Avalanche — what the skills grant
Totalled from Avalanche's own skill descriptions. Squad buffs apply to the hero's own squad; legion buffs apply to the whole legion — they stack differently in game, so they are counted separately.
Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +226%, skill 5 — +595%, skill 5 — +310%.
About Avalanche
Avalanche is a Cavalry hero in Rise of Castles. On ROCMeta, Avalanche appears in 21 ranked combos spanning Cavalry and Mixed lineups. Avalanche's highest-ranked appearance is Roland · Avalanche · Attila, which currently sits at Cavalry #38.
Across Avalanche's skills, the hero's own squad gains +70% Resistance, +130% Might, +40% Damage, and +300 Demolition Value. The wider legion gains +40% Might.
Avalanche's strongest recorded skill hits for 595% damage.
Avalanche is most often ranked alongside Jeanne d'Arc, War Lord, and Roland — the heroes that share the most ranked combos with Avalanche. The full list of partners is further down the page.
Why Avalanche ranks where it does
Avalanche is built around burst damage — stronger there than 82% of the roster.
Pairs best with Al-Hawra, Cyrus and Jeanne d'Arc. Al-Hawra feeds Avalanche; Avalanche feeds Al-Hawra
Adds little alongside Alfred, Arslan and Attila. both are carrys — the second adds little the first does not
Read from Avalanche's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Avalanche
The heroes most often ranked alongside Avalanche.
Best Cavalry combos with Avalanche
Avalanche appears in 18 ranked Cavalry combos.
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B Roland · Avalanche · Attila Current meta 76.22/100 out of 100Roland (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 →
- 39
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B Roland · Avalanche · Tura Cartel Current meta 76.13/100 out of 100Roland (X18), Avalanche (X02) and Tura Cartel (X21) score 76.13 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. Tura Cartel is the win condition, bringing 72% of the lineup's expected damage: Serpent's Fang puts 476% x4 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 Roland’s Paladins produces prep-skips, the exact trigger Avalanche and Tura Cartel 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 Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; Avalanche (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 →
- 62
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B Jeanne d'Arc · Avalanche · Attila Current meta 72.14/100 out of 100Jeanne 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 →
- 71
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B Jeanne d'Arc · Thorven · Avalanche Current meta 70.78/100 out of 100Jeanne d'Arc (SP · paid), Thorven (X29) and Avalanche (X02) score 70.78 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. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 180% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Thorven and Avalanche both wait on; Thorven produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Jeanne d'Arc produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 72
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B Don Quixote · Jeanne d'Arc · Avalanche Current meta 70.63/100 out of 100Don Quixote (X22), Jeanne d'Arc (SP · paid) and Avalanche (X02) score 70.63 out of 100 together, and each of the three has a job.
Don Quixote is the win condition, bringing 66% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Don Quixote and Avalanche 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 Don Quixote 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 →
- 73
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B Jeanne d'Arc · Avalanche · Tura Cartel Current meta 70.08/100 out of 100Jeanne d'Arc (SP · paid), Avalanche (X02) and Tura Cartel (X21) score 70.08 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. Tura Cartel is the win condition, bringing 64% of the lineup's expected damage: Serpent's Fang puts 476% x4 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Avalanche and Tura Cartel 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 Tura Cartel 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 28% of the hardest-hitting trio in the roster. How these scores work →
- 76
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B Roland · El Cid · Avalanche Current meta 69.76/100 out of 100Roland (X18), El Cid (X12) and Avalanche (X02) score 69.76 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 47% 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. 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 Roland’s Paladins produces prep-skips, the exact trigger El Cid and Avalanche both wait on; El Cid produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland raises Avalanche’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; Avalanche (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. 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 →
- 102
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B Attila · Warhammer · Avalanche Current meta 63.91/100 out of 100Attila (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 →
- 107
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B Lawman · Avalanche · Thorvi Current meta 63.60/100 out of 100Lawman (X03), Avalanche (X02) and Thorvi (X29) score 63.60 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. 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 Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. 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. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 108
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B Army Breaker · Avalanche · Thorvi Current meta 63.45/100 out of 100Army 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 →
- 116
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B Jeanne d'Arc · Black Prince · Avalanche Current meta 61.58/100 out of 100Jeanne d'Arc (SP · paid), Black Prince (S01) and Avalanche (X02) score 61.58 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Avalanche adds a second source of control, so the lock rarely has an off round: 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Black Prince and Avalanche both wait on; Black Prince produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Avalanche swings into a line that cannot answer. What you give up: Black Prince (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. 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 →
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B Lancelot · Warhammer · Avalanche Current meta 58.23/100 out of 100Lancelot (X20 · paid), Warhammer (X06) and Avalanche (X02) score 58.23 out of 100 together, and each of the three has a job.
Lancelot is the win condition, bringing 55% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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 Warhammer produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Lancelot swings into a line that cannot answer; Lancelot shuts off enemy recovery, so what Lancelot deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 22% of the hardest-hitting trio in the roster. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →
- 130
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B War Lord · North's Rage · Avalanche Mid progression 71.43/100 out of 100War Lord (S03), North's Rage (S00) and Avalanche (X02) score 71.43 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Avalanche adds a second source of control, so the lock rarely has an off round: 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Avalanche both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage and Avalanche both wait on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Avalanche swings into a line that cannot answer. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 131
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B War Lord · Rough Rider · Avalanche Mid progression 71.40/100 out of 100War Lord (S03), Rough Rider (S00) and Avalanche (X02) score 71.40 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. 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Avalanche both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider and Avalanche both wait on; War Lord raises Avalanche’s output directly rather than adding a number of its own. 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 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 135
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B War Lord · Heroine of Courage · Avalanche Mid progression 70.13/100 out of 100War Lord (S03), Heroine of Courage (S00) and Avalanche (X02) score 70.13 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. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Heroine of Courage and Avalanche both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Heroine of Courage and Avalanche both wait on; War Lord raises Avalanche’s output directly rather than adding a number of its own. What you give up: Heroine of Courage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 139
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B War Lord · Heaven's Justice · Avalanche Mid progression 69.85/100 out of 100War Lord (S03), Heaven's Justice (S00) and Avalanche (X02) score 69.85 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. 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. 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Heaven's Justice and Avalanche both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Heaven's Justice and Avalanche both wait on; War Lord raises Avalanche’s output directly rather than adding a number of its own. What you give up: Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 11% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 163
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B Beast Queen · Isabella I · Avalanche Mid progression 58.08/100 out of 100Beast Queen (S02), Isabella I (S01) and Avalanche (X02) score 58.08 out of 100 together, and each of the three has a job.
Beast Queen 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 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. 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 Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Avalanche swings into a line that cannot answer; Beast Queen 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; Isabella I (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 →
- 164
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B Lawman · Army Breaker · Avalanche Mid progression 58.01/100 out of 100Lawman (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 →
Best Mixed combos with Avalanche
Avalanche appears in 3 ranked Mixed combos.
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B Warden · Avalanche · Thorvi Current meta 73.20/100 out of 100Warden (archer · X06), Avalanche (cavalry · X02) and Thorvi (cavalry · X29) score 73.20 out of 100 together, and each of the three has a job.
Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Avalanche brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Hack and Slash puts 595% into one enemy squad 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 71% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Avalanche and Thorvi both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Thorvi waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Thorvi 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; Avalanche (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 →
- 106
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B Roland · Avalanche · Scarlet Reaver Current meta 68.74/100 out of 100Roland (cavalry · X18), Avalanche (cavalry · X02) and Scarlet Reaver (footmen · X07) score 68.74 out of 100 together, and each of the three has a job.
Roland 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. Avalanche brings a second damage line worth 41% of the expected output, so no single silence stops the plan: Hack and Slash puts 595% into one enemy squad on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Paladins produces prep-skips, the exact trigger Avalanche and Scarlet Reaver 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 Scarlet Reaver 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; Avalanche (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 →
- 139
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B War Lord · William the Conqueror · Avalanche Mid progression 67.41/100 out of 100War Lord (cavalry · S03), William the Conqueror (archer · S00) and Avalanche (cavalry · X02) score 67.41 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. William the Conqueror brings a second damage line worth 37% of the expected output, so no single silence stops the plan: One Arrow One Kill puts 641% into one enemy squad on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Avalanche is the win condition, bringing 63% of the lineup's expected damage: Hack and Slash puts 595% into one enemy squad 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 War Lord’s War God Descends produces prep-skips, the exact trigger William the Conqueror and Avalanche both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger William the Conqueror and Avalanche both wait on; War Lord raises Avalanche’s output directly rather than adding a number of its own. What you give up: William the Conqueror (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 11% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
Avalanche — skills
All 8 recorded skills for Avalanche, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Cleave
60% chance to deal 226% damage to multiple enemy targets.
3 Cavalry Defensive Formation II
Cavalry in the hero's squad has 50% more Resistance.
4 Cavalry Offensive Formation II
Cavalry in the hero's squad has 50% more Might.
5 Hack and Slash
1 turn prep , 40% chance to deal 595% damage to 1 random enemy squad within range, 60% chance to deal 310% damage to the enemy back row squad, making them suppressed and unable to take actions for 1 turns.
6 Cavalry Awakened
Hero's squad gains 20% Cavalry Might and Resistance, 10% increased cavalry damage, 300 increased demolition value, 250% increased effect for the skill "Dictator".
7 Discipline - Cavalry
Cavalry's Might in the hero's legion is increased by 40%.
8 Berserker's Rage
In combat, self squad gains the clarity status, immune to Silence, Disarm, Suppression, Confusion, gain 60% Might increase, deal 30% additional damage.
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