Bjorn — what the skills grant
Totalled from Bjorn'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 — +348% x2 (+696% total).
About Bjorn
Bjorn is a Cavalry hero in Rise of Castles. On ROCMeta, Bjorn appears in 16 ranked combos spanning Cavalry and Mixed lineups. Bjorn's highest-ranked appearance is Hellfire · Bjorn · Saladin, which currently sits at Cavalry #46.
Across Bjorn's skills, the hero's own squad gains +65% Resistance, +65% Might, and +15% Damage. The wider legion gains +40% Might.
Bjorn's strongest recorded skill hits for 348% damage.
Bjorn is most often ranked alongside Ragnar, Saladin, and Farah — the heroes that share the most ranked combos with Bjorn. The full list of partners is further down the page.
Why Bjorn ranks where it does
Bjorn is built around team buffs and enemy debuffs — stronger there than 92% of the roster.
Pairs best with Al-Hawra, Cyrus and Lilith. Al-Hawra feeds Bjorn; Bjorn feeds Al-Hawra
Read from Bjorn's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Bjorn
The heroes most often ranked alongside Bjorn.
Best Cavalry combos with Bjorn
Bjorn appears in 14 ranked Cavalry combos.
- 46
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B Hellfire · Bjorn · Saladin Current meta 74.81/100 out of 100Hellfire (X09), Bjorn (X04) and Saladin (SP · paid) score 74.81 out of 100 together, and each of the three has a job.
Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hellfire and Bjorn both wait on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Hellfire raises Saladin’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Bjorn (X04) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 54
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B Army Breaker · Bjorn · Saladin Current meta 73.21/100 out of 100Army Breaker (X02), Bjorn (X04) and Saladin (SP · paid) score 73.21 out of 100 together, and each of the three has a job.
Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Bjorn is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Army Breaker and Bjorn both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Army Breaker raises Saladin’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Army Breaker (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 59
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B John I · Bjorn · Saladin Current meta 72.23/100 out of 100John I (X13), Bjorn (X04) and Saladin (SP · paid) score 72.23 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 70% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger John I and Bjorn both wait on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so John I swings into a line that cannot answer; Bjorn raises John I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; Bjorn (X04) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 63
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B Lawman · Bjorn · Saladin Current meta 72.08/100 out of 100Lawman (X03), Bjorn (X04) and Saladin (SP · paid) score 72.08 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. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lawman and Bjorn both wait on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Bjorn raises Saladin’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Lawman (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 79
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B Don Quixote · Pompey · Bjorn Current meta 69.14/100 out of 100Don Quixote (X22), Pompey (X16) and Bjorn (X04) score 69.14 out of 100 together, and each of the three has a job.
Don Quixote is the win condition, bringing 70% 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. Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% 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 Don Quixote produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer; Pompey raises Don Quixote’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 28% of the hardest-hitting trio in the roster; Bjorn (X04) 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 →
- 89
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B Ragnar · Bjorn · Zhao Yun Current meta 67.03/100 out of 100Ragnar (X12 · paid), Bjorn (X04) and Zhao Yun (X26) score 67.03 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. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 84% 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 Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Ragnar raises Zhao Yun’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 90
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B Pompey · Bjorn · Sundiata Current meta 66.60/100 out of 100Pompey (X16), Bjorn (X04) and Sundiata (X15) score 66.60 out of 100 together, and each of the three has a job.
Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 62% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Sundiata produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Pompey raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 21% of the hardest-hitting trio in the roster; Bjorn (X04) 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 →
- 101
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B Thorven · Bjorn · Farah Current meta 64.12/100 out of 100Thorven (X29), Bjorn (X04) and Farah (X11) score 64.12 out of 100 together, and each of the three has a job.
Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Bjorn is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 Bjorn produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Farah swings into a line that cannot answer; Thorven 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; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 105
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B Lancelot · Bjorn · Farah Current meta 63.81/100 out of 100Lancelot (X20 · paid), Bjorn (X04) and Farah (X11) score 63.81 out of 100 together, and each of the three has a job.
Lancelot is the win condition, bringing 62% 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. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% 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 Bjorn produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Bjorn’s Exploit Weakness applies Silence 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 20% of the hardest-hitting trio in the roster. How these scores work →
- 148
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B Hellfire · Bjorn · Farah Mid progression 61.77/100 out of 100Hellfire (X09), Bjorn (X04) and Farah (X11) score 61.77 out of 100 together, and each of the three has a job.
Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% 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 Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Farah swings into a line that cannot answer; Hellfire raises Farah’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. How these scores work →
- 152
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B Lawman · Bjorn · Ragnar Mid progression 59.69/100 out of 100Lawman (X03), Bjorn (X04) and Ragnar (X12 · paid) score 59.69 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. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery 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 Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Bjorn raises Ragnar’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 9% of the hardest-hitting trio in the roster. How these scores work →
- 158
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B Beast Queen · Bjorn · Ragnar Mid progression 58.63/100 out of 100Beast Queen (S02), Bjorn (X04) and Ragnar (X12 · paid) score 58.63 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. Bjorn is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery 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 Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Beast Queen raises Ragnar’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 9% of the hardest-hitting trio in the roster. How these scores work →
- 162
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B Ragnar · The Brave · Bjorn Mid progression 58.25/100 out of 100Ragnar (X12 · paid), The Brave (S04) and Bjorn (X04) score 58.25 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% 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 The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; The Brave raises Ragnar’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 8% of the hardest-hitting trio in the roster. How these scores work →
- 179
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B Cleopatra VII · The Brave · Bjorn Mid progression 55.35/100 out of 100Cleopatra VII (S03 · paid), The Brave (S04) and Bjorn (X04) score 55.35 out of 100 together, and each of the three has a job.
Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. The Brave adds a second source of control, so the lock rarely has an off round: Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% 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 The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; The Brave raises Cleopatra VII’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. How these scores work →
Best Mixed combos with Bjorn
Bjorn appears in 2 ranked Mixed combos.
- 100
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B Al-Hawra · Bjorn · Lancelot Current meta 69.50/100 out of 100Al-Hawra (archer · X01 · paid), Bjorn (cavalry · X04) and Lancelot (cavalry · X20 · paid) score 69.50 out of 100 together, and each of the three has a job.
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 takes the front as the one built to survive the opening exchange. Bjorn is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 76% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Bjorn and Lancelot both wait on; Bjorn produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 167
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B Ragnar · Healer · Bjorn Mid progression 59.00/100 out of 100Ragnar (cavalry · X12 · paid), Healer (footmen · X10) and Bjorn (cavalry · X04) score 59.00 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. Healer is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Bjorn is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 90% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Bjorn raises Ragnar’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 8% of the hardest-hitting trio in the roster. How these scores work →
Bjorn — skills
All 8 recorded skills for Bjorn, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Raging Flurry
40% Chance to attack 1 random enemy squad within range 2 times, each time dealing 348% damage , randomly target on every attack.
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 Exploit Weakness
All friendly squads deal +70% damage to silenced, disarmed, suppressed, and confused enemy squads, Enemy squads have 30% chance to extend 1 turn duration Control Debuff (Silenced, Disarmed, Suppressed, and Confused).
6 Cavalry Awakened
Hero's squad gains 15% Cavalry Might and Resistance, 15% increased cavalry damage, 250% bonus to the skill "Dictator".
7 Discipline - Cavalry
Cavalry's Might in the hero's legion is increased by 40%.
8 Intimidating Presence
On first 3 turns, 2 random enemy squads within range damage -30% , on turn 4, these squads become confused (attack and cast skills on random targets) for 2 turns.
Which Bjorn combos can YOU play?
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