Black Prince — what the skills grant
Totalled from Black Prince'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 8 — +490%.
About Black Prince
Black Prince is a Cavalry hero in Rise of Castles. On ROCMeta, Black Prince appears in 7 ranked combos in Cavalry lineups. Black Prince's highest-ranked appearance is Jeanne d'Arc · Black Prince · Lionheart, which currently sits at Cavalry #111.
Across Black Prince's skills, the hero's own squad gains +265% Resistance, +65% Might, and +100 Combat Speed. The wider legion gains +40% Might.
Black Prince's strongest recorded skill hits for 490% damage.
Black Prince is most often ranked alongside Lionheart, Jeanne d'Arc, and John I — the heroes that share the most ranked combos with Black Prince. The full list of partners is further down the page.
Why Black Prince ranks where it does
Black Prince is built around enemy debuffs — stronger there than 100% of the roster.
Pairs best with Al-Hawra, Cyrus and Jeanne d'Arc. Al-Hawra feeds Black Prince; Black Prince feeds Al-Hawra
Read from Black Prince's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Black Prince
The heroes most often ranked alongside Black Prince.
Best Cavalry combos with Black Prince
Black Prince appears in 7 ranked Cavalry combos.
- 111
F
M
B Jeanne d'Arc · Black Prince · Lionheart Current meta 62.91/100 out of 100Jeanne d'Arc (SP · paid), Black Prince (S01) and Lionheart (S01) score 62.91 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. Lionheart is the win condition, bringing 60% of the lineup's expected damage: Lionheart's Charge puts 343% 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 Black Prince and Lionheart 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 Lionheart swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Black Prince (S01) is the era weak point -- the enemy will aim at the oldest squad. 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 →
- 116
F
M
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 →
- 166
F
M
B John I · North's Rage · Black Prince Mid progression 57.55/100 out of 100John I (X13), North's Rage (S00) and Black Prince (S01) score 57.55 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 75% 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. 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. Black Prince adds a second source of control, so the lock rarely has an off round: Dragon Siege applies Suppress for 2 rounds on a 35% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so John I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 167
F
M
B John I · Yukimura Sanada · Black Prince Mid progression 57.40/100 out of 100John I (X13), Yukimura Sanada (S00) and Black Prince (S01) score 57.40 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 78% 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. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Black Prince adds a second source of control, so the lock rarely has an off round: Dragon Siege applies Suppress for 2 rounds on a 35% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so John I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 197
F
M
B War Lord · Kublai · Black Prince Starter 65.67/100 out of 100War Lord (S03), Kublai (S00) and Black Prince (S01) score 65.67 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. Kublai is the flex piece -- modest alone, but covering what the other two leave open: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Kublai and Black Prince both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Kublai and Black Prince both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Kublai swings into a line that cannot answer. What you give up: Kublai (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 213
F
M
B Isabella I · Black Prince · Lionheart Starter 56.51/100 out of 100Isabella I (S01), Black Prince (S01) and Lionheart (S01) score 56.51 out of 100 together, and each of the three has a job.
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 takes the front, able to both absorb the opening rounds and heal through them. 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. Lionheart is the win condition, bringing 63% of the lineup's expected damage: Lionheart's Charge puts 343% 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 Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Lionheart swings into a line that cannot answer. 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 →
- 215
F
M
B Black Prince · Constantine the Great · Lionheart Starter 48.17/100 out of 100Black Prince (S01), Constantine the Great (S01) and Lionheart (S01) score 48.17 out of 100 together, and each of the three has a job.
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 takes the front as the sturdiest of the three. Constantine the Great is the multiplier, raising what the other two put out rather than adding a number of its own: carries 40% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 62% of the lineup's expected damage: Lionheart's Charge puts 343% 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 Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Lionheart swings into a line that cannot answer; Constantine the Great raises Lionheart’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Black Prince holds the front, but nothing here heals. 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 →
Black Prince — skills
All 8 recorded skills for Black Prince, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Dragon Siege
35% chance to apply 1 status out of Suppressing, Silencing and Disarm to 2 random enemy squads within the valid range, lasting 2 rounds.
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 Assassin
60% chance to steal 200% Resistance from 2 random enemy squads within the valid range, lasting 2 turns (Stackable for up to 2 times).
6 Cavalry Awakened
Hero's squad gains 15% Cavalry Might and Resistance, and 100 Cavalry Combat Speed. 250% bonus to the skill "Dictator".
7 Discipline - Cavalry
Cavalry's Might in the hero's legion is increased by 40%.
8 Dark Rider
1 round(s) of prep. 50% chance to deal 490% damage to 2 random enemy squad(s) within the valid range and make the Might of the target(s ) -150% for 2 round(s)
Which Black Prince combos can YOU play?
Select the heroes you own in the free combo generator and instantly see every Black Prince lineup you can field — plus the best heroes to unlock next.
Open the combo generator


