Charles the Great — what the skills grant
Totalled from Charles the Great'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 2 — +255%, skill 8 — +510%.
About Charles the Great
Charles the Great is an Archer hero in Rise of Castles. On ROCMeta, Charles the Great appears in 10 ranked combos spanning Archer and Mixed lineups. Charles the Great's highest-ranked appearance is Warden · Charles the Great · Eselfred, which currently sits at Archer #263.
Across Charles the Great's skills, the hero's own squad gains +65% Resistance, +65% Might, and +15% Damage. The wider legion gains +40% Might.
Charles the Great's strongest recorded skill hits for 510% damage.
Charles the Great is most often ranked alongside Warden, Al Faith, and Leonidas — the heroes that share the most ranked combos with Charles the Great. The full list of partners is further down the page.
Why Charles the Great ranks where it does
Charles the Great is built around enemy debuffs and team buffs — stronger there than 93% of the roster.
Pairs best with Al-Hawra, Cyrus and El Cid. Al-Hawra's Desert Phantom supplies the trigger-rate boosts; Charles the Great's Broken Armor feeds on them. Charles the Great supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.
Read from Charles the Great's eight skills and compared against every other published hero — not an editorial opinion.
Most often ranked with Charles the Great
Counted from the published lists: the partners who appear beside Charles the Great in the most ranked lineups.
Proven synergies
A different question from the grid above: not who Charles the Great is listed with, but whose kit the skill text says Charles the Great 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.
Al-Hawra
Not yet listedAl-Hawra's Desert Phantom supplies the trigger-rate boosts; Charles the Great's Broken Armor feeds on them. Charles the Great supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.
Cyrus
Not yet listedCharles the Great supplies the combat-skill casts; Cyrus's Strategy to Victory feeds on them. Cyrus's Tolerance supplies the trigger-rate boosts; Charles the Great's Broken Armor feeds on them. No lineup around this pair clears the era and composition gates.
Roland
Not yet listedCharles the Great supplies the combat-skill casts; Roland's Paladins feeds on them. Roland's Song of Roland supplies the trigger-rate boosts; Charles the Great's Broken Armor feeds on them. No lineup around this pair clears the era and composition gates.
Warden
4 shared lineupsWarden's Aspect of the Eagle supplies the trigger-rate boosts; Charles the Great's Broken Armor feeds on them.
War Lord
1 shared lineupWar Lord's War God Descends supplies the trigger-rate boosts; Charles the Great's Broken Armor feeds on them.
Poison Master
1 shared lineupCharles the Great supplies the combat-skill casts; Poison Master's Spreading Poison feeds on them.
Best Archer combos with Charles the Great
Charles the Great appears in 9 ranked Archer combos.
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B Warden · Charles the Great · Eselfred Mid progression Beats 1 of 8 reference lineups 82.01/100 out of 100 Warden (X06), Charles the Great (S01) and Eselfred (X14) score 82.01 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 72% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Charles the Great’s Broken Armor and Eselfred’s Thunder and Heavy Arrows both wait on; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.
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B Warden · Charles the Great · Lilith Mid progression Beats 0 of 8 reference lineups 82.45/100 out of 100 Warden (X06), Charles the Great (S01) and Lilith (X09) score 82.45 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Infatuated Shadow 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Charles the Great’s Broken Armor and Lilith’s Poison Needle both wait on; Warden raises Lilith’s output directly rather than adding a number of its own. What you give up: Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Warden · Charles the Great · Tarantula Mid progression Beats 0 of 8 reference lineups 79.44/100 out of 100 Warden (X06), Charles the Great (S01) and Tarantula (X02) score 79.44 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 61% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Charles the Great’s Broken Armor and Tarantula’s Plundering Charge both wait on; Warden raises Tarantula’s output directly rather than adding a number of its own. What you give up: Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Ramses II · Charles the Great · Al Faith developer pick Mid progression Beats 0 of 8 reference lineups 65.60/100 out of 100 Ramses II (SP · paid), Charles the Great (S01) and Al Faith (S01) score 65.60 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. Charles the Great is the multiplier, raising what the other two put out rather than adding a number of its own: carries 85% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Al Faith is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 35% 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 raises Charles the Great’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 4% 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.
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B Warden · Poison Master · Charles the Great Mid progression Beats 0 of 8 reference lineups 80.17/100 out of 100 Warden (X06), Poison Master (X10) and Charles the Great (S01) score 80.17 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Charles the Great’s Broken Armor and Poison Master’s Deadly Virus both wait on; Charles the Great produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.
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B Immortal Guardian · Charles the Great · Jade Eagle developer pick Starter Beats 5 of 8 reference lineups 59.85/100 out of 100 Immortal Guardian (S04), Charles the Great (S01) and Jade Eagle (S04) score 59.85 out of 100 together, and each of the three has a job.
Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jade Eagle is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rapid Throw applies Silence on a 40% 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 Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt; Charles the Great raises Jade Eagle’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Jade Eagle (S04) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.
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B Immortal Guardian · Leonidas · Charles the Great Starter Beats 1 of 8 reference lineups 68.23/100 out of 100 Immortal Guardian (S04), Leonidas (S00) and Charles the Great (S01) score 68.23 out of 100 together, and each of the three has a job.
Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Leonidas · Al Faith · Charles the Great Starter Beats 0 of 8 reference lineups 67.22/100 out of 100 Leonidas (S00), Al Faith (S01) and Charles the Great (S01) score 67.22 out of 100 together, and each of the three has a job.
Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer; Al Faith raises Charles the Great’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Edward the Confessor · Charles the Great · Al Faith developer pick Starter Beats 0 of 8 reference lineups 59.63/100 out of 100 Edward the Confessor (S01), Charles the Great (S01) and Al Faith (S01) score 59.63 out of 100 together, and each of the three has a job.
Edward the Confessor is the multiplier, raising what the other two put out rather than adding a number of its own: carries 118% of damage amplification across its kit, and takes the front as the sturdiest of the three. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Al Faith is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 35% 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 Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer; Edward the Confessor raises Charles the Great’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Edward the Confessor holds the front, but nothing here heals. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.
Best Mixed combos with Charles the Great
Charles the Great appears in 1 ranked Mixed combo.
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B War Lord · Leonidas · Charles the Great Starter Beats 0 of 8 reference lineups 73.83/100 out of 100 War Lord (cavalry · S03), Leonidas (archer · S00) and Charles the Great (archer · S01) score 73.83 out of 100 together, and each of the three has a job.
War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Charles the Great’s Broken Armor and Leonidas’s Sharp Spear both wait on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer; War Lord raises Charles the Great’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.
Charles the Great — skills
All 8 recorded skills for Charles the Great, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Broken Armor
40% chance to deal 255% damage to 2 random enemy squad(s) within the valid range and make the Resistance of the target(s) -170% for 2 round(s).
3 Archer Defensive Formation II
Archers in the hero's squad have 50% more Resistance.
4 Archer Offensive Formation II
Archers in the hero's squad have 50% more Might.
5 Legend of Europe
For the first 4 round(s), increased the damage dealt by 2 random squad(s) of your side by 20%, stackable for up to 4 time(s) till the battle ends.
6 Archer Awakened
Archer in Hero's squad has +15% Might and Resistance, and +15% Damage. 250% bonus to the skill "Dictator".
7 Discipline - Archer
Archer's Might in the hero's legion is increased by 40%.
8 Holy Grail
50% chance to deal 510% damage to 1 random enemy squad(s) within the valid range and allow your back-row squad to have a 100% chance to enter the status, "Dodging", the next 2 time(s) it takes damage.
Which Charles the Great lineups can you field?
Select the heroes you own and the generator returns every ranked Charles the Great 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


