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.
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 33 ranked combos spanning Cavalry and Mixed lineups. Caesar's highest-ranked appearance is Cyrus · Zhao Yun · Caesar, which currently sits at Cavalry #85.
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 Roland, Saladin, and Thorven — 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 (Oliver completing it) scores 79.90, below the last ranked seat in its tier (83.96).
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
8 shared lineupsCaesar 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
6 shared lineupsCaesar 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
Not yet listedAl-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 (Oliver completing it) scores 79.90, below the last ranked seat in its tier (83.96).
Saladin
8 shared lineupsSaladin 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.
Thorven
7 shared lineupsCaesar 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.
Pompey
5 shared lineupsCaesar 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 32 ranked Cavalry combos — showing the top 24.
- 85
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B Cyrus · Zhao Yun · Caesar Current meta Beats 5 of 8 reference lineups 83.47/100 out of 100 Cyrus (SP · paid), Zhao Yun (X26) and Caesar (SP · paid) score 83.47 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 72% 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.
- 127
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B Roland · Caesar · Thorvi Current meta Beats 4 of 8 reference lineups 86.37/100 out of 100 Roland (X18), Caesar (SP · paid) and Thorvi (X29) score 86.37 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.
- 147
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B Cyrus · Caesar · Thorvi Current meta Beats 3 of 8 reference lineups 86.73/100 out of 100 Cyrus (SP · paid), Caesar (SP · paid) and Thorvi (X29) score 86.73 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; damage is spread across the enemy line, with no finisher to focus one squad down.
- 158
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B Zhao Yun · Saladin · Caesar Current meta Beats 3 of 8 reference lineups 83.29/100 out of 100 Zhao Yun (X26), Saladin (SP · paid) and Caesar (SP · paid) score 83.29 out of 100 together, and each of the three has a job.
Zhao Yun is the win condition, bringing 72% 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.
- 168
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B Zhao Yun · Caesar · Roland Current meta Beats 3 of 8 reference lineups 82.19/100 out of 100 Zhao Yun (X26), Caesar (SP · paid) and Roland (X18) score 82.19 out of 100 together, and each of the three has a job.
Zhao Yun is the win condition, bringing 77% 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.
- 182
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B Roland · Caesar · Oliver Current meta Beats 2 of 8 reference lineups 85.02/100 out of 100 Roland (X18), Caesar (SP · paid) and Oliver (X24) score 85.02 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.
- 183
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B Don Quixote · Roland · Caesar Current meta Beats 2 of 8 reference lineups 84.06/100 out of 100 Don Quixote (X22), Roland (X18) and Caesar (SP · paid) score 84.06 out of 100 together, and each of the three has a job.
Don Quixote is the win condition, bringing 63% 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. 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 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 Don Quixote’s Parry 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: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 25% of the hardest-hitting trio in the roster.
- 184
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B Cyrus · Caesar · Oliver Current meta Beats 2 of 8 reference lineups 87.99/100 out of 100 Cyrus (SP · paid), Caesar (SP · paid) and Oliver (X24) score 87.99 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 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 Cyrus’s Tolerance 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 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, with no finisher to focus one squad down; raw damage reaches only about 41% of the hardest-hitting trio in the roster.
- 191
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B Cyrus · Ragnar · Caesar developer pick Current meta Beats 2 of 8 reference lineups 75.86/100 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.
- 193
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B Octavius · Cleopatra VII · Caesar developer pick Current meta Beats 2 of 8 reference lineups 74.67/100 out of 100 Octavius (S02 · paid), Cleopatra VII (S03 · paid) and Caesar (SP · paid) score 74.67 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 draws_fire, 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: a mid-era lineup anchored by Caesar (SP); raw damage reaches only about 13% of the hardest-hitting trio in the roster. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.
- 195
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B Pompey · Roland · Caesar Current meta Beats 2 of 8 reference lineups 82.38/100 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.
- 206
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B Thorvi · Caesar · Pompey Current meta Beats 2 of 8 reference lineups 85.49/100 out of 100 Thorvi (X29), Caesar (SP · paid) and Pompey (X16) score 85.49 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; damage is spread across the enemy line, with no finisher to focus one squad down.
- 207
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B Thorven · Thorvi · Caesar Current meta Beats 1 of 8 reference lineups 82.82/100 out of 100 Thorven (X29), Thorvi (X29) and Caesar (SP · paid) score 82.82 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; damage is spread across the enemy line, with no finisher to focus one squad down.
- 208
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B Thorven · Cyrus · Caesar Current meta Beats 1 of 8 reference lineups 83.50/100 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.
- 215
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B Roland · Thorven · Caesar Current meta Beats 1 of 8 reference lineups 86.17/100 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.
- 220
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B Octavius · Ragnar · Caesar developer pick Current meta Beats 1 of 8 reference lineups 68.28/100 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.
- 221
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B Cyrus · Saladin · Caesar Current meta Beats 1 of 8 reference lineups 83.62/100 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.
- 223
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B Roland · Saladin · Caesar Current meta Beats 1 of 8 reference lineups 84.12/100 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.
- 225
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B Thorven · Saladin · Caesar Current meta Beats 1 of 8 reference lineups 86.41/100 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.
- 228
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B Octavius · Louis IX · Caesar developer pick Current meta Beats 1 of 8 reference lineups 68.83/100 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.
- 232
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B Thorven · Caesar · Don Quixote Current meta Beats 1 of 8 reference lineups 88.26/100 out of 100 Thorven (X29), Caesar (SP · paid) and Don Quixote (X22) score 88.26 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 63% 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 draws_fire, 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 25% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.
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B Don Quixote · Percival · Caesar developer pick Current meta Beats 1 of 8 reference lineups 70.33/100 out of 100 Don Quixote (X22), Percival (X25) and Caesar (SP · paid) score 70.33 out of 100 together, and each of the three has a job.
Don Quixote is the win condition, bringing 51% 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.
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B Oliver · Saladin · Caesar Current meta Beats 1 of 8 reference lineups 84.45/100 out of 100 Oliver (X24), Saladin (SP · paid) and Caesar (SP · paid) score 84.45 out of 100 together, and each of the three has a job.
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 takes the front as the sturdiest of the three. 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 and Oliver’s Paladin's Resilience both wait on; Oliver produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Caesar raises Oliver’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.
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B Oliver · Caesar · Pompey Current meta Beats 1 of 8 reference lineups 83.60/100 out of 100 Oliver (X24), Caesar (SP · paid) and Pompey (X16) score 83.60 out of 100 together, and each of the three has a job.
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 takes the front as the sturdiest of the three. 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 Oliver produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Oliver produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Caesar raises Oliver’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.
Best Mixed combos with Caesar
Caesar appears in 1 ranked Mixed combo.
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B Penthesilea · Caesar · Oliver Current meta Beats 1 of 8 reference lineups 84.78/100 out of 100 Penthesilea (archer · SP · paid), Caesar (cavalry · SP · paid) and Oliver (archer · X24) score 84.78 out of 100 together, and each of the three has a job.
Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% 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 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Caesar and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.
Caesar — skills
All 8 recorded skills for Caesar, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Divine Julius
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
Cavalry in the hero's squad has 50% more Resistance.
4 Cavalry Offensive Formation II
Cavalry in the hero's squad has 50% more Might.
5 Coalition Strike
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
Hero's squad has 15% Increased Cavalry Might and Resistance, 15% Increased Cavalry Damage, 250% bonus to the skill "Dictator".
7 Discipline - Cavalry
Cavalry's Might in the hero's legion is increased by 40%.
8 Dictating Ruler
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).
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


