, front rowSaladin, middle rowZhao Yun, back row Attila · Saladin · Zhao Yun
    Attila (X27 · paid), Saladin (SP · paid) and Zhao Yun (X26) score 86.66 out of 100 together, and each of the three has a job.

    Attila brings a second damage line worth 28% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% 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 65% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Attila shuts off enemy recovery, so what Zhao Yun deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 86.66/100 out of 100
  2. 13 Roland, front rowLouis IX, middle rowAttila, back row Roland · Louis IX · Attila
    Roland (X18), Louis IX (X19) and Attila (X27 · paid) score 80.78 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 72% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Roland’s Paladins produces prep-skips, the exact trigger Louis IX and Attila both wait on; Louis IX produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Attila swings into a line that cannot answer. What you give up: raw damage reaches only about 27% 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 80.78/100 out of 100
  3. 20 Roland, front rowEl Cid, middle rowAttila, back row Roland · El Cid · Attila
    Roland (X18), El Cid (X12) and Attila (X27 · paid) score 78.82 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% 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 24% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 76% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Roland’s Paladins produces prep-skips, the exact trigger El Cid and Attila both wait on; El Cid produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: raw damage reaches only about 25% 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 78.82/100 out of 100
  4. 23 Attila, front rowFarah, middle rowSaladin, back row Attila · Farah · Saladin
    Attila (X27 · paid), Farah (X11) and Saladin (SP · paid) score 78.48 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 67% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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 Attila waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Attila (X27). How these scores work →

    Current meta 78.48/100 out of 100
  5. 24 Attila, front rowCyrus, middle rowSaladin, back row Attila · Cyrus · Saladin
    Attila (X27 · paid), Cyrus (SP · paid) and Saladin (SP · paid) score 78.43 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 67% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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. 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 Cyrus waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila and Cyrus both wait on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Attila and Saladin both wait on. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation. How these scores work →

    Current meta 78.43/100 out of 100
  6. 25 Ragnar, front rowSaladin, middle rowAttila, back row Ragnar · Saladin · Attila
    Ragnar (X12 · paid), Saladin (SP · paid) and Attila (X27 · paid) score 78.36 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 64% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: raw damage reaches only about 30% 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 78.36/100 out of 100
  7. 32 Roland, front rowPercival, middle rowAttila, back row Roland · Percival · Attila
    Roland (X18), Percival (X25) and Attila (X27 · paid) score 77.26 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% 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. Attila is the win condition, bringing 68% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Roland’s Paladins produces prep-skips, the exact trigger Attila waits on; Percival produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: raw damage reaches only about 28% 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 77.26/100 out of 100
  8. 38 Roland, front rowAvalanche, middle rowAttila, back row Roland · Avalanche · Attila
    Roland (X18), Avalanche (X02) and Attila (X27 · paid) score 76.22 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% 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. Attila is the win condition, bringing 73% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Roland’s Paladins produces prep-skips, the exact trigger Avalanche and Attila both wait on; Avalanche produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; Avalanche (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 76.22/100 out of 100
  9. 40 Attila, front rowPercival, middle rowZhao Yun, back row Attila · Percival · Zhao Yun
    Attila (X27 · paid), Percival (X25) and Zhao Yun (X26) score 75.92 out of 100 together, and each of the three has a job.

    Attila brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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. Zhao Yun is the win condition, bringing 61% 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 Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Attila shuts off enemy recovery, so what Zhao Yun 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. How these scores work →

    Current meta 75.92/100 out of 100
  10. 53 Jeanne d'Arc, front rowLouis IX, middle rowAttila, back row Jeanne d'Arc · Louis IX · Attila
    Jeanne d'Arc (SP · paid), Louis IX (X19) and Attila (X27 · paid) score 73.27 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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 takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 64% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Louis IX and Attila both wait on; Louis IX produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Attila swings into a line that cannot answer. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 30% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 73.27/100 out of 100
  11. 57 Jeanne d'Arc, front rowEl Cid, middle rowAttila, back row Jeanne d'Arc · El Cid · Attila
    Jeanne d'Arc (SP · paid), El Cid (X12) and Attila (X27 · paid) score 72.78 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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 takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. El Cid brings a second damage line worth 21% 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. Attila is the win condition, bringing 67% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger El Cid and Attila both wait on; El Cid produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 29% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 72.78/100 out of 100
  12. 62 Jeanne d'Arc, front rowAvalanche, middle rowAttila, back row Jeanne d'Arc · Avalanche · Attila
    Jeanne d'Arc (SP · paid), Avalanche (X02) and Attila (X27 · paid) score 72.14 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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 takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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. Attila is the win condition, bringing 65% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Avalanche and Attila both wait on; Avalanche produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 29% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 72.14/100 out of 100
  13. 100 Ragnar, front rowFarah, middle rowAttila, back row Ragnar · Farah · Attila
    Ragnar (X12 · paid), Farah (X11) and Attila (X27 · paid) score 64.41 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 65% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Attila shuts off enemy recovery, so what Attila deals stays dealt; Ragnar raises Attila’s output directly rather than adding a number of its own. 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 64.41/100 out of 100
  14. 102 Attila, front rowWarhammer, middle rowAvalanche, back row Attila · Warhammer · Avalanche
    Attila (X27 · paid), Warhammer (X06) and Avalanche (X02) score 63.91 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 66% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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. 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 Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Attila swings into a line that cannot answer; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: no hero here feeds another one's trigger; Avalanche (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 63.91/100 out of 100

See the full Cavalry rankings →

Best Mixed combos with Attila

Attila appears in 7 ranked Mixed combos.

  1. 23 Beowulf, front rowSaladin, middle rowAttila, back row Beowulf · Saladin · Attila
    Beowulf (archer · SP · paid), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 78.24 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 73% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 78.24/100 out of 100
  2. 28 Attila, front rowLa Hire, middle rowSaladin, back row Attila · La Hire · Saladin
    Attila (cavalry · X27 · paid), La Hire (footmen · X22) and Saladin (cavalry · SP · paid) score 77.75 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 67% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. La Hire brings a second damage line worth 16% of the expected output, so no single silence stops the plan: Shield Breaker puts 325% into 2 enemy squads on a 60% roll, 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 prep-skips, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila and La Hire both wait on; La Hire’s Shield Breaker applies Disarm and takes a squad out of the fight for 1 round, so Attila swings into a line that cannot answer. What you give up: raw damage reaches only about 29% 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 77.75/100 out of 100
  3. 41 Helsingen, front rowSeraphina, middle rowAttila, back row Helsingen · Seraphina · Attila
    Helsingen (archer · X28), Seraphina (archer · X28) and Attila (cavalry · X27 · paid) score 75.79 out of 100 together, and each of the three has a job.

    Helsingen brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 56% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 34% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 75.79/100 out of 100
  4. 74 Attila, front rowAl-Hawra, middle rowLilith, back row Attila · Al-Hawra · Lilith
    Attila (cavalry · X27 · paid), Al-Hawra (archer · X01 · paid) and Lilith (archer · X09) score 71.71 out of 100 together, and each of the three has a job.

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

    Current meta 71.71/100 out of 100
  5. 91 Attila, front rowAl-Hawra, middle rowWarhammer, back row Attila · Al-Hawra · Warhammer
    Attila (cavalry · X27 · paid), Al-Hawra (archer · X01 · paid) and Warhammer (cavalry · X06) score 69.98 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 82% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Attila and Warhammer both wait on; Attila produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 23% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 69.98/100 out of 100
  6. 101 Jeanne d'Arc, front rowValkyrie, middle rowAttila, back row Jeanne d'Arc · Valkyrie · Attila
    Jeanne d'Arc (cavalry · SP · paid), Valkyrie (footmen · X03) and Attila (cavalry · X27 · paid) score 69.20 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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 takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Valkyrie brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Apocalyptic Prayer puts 310% into one enemy squad on a 45% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 69% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Valkyrie and Attila both wait on; Valkyrie produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 28% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 69.20/100 out of 100
  7. 110 Jeanne d'Arc, front rowLilith, middle rowAttila, back row Jeanne d'Arc · Lilith · Attila
    Jeanne d'Arc (cavalry · SP · paid), Lilith (archer · X09) and Attila (cavalry · X27 · paid) score 68.57 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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 takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Infatuated Shadow applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 62% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Lilith and Attila both wait on; Lilith produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Lilith’s Infatuated Shadow applies Confuse and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 68.57/100 out of 100

See the full Mixed rankings →

Attila — skills

All 8 recorded skills for Attila, 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

Civilization Trample

Combat Skill · 1 random enemy squad within effective range · Range 5 · Cavalry

1 round of prep , 65% chance to reduce the troop power recovery effects of the enemy squad with the lowest troop power by 60% and deal 750% damage, lasting 1 round(s). If the squad is already in a state where troop power cannot be recovered or recovery effects are reduced, all enemy squads will have their troop power recovery effects reduced by 60% , lasting 1 round(s).

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

Iron Calvary Surge

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

1 round of prep , 60% chance to reduce the troop power recovery effects of all enemy squads by 40% and deal 600% damage, lasting 1 round(s). After Attila uses a combat skill, the release chance of combat skills for all our cavalry squads increases by 5% , stackable up to 5 layers, lasting till the battle ends.

6

Cavalry Awakened

Leadership Skill · Hero's Squad

Hero's squad has 15% Increased 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

Calamity

Pre-Battle Skill · 3 random enemy squads within effective range · Range 5 · Cavalry

At the Start of Combat, all Enemy squads are put into Pain state, increasing damage taken by Pain layers * 1% . Starting from round 3, all Cavalry squads on Our Side gain a 25% Dodging chance and instantly Recover some troop power (recovery rate 280% ). When Attila casts a prep skill, there is a 80% chance to skip 1 round(s) of prep.

Which Attila combos can YOU play?

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