Bleeding Steed — what the skills grant
Totalled from Bleeding Steed'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.
About Bleeding Steed
Bleeding Steed is a Footmen hero in Rise of Castles. On ROCMeta, Bleeding Steed appears in 22 ranked combos spanning Footmen and Mixed lineups. Bleeding Steed's highest-ranked appearance is King Arthur · Bleeding Steed · King Cnut, which currently sits at Footmen #117.
Across Bleeding Steed's skills, the hero's own squad gains +65% Resistance, +65% Might, and +15% HP. The wider legion gains +40% Resistance.
Bleeding Steed is most often ranked alongside Soaring Hawk, King Arthur, and Cicero — the heroes that share the most ranked combos with Bleeding Steed. The full list of partners is further down the page.
Why Bleeding Steed ranks where it does
Bleeding Steed is built around team buffs and healing — stronger there than 92% of the roster.
Pairs best with Al-Hawra, Cyrus and Jeanne d'Arc. Al-Hawra feeds Bleeding Steed; Bleeding Steed feeds Al-Hawra
Read from Bleeding Steed's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Bleeding Steed
The heroes most often ranked alongside Bleeding Steed.
Best Footmen combos with Bleeding Steed
Bleeding Steed appears in 19 ranked Footmen combos.
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B King Arthur · Bleeding Steed · King Cnut Current meta 58.63/100 out of 100King Arthur (SP · paid), Bleeding Steed (S03) and King Cnut (X17) score 58.63 out of 100 together, and each of the three has a job.
King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% 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. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. King Cnut is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 60% 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 Bleeding Steed produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so King Arthur swings into a line that cannot answer; Bleeding Steed raises King Arthur’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; 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 -- the score above is what that classic core is still worth against the current roster. How these scores work →
- 121
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B King Arthur · Bleeding Steed · Theodora Current meta 58.29/100 out of 100King Arthur (SP · paid), Bleeding Steed (S03) and Theodora (S04 · paid) score 58.29 out of 100 together, and each of the three has a job.
King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% 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. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Theodora is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 50% 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 Bleeding Steed produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so King Arthur swings into a line that cannot answer; Bleeding Steed raises King Arthur’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; 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 -- the score above is what that classic core is still worth against the current roster. How these scores work →
- 124
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B Alexander · Bleeding Steed · Theodora Current meta 55.72/100 out of 100Alexander (SP · paid), Bleeding Steed (S03) and Theodora (S04 · paid) score 55.72 out of 100 together, and each of the three has a job.
Alexander is the saboteur, stripping the enemy's stats before the blows land: strips 325% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Theodora is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 50% 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Alexander swings into a line that cannot answer; Bleeding Steed raises Alexander’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 2% 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 →
- 126
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B King Arthur · Cleopatra VII · Bleeding Steed Current meta 55.02/100 out of 100King Arthur (SP · paid), Cleopatra VII (S03 · paid) and Bleeding Steed (S03) score 55.02 out of 100 together, and each of the three has a job.
King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% 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. 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 sits in the middle, where the support reaches both the front and the back. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, 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 Cleopatra VII produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so King Arthur swings into a line that cannot answer; Bleeding Steed raises King Arthur’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 14% 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 →
- 127
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B Gustav · Bleeding Steed · King Cnut Current meta 52.61/100 out of 100Gustav (X20), Bleeding Steed (S03) and King Cnut (X17) score 52.61 out of 100 together, and each of the three has a job.
Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Uprising applies Suppress, and takes the front, able to both absorb the opening rounds and heal through them. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. King Cnut is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 60% 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 Gustav’s Uprising applies Suppress and takes a squad out of the fight, so King Cnut swings into a line that cannot answer; Gustav raises King Cnut’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. 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 →
- 168
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B Cicero · Bleeding Steed · Valkyrie Mid progression 57.60/100 out of 100Cicero (X01), Bleeding Steed (S03) and Valkyrie (X03) score 57.60 out of 100 together, and each of the three has a job.
Cicero is the saboteur, stripping the enemy's stats before the blows land: strips 126% of enemy Might, Resistance and damage in total, and takes the front as the one built to survive the opening exchange. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Valkyrie is the win condition, bringing 79% of the lineup's expected damage: Apocalyptic Prayer puts 310% into one enemy squad on a 45% 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Valkyrie swings into a line that cannot answer; Bleeding Steed raises Valkyrie’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Bleeding Steed (S03) 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 →
- 176
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B Cicero · Bleeding Steed · Cao Cao Mid progression 56.43/100 out of 100Cicero (X01), Bleeding Steed (S03) and Cao Cao (S01) score 56.43 out of 100 together, and each of the three has a job.
Cicero is the saboteur, stripping the enemy's stats before the blows land: strips 126% of enemy Might, Resistance and damage in total, and takes the front as the one built to survive the opening exchange. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: strips 151% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Cao Cao swings into a line that cannot answer; Bleeding Steed raises Cao Cao’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Cao Cao (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 →
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B Cicero · Bleeding Steed · Heaven's Justice Mid progression 56.25/100 out of 100Cicero (X01), Bleeding Steed (S03) and Heaven's Justice (S00) score 56.25 out of 100 together, and each of the three has a job.
Cicero is the saboteur, stripping the enemy's stats before the blows land: strips 126% of enemy Might, Resistance and damage in total, and takes the front as the one built to survive the opening exchange. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the win condition, bringing 71% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad on a 55% 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Heaven's Justice swings into a line that cannot answer; Bleeding Steed raises Heaven's Justice’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heaven's Justice (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 →
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B Peace Bringer · Chen Liu · Bleeding Steed Mid progression 55.49/100 out of 100Peace Bringer (S02), Chen Liu (X01) and Bleeding Steed (S03) score 55.49 out of 100 together, and each of the three has a job.
Peace Bringer is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 74% 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. Chen Liu is the multiplier, raising what the other two put out rather than adding a number of its own: carries 190% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Chen Liu swings into a line that cannot answer; Bleeding Steed raises Chen Liu’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Peace Bringer (S02) 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 →
- 181
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B Hunk · Bleeding Steed · Valkyrie Mid progression 52.13/100 out of 100Hunk (X01), Bleeding Steed (S03) and Valkyrie (X03) score 52.13 out of 100 together, and each of the three has a job.
Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Valkyrie is the win condition, bringing 87% of the lineup's expected damage: Apocalyptic Prayer puts 310% into one enemy squad on a 45% 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 Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Valkyrie swings into a line that cannot answer; Bleeding Steed raises Valkyrie’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Bleeding Steed (S03) 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 →
- 184
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B Genghis Khan · Bleeding Steed · Jiguang Qi Starter 58.74/100 out of 100Genghis Khan (S01), Bleeding Steed (S03) and Jiguang Qi (S01) score 58.74 out of 100 together, and each of the three has a job.
Genghis Khan is the win condition, bringing 67% of the lineup's expected damage: Hunting Wolf puts 213% into all enemy squads on a 50% roll, and takes the front as the sturdiest of the three. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jiguang Qi is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Bleeding Steed produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; Genghis Khan produces combat-skill casts, the exact trigger Jiguang Qi’s Unyelding waits on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Genghis Khan swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Genghis Khan (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 →
- 185
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B Cleopatra VII · Bleeding Steed · Desert Storm Starter 57.16/100 out of 100Cleopatra VII (S03 · paid), Bleeding Steed (S03) and Desert Storm (S04) score 57.16 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. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Desert Storm adds a second source of control, so the lock rarely has an off round: strips 18% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Cleopatra VII swings into a line that cannot answer; Bleeding Steed 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; Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
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B Soaring Hawk · North's Rage · Bleeding Steed Starter 56.69/100 out of 100Soaring Hawk (S04), North's Rage (S00) and Bleeding Steed (S03) score 56.69 out of 100 together, and each of the three has a job.
Soaring Hawk 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. 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. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so North's Rage swings into a line that cannot answer; Bleeding Steed raises North's Rage’s output directly rather than adding a number of its own. 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 →
- 187
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B Soaring Hawk · Rough Rider · Bleeding Steed Starter 56.64/100 out of 100Soaring Hawk (S04), Rough Rider (S00) and Bleeding Steed (S03) score 56.64 out of 100 together, and each of the three has a job.
Soaring Hawk 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. Rough Rider is the win condition, bringing 67% of the lineup's expected damage: 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. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Rough Rider swings into a line that cannot answer; Bleeding Steed raises Rough Rider’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Rough Rider (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 →
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B Soaring Hawk · Bleeding Steed · Cao Cao Starter 55.35/100 out of 100Soaring Hawk (S04), Bleeding Steed (S03) and Cao Cao (S01) score 55.35 out of 100 together, and each of the three has a job.
Soaring Hawk 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. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: strips 151% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Cao Cao swings into a line that cannot answer; Bleeding Steed raises Cao Cao’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Cao Cao (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 →
- 194
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B Soaring Hawk · Bleeding Steed · Heaven's Justice Starter 55.11/100 out of 100Soaring Hawk (S04), Bleeding Steed (S03) and Heaven's Justice (S00) score 55.11 out of 100 together, and each of the three has a job.
Soaring Hawk 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. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the win condition, bringing 68% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad on a 55% 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Heaven's Justice swings into a line that cannot answer; Bleeding Steed raises Heaven's Justice’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heaven's Justice (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 →
- 195
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B Soaring Hawk · Kublai · Bleeding Steed Starter 55.08/100 out of 100Soaring Hawk (S04), Kublai (S00) and Bleeding Steed (S03) score 55.08 out of 100 together, and each of the three has a job.
Soaring Hawk 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. Kublai is the win condition, bringing 68% of the lineup's expected damage: 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. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Kublai swings into a line that cannot answer; Bleeding Steed raises Kublai’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Kublai (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
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B Desert Storm · Bleeding Steed · Cao Cao Starter 54.31/100 out of 100Desert Storm (S04), Bleeding Steed (S03) and Cao Cao (S01) score 54.31 out of 100 together, and each of the three has a job.
Desert Storm is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and takes the front as the sturdiest of the three. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: strips 151% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Bleeding Steed raises Cao Cao’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Cao Cao (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. 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 →
- 209
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B Soaring Hawk · Bleeding Steed · Desert Storm Starter 50.16/100 out of 100Soaring Hawk (S04), Bleeding Steed (S03) and Desert Storm (S04) score 50.16 out of 100 together, and each of the three has a job.
Soaring Hawk 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. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Desert Storm is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Desert Storm swings into a line that cannot answer; Bleeding Steed raises Desert Storm’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 5% 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 Bleeding Steed
Bleeding Steed appears in 3 ranked Mixed combos.
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B War Lord · Bleeding Steed · El Cid Mid progression 66.48/100 out of 100War Lord (cavalry · S03), Bleeding Steed (footmen · S03) and El Cid (cavalry · X12) score 66.48 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. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid is the win condition, bringing 100% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% 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 prep-skips, the exact trigger Bleeding Steed and El Cid both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Bleeding Steed and El Cid both wait on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so El Cid swings into a line that cannot answer. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; War Lord (S03) 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 →
- 172
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B War Lord · North's Rage · Bleeding Steed Starter 67.33/100 out of 100War Lord (cavalry · S03), North's Rage (cavalry · S00) and Bleeding Steed (footmen · S03) score 67.33 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. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, 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 War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage and Bleeding Steed both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Bleeding Steed both wait on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so North's Rage 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 4% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
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B War Lord · Rough Rider · Bleeding Steed Starter 67.30/100 out of 100War Lord (cavalry · S03), Rough Rider (cavalry · S00) and Bleeding Steed (footmen · S03) score 67.30 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. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, 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 War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider and Bleeding Steed both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Bleeding Steed both wait on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Rough Rider swings into a line that cannot answer. 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 3% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
Bleeding Steed — skills
All 8 recorded skills for Bleeding Steed, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Roundabout Tactics
First 3 turns, 2 friendly squads have 60% bonus damage.
3 Footmen Defensive Formation II
Footmen in the hero's squad has 50% more Resistance.
4 Footmen Offensive Formation II
Footmen in the hero's squad has 50% more Might.
5 Stampeding Harras
1 turn prep. 50% chance to Confuse 2 random enemy squads within range, skills and basic attack targets become random, lasting 2 turns.
6 Footmen Awakened
Footmen in Hero's squad has +15% Might and Resistance, and +15% HP. 250% bonus to the skill "Dictator".
7 Defensive Order - Footmen
Footmen in the hero's squad gain +40% Resistance.
8 Nomadic Remedy
During battle, when all friendly squads receive damage, 50% chance to recover some units (Recovery Rate: 33%).
Which Bleeding Steed combos can YOU play?
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