Best comboTop ranked

Cyrus · Caesar · Oliver

Cavalry #8
Cyrus Rise of Castles heroCyrus
Caesar Rise of Castles heroCaesar
Oliver Rise of Castles heroOliver

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 20 ranked combos spanning Cavalry and Mixed lineups. Caesar's highest-ranked appearance is Cyrus · Caesar · Oliver, which currently sits at Cavalry #8.

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 Rainforest, Octavius, and Zhao Yun — 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 feeds Caesar; Caesar feeds Al-Hawra

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

Heroes that pair well with Caesar

The heroes most often ranked alongside Caesar.

Best Cavalry combos with Caesar

Caesar appears in 15 ranked Cavalry combos.

  1. 8 Cyrus, front rowCaesar, middle rowOliver, back row Cyrus · Caesar · Oliver
    Cyrus (SP · paid), Caesar (SP · paid) and Oliver (X24) score 82.41 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. Oliver is the win condition, bringing 66% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Caesar and Oliver 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: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 53% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 82.41/100 out of 100
  2. 9 Cyrus, front rowCaesar, middle rowZhao Yun, back row Cyrus · Caesar · Zhao Yun
    Cyrus (SP · paid), Caesar (SP · paid) and Zhao Yun (X26) score 82.15 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. Zhao Yun is the win condition, bringing 71% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Caesar waits 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: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 63% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 82.15/100 out of 100
  3. 44 Lancelot, front rowCaesar, middle rowZhao Yun, back row Lancelot · Caesar · Zhao Yun
    Lancelot (X20 · paid), Caesar (SP · paid) and Zhao Yun (X26) score 74.95 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 17% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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. Zhao Yun is the win condition, bringing 63% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Caesar produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Lancelot’s Immortal applies Suppress and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; the trigger chain is thin — the three lean on one link rather than several. How these scores work →

    Current meta 74.95/100 out of 100
  4. 45 Pompey, front rowThorven, middle rowCaesar, back row Pompey · Thorven · Caesar
    Pompey (X16), Thorven (X29) and Caesar (SP · paid) score 74.88 out of 100 together, and each of the three has a job.

    Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and 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 follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces combat-skill casts, the exact trigger Thorven’s Spiral Edge and Caesar’s Coalition Strike both wait on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Caesar swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 19% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 74.88/100 out of 100
  5. 48 Zhao Yun, front rowPercival, middle rowCaesar, back row Zhao Yun · Percival · Caesar
    Zhao Yun (X26), Percival (X25) and Caesar (SP · paid) score 74.38 out of 100 together, and each of the three has a job.

    Zhao Yun is the win condition, bringing 66% 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. 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 Zhao Yun 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 Zhao Yun swings into a line that cannot answer; Percival shuts off enemy recovery, so what Zhao Yun deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 74.38/100 out of 100
  6. 60 Zhao Yun, front rowRainforest, middle rowCaesar, back row Zhao Yun · Rainforest · Caesar
    Zhao Yun (X26), Rainforest (X08) and Caesar (SP · paid) score 72.20 out of 100 together, and each of the three has a job.

    Zhao Yun is the win condition, bringing 71% 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. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress 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 Zhao Yun produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Caesar raises Zhao Yun’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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 72.20/100 out of 100
  7. 80 Thorven, front rowRainforest, middle rowCaesar, back row Thorven · Rainforest · Caesar
    Thorven (X29), Rainforest (X08) and Caesar (SP · paid) score 69.14 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% 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; Caesar 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 Caesar swings into a line that cannot answer. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. How these scores work →

    Current meta 69.14/100 out of 100
  8. 86 Ragnar, front rowCyrus, middle rowCaesar, back row Ragnar · Cyrus · Caesar
    Ragnar (X12 · paid), Cyrus (SP · paid) and Caesar (SP · paid) score 67.62 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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 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 waits on; Ragnar produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory and Caesar’s Coalition Strike both wait on; Cyrus shuts off enemy recovery, so what Caesar deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 24% of the hardest-hitting trio in the roster. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation. How these scores work →

    Current meta 67.62/100 out of 100
  9. 92 Hellfire, front rowRainforest, middle rowCaesar, back row Hellfire · Rainforest · Caesar
    Hellfire (X09), Rainforest (X08) and Caesar (SP · paid) score 65.65 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress 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 Hellfire produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Hellfire 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 18% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 65.65/100 out of 100
  10. 98 Don Quixote, front rowPercival, middle rowCaesar, back row Don Quixote · Percival · Caesar
    Don Quixote (X22), Percival (X25) and Caesar (SP · paid) score 64.88 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 46% 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. How these scores work →

    Current meta 64.88/100 out of 100
  11. 103 Octavius, front rowRozen Blade, middle rowCaesar, back row Octavius · Rozen Blade · Caesar
    Octavius (S02 · paid), Rozen Blade (S03) and Caesar (SP · paid) score 63.86 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Caesar waits on; Rozen Blade 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: damage is spread across the enemy line rather than focused on one squad; Octavius (S02) 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 →

    Current meta 63.86/100 out of 100
  12. 120 Octavius, front rowThe Brave, middle rowCaesar, back row Octavius · The Brave · Caesar
    Octavius (S02 · paid), The Brave (S04) and Caesar (SP · paid) score 59.68 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. 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 The Brave 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: damage is spread across the enemy line rather than focused on one squad; 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 →

    Current meta 59.68/100 out of 100
  13. 121 Octavius, front rowLouis IX, middle rowCaesar, back row Octavius · Louis IX · Caesar
    Octavius (S02 · paid), Louis IX (X19) and Caesar (SP · paid) score 58.94 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; Octavius (S02) 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 →

    Current meta 58.94/100 out of 100
  14. 122 Octavius, front rowRagnar, middle rowCaesar, back row Octavius · Ragnar · Caesar
    Octavius (S02 · paid), Ragnar (X12 · paid) and Caesar (SP · paid) score 58.65 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: damage is spread across the enemy line rather than focused on one squad; 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 →

    Current meta 58.65/100 out of 100
  15. 124 Octavius, front rowCleopatra VII, middle rowCaesar, back row Octavius · Cleopatra VII · Caesar
    Octavius (S02 · paid), Cleopatra VII (S03 · paid) and Caesar (SP · paid) score 57.35 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 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; Octavius raises Caesar’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; the 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 →

    Current meta 57.35/100 out of 100

See the full Cavalry rankings →

Best Mixed combos with Caesar

Caesar appears in 5 ranked Mixed combos.

  1. 60 Ramses II, front rowRainforest, middle rowCaesar, back row Ramses II · Rainforest · Caesar
    Ramses II (archer · SP · paid), Rainforest (cavalry · X08) and Caesar (cavalry · SP · paid) score 73.48 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Rainforest and Caesar both wait on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Ramses II raises Caesar’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Rainforest (X08) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 73.48/100 out of 100
  2. 71 Warden, front rowRainforest, middle rowCaesar, back row Warden · Rainforest · Caesar
    Warden (archer · X06), Rainforest (cavalry · X08) and Caesar (cavalry · SP · paid) score 72.44 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Rainforest and Caesar both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Rainforest and Caesar both wait on; Rainforest’s Absolute Suppress applies Suppress 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 19% of the hardest-hitting trio in the roster; Warden (X06) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 72.44/100 out of 100
  3. 89 Pompey, front rowTomyris, middle rowCaesar, back row Pompey · Tomyris · Caesar
    Pompey (cavalry · X16), Tomyris (archer · X28) and Caesar (cavalry · SP · paid) score 70.12 out of 100 together, and each of the three has a job.

    Pompey is the lifeline: that healing decides whether this lineup is still standing in round five — carries 308% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Tomyris is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 115% of damage reduction 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 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 waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Caesar swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 19% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 70.12/100 out of 100
  4. 95 Pompey, front rowPoison Master, middle rowCaesar, back row Pompey · Poison Master · Caesar
    Pompey (cavalry · X16), Poison Master (archer · X10) and Caesar (cavalry · SP · paid) score 69.87 out of 100 together, and each of the three has a job.

    Pompey is the lifeline: that healing decides whether this lineup is still standing in round five — carries 308% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress 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 Caesar produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison and Caesar’s Coalition Strike both wait on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Caesar swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 19% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 69.87/100 out of 100
  5. 112 Defender, front rowSpectral Reaper, middle rowCaesar, back row Defender · Spectral Reaper · Caesar
    Defender (archer · X03), Spectral Reaper (archer · X03) and Caesar (cavalry · SP · paid) score 68.53 out of 100 together, and each of the three has a job.

    Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Spectral Reaper brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Spectral Reaper and Caesar both wait on; Defender produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Spectral Reaper shuts off enemy recovery, so what Caesar deals stays dealt. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 68.53/100 out of 100

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).

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