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Caesar — what the skills grant

Totalled from Caesar'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.

Might
+200% friendly squads
+65% hero's squad
+40% hero's legion
Resistance
+200% friendly squads
+65% hero's squad
Damage
+60% friendly squads
+15% hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 5 — +480%, skill 8 — +310%.

About Caesar

Caesar is a Cavalry hero in Rise of Castles. On ROCMeta, Caesar appears in 30 ranked combos spanning Cavalry and Mixed lineups. Caesar's best-placed appearance is Cyrus · Zhao Yun · Caesar, which currently sits at #88 in the Cavalry list’s Current meta tier.

Across Caesar's skills, the hero's own squad gains +65% Might, +65% Resistance, and +15% Damage. The wider legion gains +40% Might.

Caesar's strongest recorded skill hits for 480% damage.

Caesar is most often ranked alongside Thorven, Roland, and Saladin — the heroes that share the most ranked combos with Caesar. The full list of partners is further down the page.

Why Caesar ranks where it does

Caesar is built around team buffs — stronger there than 100% of the roster.

Pairs best with Al-Hawra, Alberich and Ashoka. Al-Hawra supplies the combat-skill casts; Caesar's Coalition Strike feeds on them. Al-Hawra's Desert Phantom supplies the trigger-rate boosts; Caesar's Divine Julius feeds on them. Caesar supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. Their strongest lineup together (Thorvi completing it) scores 79.66, below the last ranked seat in its tier (83.60).

Read from Caesar's eight skills and compared against every other published hero — not an editorial opinion.

Most often ranked with Caesar

Counted from the published lists: the partners who appear beside Caesar in the most ranked lineups.

Proven synergies

A different question from the grid above: not who Caesar is listed with, but whose kit the skill text says Caesar actually feeds — or feeds on. Each claim names the effect and, wherever the card records one, the skill producing it, so you can check it against the cards further down. Some of these pairs share no ranked lineup at all; each one says why.

Roland portrait

Roland

7 shared lineups

Caesar supplies the combat-skill casts; Roland's Paladins feeds on them. Roland supplies the combat-skill casts; Caesar's Coalition Strike feeds on them. Roland's Song of Roland supplies the trigger-rate boosts; Caesar's Divine Julius feeds on them.

Cyrus portrait

Cyrus

5 shared lineups

Caesar supplies the combat-skill casts; Cyrus's Strategy to Victory feeds on them. Cyrus supplies the combat-skill casts; Caesar's Coalition Strike feeds on them. Cyrus's Tolerance supplies the trigger-rate boosts; Caesar's Divine Julius feeds on them.

Al-Hawra portrait

Al-Hawra

Not yet listed

Al-Hawra supplies the combat-skill casts; Caesar's Coalition Strike feeds on them. Al-Hawra's Desert Phantom supplies the trigger-rate boosts; Caesar's Divine Julius feeds on them. Caesar supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. Their strongest lineup together (Thorvi completing it) scores 79.66, below the last ranked seat in its tier (83.60).

Thorven portrait

Thorven

8 shared lineups

Caesar supplies the combat-skill casts; Thorven's Spiral Edge feeds on them. Thorven supplies the combat-skill casts; Caesar's Coalition Strike feeds on them.

Saladin portrait

Saladin

6 shared lineups

Saladin supplies the combat-skill casts; Caesar's Coalition Strike feeds on them. Saladin's Whirlwind Slash supplies the trigger-rate boosts; Caesar's Divine Julius feeds on them.

Pompey portrait

Pompey

6 shared lineups

Caesar supplies the follow-up attacks; Pompey's Pirate Destroyer feeds on them. Pompey supplies the combat-skill casts; Caesar's Coalition Strike feeds on them.

Best Cavalry combos with Caesar

Caesar appears in 29 ranked Cavalry combos — showing the top 24.

  1. 88 Cyrus, front rowZhao Yun, middle rowCaesar, back row Cyrus · Zhao Yun · Caesar Current meta 85.25 out of 100
    Cyrus (SP · paid), Zhao Yun (X26) and Caesar (SP · paid) score 85.25 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Zhao Yun is the win condition, bringing 68% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius waits on; Zhao Yun produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; damage is spread across the enemy line, with no finisher to focus one squad down.

  2. 131 Roland, front rowCaesar, middle rowThorvi, back row Roland · Caesar · Thorvi Current meta 86.87 out of 100
    Roland (X18), Caesar (SP · paid) and Thorvi (X29) score 86.87 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% 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 81% 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Thorvi’s Thunderlance Thrust both wait on; Caesar produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  3. 163 Zhao Yun, front rowSaladin, middle rowCaesar, back row Zhao Yun · Saladin · Caesar Current meta 85.31 out of 100
    Zhao Yun (X26), Saladin (SP · paid) and Caesar (SP · paid) score 85.31 out of 100 together, and each of the three has a job.

    Zhao Yun is the win condition, bringing 67% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius waits on; Zhao Yun produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Caesar raises Zhao Yun’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; little here disrupts the enemy plan, so the fight is decided on raw output.

  4. 164 Thorven, front rowThorvi, middle rowCaesar, back row Thorven · Thorvi · Caesar Current meta 83.32 out of 100
    Thorven (X29), Thorvi (X29) and Caesar (SP · paid) score 83.32 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Thorvi is the win condition, bringing 81% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% 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 Thorven produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Thorvi 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 Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; the trigger chain is thin — the three lean on one link rather than several.

  5. 165 Cyrus, front rowCaesar, middle rowThorvi, back row Cyrus · Caesar · Thorvi Current meta 87.23 out of 100
    Cyrus (SP · paid), Caesar (SP · paid) and Thorvi (X29) score 87.23 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% 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 77% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Thorvi’s Thunderlance Thrust both wait on; Caesar produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 52% of the hardest-hitting trio in the roster.

  6. 166 Thorven, front rowCyrus, middle rowCaesar, back row Thorven · Cyrus · Caesar Current meta 83.50 out of 100
    Thorven (X29), Cyrus (SP · paid) and Caesar (SP · paid) score 83.50 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Cyrus is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius waits on; Thorven produces combat-skill casts, the exact trigger Caesar’s Coalition Strike and Cyrus’s Strategy to Victory both wait on; Cyrus produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. 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.

  7. 167 Zhao Yun, front rowCaesar, middle rowRoland, back row Zhao Yun · Caesar · Roland Current meta 82.81 out of 100
    Zhao Yun (X26), Caesar (SP · paid) and Roland (X18) score 82.81 out of 100 together, and each of the three has a job.

    Zhao Yun is the win condition, bringing 73% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and takes the front as the one built to survive the opening exchange. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius waits on; Zhao Yun produces combat-skill casts, the exact trigger Caesar’s Coalition Strike and Roland’s Paladins both wait on; Caesar raises Zhao Yun’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound.

  8. 176 Cyrus, front rowRagnar, middle rowCaesar, back row Cyrus · Ragnar · Caesar Current meta developer pick 75.86 out of 100
    Cyrus (SP · paid), Ragnar (X12 · paid) and Caesar (SP · paid) score 75.86 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius waits on; Cyrus produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Ragnar produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation.

  9. 182 Roland, front rowCaesar, middle rowOliver, back row Roland · Caesar · Oliver Current meta 81.83 out of 100
    Roland (X18), Caesar (SP · paid) and Oliver (X24) score 81.83 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Oliver’s Paladin's Resilience both wait on; Caesar produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  10. 193 Roland, front rowSaladin, middle rowCaesar, back row Roland · Saladin · Caesar Current meta 84.12 out of 100
    Roland (X18), Saladin (SP · paid) and Caesar (SP · paid) score 84.12 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Saladin’s Jihad Command both wait on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  11. 195 Thorven, front rowSaladin, middle rowCaesar, back row Thorven · Saladin · Caesar Current meta 86.41 out of 100
    Thorven (X29), Saladin (SP · paid) and Caesar (SP · paid) score 86.41 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius waits on; Thorven produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Saladin produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 12% of the hardest-hitting trio in the roster.

  12. 197 Cyrus, front rowSaladin, middle rowCaesar, back row Cyrus · Saladin · Caesar Current meta 83.62 out of 100
    Cyrus (SP · paid), Saladin (SP · paid) and Caesar (SP · paid) score 83.62 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Cyrus waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Saladin’s Jihad Command both wait on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 15% of the hardest-hitting trio in the roster.

  13. 198 Thorven, front rowCaesar, middle rowDon Quixote, back row Thorven · Caesar · Don Quixote Current meta 85.15 out of 100
    Thorven (X29), Caesar (SP · paid) and Don Quixote (X22) score 85.15 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Don Quixote is the win condition, bringing 56% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Thorven’s Spiral Edge produces redirected attacks, the exact trigger Don Quixote’s Fight or Die waits on; Thorven produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Caesar produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 21% of the hardest-hitting trio in the roster; no one hero clearly carries, so the damage is easier to interrupt.

  14. 205 Roland, front rowThorven, middle rowCaesar, back row Roland · Thorven · Caesar Current meta 86.17 out of 100
    Roland (X18), Thorven (X29) and Caesar (SP · paid) score 86.17 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 618% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius waits on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Caesar’s Coalition Strike and Thorven’s Spiral Edge both wait on. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down.

  15. 218 Don Quixote, front rowPercival, middle rowCaesar, back row Don Quixote · Percival · Caesar Current meta developer pick 67.20 out of 100
    Don Quixote (X22), Percival (X25) and Caesar (SP · paid) score 67.20 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 44% 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. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Percival produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer; Percival shuts off enemy recovery, so what Don Quixote deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; no one hero clearly carries, so the damage is easier to interrupt. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation.

  16. 225 Percival, front rowCaesar, middle rowRoland, back row Percival · Caesar · Roland Current meta 82.59 out of 100
    Percival (X25), Caesar (SP · paid) and Roland (X18) score 82.59 out of 100 together, and each of the three has a job.

    Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and takes the front because those range-2 skills only connect from there. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius waits on; Percival produces combat-skill casts, the exact trigger Caesar’s Coalition Strike and Roland’s Paladins both wait on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Caesar swings into a line that cannot answer. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  17. 226 Caesar, front rowZhao Yun, middle rowPompey, back row Caesar · Zhao Yun · Pompey Current meta 81.50 out of 100
    Caesar (SP · paid), Zhao Yun (X26) and Pompey (X16) score 81.50 out of 100 together, and each of the three has a job.

    Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% of damage amplification across its kit, and takes the front as the sturdiest of the three. Zhao Yun is the win condition, bringing 67% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Pompey is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 95% 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 Caesar produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Zhao Yun produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Caesar raises Zhao Yun’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; damage is spread across the enemy line, with no finisher to focus one squad down.

  18. 227 Thorven, front rowCaesar, middle rowCleopatra VII, back row Thorven · Caesar · Cleopatra VII Current meta 83.11 out of 100
    Thorven (X29), Caesar (SP · paid) and Cleopatra VII (S03 · paid) score 83.11 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces redirected attacks, the exact trigger Cleopatra VII’s Dazzling Shield waits on; Thorven produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Caesar produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down.

  19. 230 Octavius, front rowLouis IX, middle rowCaesar, back row Octavius · Louis IX · Caesar Current meta developer pick 68.83 out of 100
    Octavius (S02 · paid), Louis IX (X19) and Caesar (SP · paid) score 68.83 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Louis IX produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Octavius raises Caesar’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 15% 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.

  20. 231 Octavius, front rowRagnar, middle rowCaesar, back row Octavius · Ragnar · Caesar Current meta developer pick 68.28 out of 100
    Octavius (S02 · paid), Ragnar (X12 · paid) and Caesar (SP · paid) score 68.28 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Ragnar produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Octavius raises Caesar’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; little here disrupts the enemy plan, so the fight is decided on raw output. 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.

  21. 235 Pompey, front rowRoland, middle rowCaesar, back row Pompey · Roland · Caesar Current meta 82.38 out of 100
    Pompey (X16), Roland (X18) and Caesar (SP · paid) score 82.38 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Caesar’s Divine Julius and Pompey’s Rome Destroyer both wait on; Caesar produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces combat-skill casts, the exact trigger Caesar’s Coalition Strike and Roland’s Paladins both wait on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 13% of the hardest-hitting trio in the roster.

  22. 241 Octavius, front rowCleopatra VII, middle rowCaesar, back row Octavius · Cleopatra VII · Caesar Current meta developer pick 78.01 out of 100
    Octavius (S02 · paid), Cleopatra VII (S03 · paid) and Caesar (SP · paid) score 78.01 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Octavius’s Augustus produces redirected attacks, the exact trigger Cleopatra VII’s Dazzling Shield waits on; Cleopatra VII produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Caesar swings into a line that cannot answer. 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, with no finisher to focus one squad down. 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.

  23. 244 Thorvi, front rowCaesar, middle rowPompey, back row Thorvi · Caesar · Pompey Current meta 85.99 out of 100
    Thorvi (X29), Caesar (SP · paid) and Pompey (X16) score 85.99 out of 100 together, and each of the three has a job.

    Thorvi is the win condition, bringing 76% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and takes the front as the one built to survive the opening exchange. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Pompey is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 95% 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 Thorvi produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Thorvi produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Caesar raises Thorvi’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound.

  24. 246 Thorven, front rowCaesar, middle rowPompey, back row Thorven · Caesar · Pompey Current meta 86.53 out of 100
    Thorven (X29), Caesar (SP · paid) and Pompey (X16) score 86.53 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Pompey is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 95% 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 Thorven produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Thorven produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Caesar produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down.

See the full Cavalry rankings →

Best Mixed combos with Caesar

Caesar appears in 1 ranked Mixed combo.

  1. 242 Pompey, front rowHannibal, middle rowCaesar, back row Pompey · Hannibal · Caesar Current meta 83.65 out of 100
    Pompey (cavalry · X16), Hannibal (footmen · X28 · paid) and Caesar (cavalry · SP · paid) score 83.65 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Caesar and Pompey both wait on; Hannibal produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down.

See the full Mixed rankings →

Caesar — skills

All 8 recorded skills for Caesar, straight from the hero's game card.

1

Dictator

Leadership Skill · Hero's Squad

The soldier amount cap of the hero's squad is increased by 23,100.

2

Divine Julius

Combat Skill · 3 random friendly squads within effective range · Range 3 · Cavalry

Starting round 3 , Caesar has 40% chance to cast a skill every round , which increases the Might and Resistance of all your Cavalry squads by 200% and Damage by 60% . Meanwhile, Caesar has 20% more chance to launch additional attacks , lasting till the battles ends (this skill can only be cast once). Every round, the chance of casting this skill increases by 20%.

3

Cavalry Defensive Formation II

Leadership Skill · Hero's Squad

Cavalry in the hero's squad has 50% more Resistance.

4

Cavalry Offensive Formation II

Leadership Skill · Hero's Squad

Cavalry in the hero's squad has 50% more Might.

5

Coalition Strike

Additional Attack · 2 random enemy squads within effective range · Range 5 · Cavalry

After a normal attack, 60% chance to deal Physical damage (damage rate: 480% ) to 2 random enemy squads. 50% of the damage will be used to restore the troop power for 2 random squads on your side. The skill will have a cooldown of 1 round after being cast. The first time you dodge damage in each round, 100% chance to cast the skill , with no cooldown period triggered this time.

6

Cavalry Awakened

Leadership Skill · Hero's Squad

Hero's squad has 15% Increased Cavalry Might and Resistance, 15% Increased Cavalry Damage, 250% bonus to the skill "Dictator".

7

Discipline - Cavalry

Leadership Skill · Hero's Legion

Cavalry's Might in the hero's legion is increased by 40%.

8

Dictating Ruler

Additional Attack · 3 random enemy squads within effective range · Range 5 · Cavalry

After a normal attack, 50% chance to deal Physical Damage to 2-3 squads ( damage rate: 310% ); the Dictating Ruler's damage rate will be increased by 1 time each time the skill is cast; this effect can be stacked and lasts until the end of the battle (this skill can only be triggered once per round).

Questions about Caesar

What is the best combo for Caesar in Rise of Castles?

Caesar's best ranked combo is Cyrus · Zhao Yun · Caesar: #88 in the Cavalry list’s Current meta tier.

How many combos include Caesar?

Caesar appears in 30 ranked combos on ROCMeta.com, across 2 of the four lists.

Which Caesar lineups can you field?

Select the heroes you own and the generator returns every ranked Caesar lineup you can field today, the ones you are one hero short of, and the single unlock that opens the most.

Open the Combo Generator