Beowulf — what the skills grant
Totalled from Beowulf'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 — +260%, skill 5 — +350%.
About Beowulf
Beowulf is an Archer hero in Rise of Castles. On ROCMeta, Beowulf appears in 20 ranked combos spanning Archer and Mixed lineups. Beowulf's highest-ranked appearance is Beowulf · Julian · Oliver, which currently sits at Archer #5.
Across Beowulf's skills, the hero's own squad gains +35% Damage, +65% Resistance, +65% Might, and +20% Fatal Blow Rate. The wider legion gains +40% Might.
Beowulf's strongest recorded skill hits for 350% damage.
Beowulf is most often ranked alongside Julian, Penthesilea, and Oliver — the heroes that share the most ranked combos with Beowulf. The full list of partners is further down the page.
Why Beowulf ranks where it does
Beowulf is built around healing — stronger there than 82% of the roster.
Pairs best with Defender, Hannibal and Julian. Defender feeds Beowulf
Read from Beowulf's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Beowulf
The heroes most often ranked alongside Beowulf.
Best Archer combos with Beowulf
Beowulf appears in 15 ranked Archer combos.
- 5
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B Beowulf · Julian · Oliver Current meta 84.44/100 out of 100Beowulf (SP · paid), Julian (X25) and Oliver (X24) score 84.44 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. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 95% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf and Oliver both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Beowulf raises Oliver’s output directly rather than adding a number of its own. 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 →
- 6
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B Beowulf · Zhuge Liang · Oliver Current meta 84.11/100 out of 100Beowulf (SP · paid), Zhuge Liang (X26) and Oliver (X24) score 84.11 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. Zhuge Liang 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 sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 92% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Beowulf and Oliver both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Beowulf raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; the damage runs off different engines, so the three do not compound. How these scores work →
- 7
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B Beowulf · Penthesilea · Oliver Current meta 84.06/100 out of 100Beowulf (SP · paid), Penthesilea (SP · paid) and Oliver (X24) score 84.06 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. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 103% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 94% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf and Oliver both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Beowulf raises Oliver’s output directly rather than adding a number of its own. 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 →
- 8
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B Ramses II · Beowulf · Oliver Current meta 84.00/100 out of 100Ramses II (SP · paid), Beowulf (SP · paid) and Oliver (X24) score 84.00 out of 100 together, and each of the three has a job.
Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 95% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf and Oliver both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Ramses II raises Oliver’s output directly rather than adding a number of its own. 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 →
- 12
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B Beowulf · Julian · Henry II Current meta 79.25/100 out of 100Beowulf (SP · paid), Julian (X25) and Henry II (X20) score 79.25 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. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 91% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Beowulf raises Henry II’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 31% 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 →
- 14
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B Beowulf · Penthesilea · Henry II Current meta 78.96/100 out of 100Beowulf (SP · paid), Penthesilea (SP · paid) and Henry II (X20) score 78.96 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. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 103% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 90% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Beowulf raises Henry II’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 32% 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 →
- 15
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B Beowulf · Zhuge Liang · Henry II Current meta 78.88/100 out of 100Beowulf (SP · paid), Zhuge Liang (X26) and Henry II (X20) score 78.88 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. Zhuge Liang 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 sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 87% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Beowulf raises Henry II’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 33% 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 →
- 17
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B Galahad · Julian · Beowulf Current meta 78.62/100 out of 100Galahad (X23), Julian (X25) and Beowulf (SP · paid) score 78.62 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. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Galahad and Beowulf both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Galahad swings into a line that cannot answer; Beowulf raises Galahad’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →
- 18
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B Galahad · Penthesilea · Beowulf Current meta 78.47/100 out of 100Galahad (X23), Penthesilea (SP · paid) and Beowulf (SP · paid) score 78.47 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. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 103% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Galahad and Beowulf both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Galahad swings into a line that cannot answer; Penthesilea raises Galahad’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →
- 19
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B Galahad · Ramses II · Beowulf Current meta 78.41/100 out of 100Galahad (X23), Ramses II (SP · paid) and Beowulf (SP · paid) score 78.41 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. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Galahad and Beowulf both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Galahad swings into a line that cannot answer; Ramses II raises Galahad’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →
- 37
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B Helsingen · Beowulf · Seraphina Current meta 76.02/100 out of 100Helsingen (X28), Beowulf (SP · paid) and Seraphina (X28) score 76.02 out of 100 together, and each of the three has a job.
Helsingen brings a second damage line worth 43% 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. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Seraphina is the win condition, bringing 45% of the lineup's expected damage: Crimson Tide Fire Rain puts 285% 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 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 23% of the hardest-hitting trio in the roster. How these scores work →
- 46
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B Tomyris · Penthesilea · Beowulf Current meta 74.91/100 out of 100Tomyris (X28), Penthesilea (SP · paid) and Beowulf (SP · paid) score 74.91 out of 100 together, and each of the three has a job.
Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 103% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf adds a second source of control, so the lock rarely has an off round: Dragon Slayer applies Disarm, 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Beowulf swings into a line that cannot answer; Tomyris raises Beowulf’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation. How these scores work →
- 70
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B Ramses II · Zhuge Liang · Beowulf Current meta 72.29/100 out of 100Ramses II (SP · paid), Zhuge Liang (X26) and Beowulf (SP · paid) score 72.29 out of 100 together, and each of the three has a job.
Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Zhuge Liang 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 sits in the middle, where the support reaches both the front and the back. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf waits on; Ramses II raises Beowulf’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. 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 →
- 77
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B Beowulf · Julian · Ragnar Current meta 71.32/100 out of 100Beowulf (SP · paid), Julian (X25) and Ragnar (X12 · paid) score 71.32 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. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 74% of the lineup's expected damage: Pillage puts 640% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Beowulf raises Ragnar’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 10% 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 →
- 79
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B Beowulf · Penthesilea · Ragnar Current meta 71.03/100 out of 100Beowulf (SP · paid), Penthesilea (SP · paid) and Ragnar (X12 · paid) score 71.03 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. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 103% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 72% of the lineup's expected damage: Pillage puts 640% 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Beowulf raises Ragnar’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 11% 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 →
Best Mixed combos with Beowulf
Beowulf appears in 5 ranked Mixed combos.
- 19
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B Beowulf · Julian · Thorvi Current meta 78.45/100 out of 100Beowulf (archer · SP · paid), Julian (archer · X25) and Thorvi (cavalry · X29) score 78.45 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. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 91% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf and Thorvi both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Beowulf raises Thorvi’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →
- 23
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B Beowulf · Saladin · Attila Current meta 78.24/100 out of 100Beowulf (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 →
- 46
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B Beowulf · Julian · Farah Current meta 74.61/100 out of 100Beowulf (archer · SP · paid), Julian (archer · X25) and Farah (cavalry · X11) score 74.61 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. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Farah is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 100% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf and Farah both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Farah swings into a line that cannot answer; Beowulf raises Farah’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Beowulf (SP). How these scores work →
- 47
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B Beowulf · Percival · Zhuge Liang Current meta 74.51/100 out of 100Beowulf (archer · SP · paid), Percival (cavalry · X25) and Zhuge Liang (archer · X26) score 74.51 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. Percival adds a second source of control, so the lock rarely has an off round: Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Zhuge Liang 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Beowulf and Percival both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Percival swings into a line that cannot answer; Percival shuts off enemy recovery, so what Percival deals stays dealt. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →
- 48
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B Ramses II · Beowulf · Farah Current meta 74.49/100 out of 100Ramses II (archer · SP · paid), Beowulf (archer · SP · paid) and Farah (cavalry · X11) score 74.49 out of 100 together, and each of the three has a job.
Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf and Farah both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Farah swings into a line that cannot answer; Ramses II raises Farah’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Beowulf (SP). How these scores work →
Beowulf — skills
All 8 recorded skills for Beowulf, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Infinite Power
After every normal attack, the damage caused by the hero's normal attack will be magnified by 20% , stackable for up to 5 layers; after reaching the stackable limit, the hero enters the Mass Attack status, dealing some damage equal to 260% + layer count of the "Feverish" effect *50% to the two enemy squads other than the target in normal attack; the effect can cause Crit Damage; meanwhile, 100% chance to ignore the enemy's Dodging status when dealing damage.
3 Archer Defensive Formation II
Archers in the hero's squad have 50% more Resistance.
4 Archer Offensive Formation II
Archers in the hero's squad have 50% more Might.
5 Dragon Slayer
For every 2 normal attacks launched, restores some troop power for the hero's and 1 random friendly squad(s) (recovery rate: 75% ), and deals 350% Physical Damage to 1 random enemy squad(s) (could trigger the Fatal Blow), subjecting the target enemy squad(s) to the Disarmed status for 1 round(s).
6 Archer Awakened
Archer in Hero's squad has +15% Might and Resistance, and +15% Damage. 250% bonus to the skill "Dictator".
7 Discipline - Archer
Archer's Might in the hero's legion is increased by 40%.
8 Kraken Killer
Gains a 20% chance of Fatal Blow. After every healing effect received, gains the Feverish effect and an additional 10% chance of Fatal Blow (the Feverish effect can be stacked for up to 8 times), lasting till the battle ends; meanwhile, 90% chance for the hero to clear all negative statuses on the hero and enter the Sober status, immune to control effects and lasting till the next move.
Which Beowulf combos can YOU play?
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