Best comboTop ranked

Ramses II · Al Faith · Charles the Great

Archer #129
Ramses II Rise of Castles heroRamses II
Al Faith Rise of Castles heroAl Faith
Charles the Great Rise of Castles heroCharles the Great

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.

Resistance
-170% enemy squads
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion
Damage
+20% 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 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 8 ranked combos spanning Archer and Mixed lineups. Charles the Great's highest-ranked appearance is Ramses II · Al Faith · Charles the Great, which currently sits at Archer #129.

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 Al Faith, Immortal Guardian, and Ramses II — 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 Saladin. Al-Hawra feeds Charles the Great; Charles the Great feeds Al-Hawra

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

Heroes that pair well with Charles the Great

The heroes most often ranked alongside Charles the Great.

Best Archer combos with Charles the Great

Charles the Great appears in 7 ranked Archer combos.

  1. 129 Ramses II, front rowAl Faith, middle rowCharles the Great, back row Ramses II · Al Faith · Charles the Great
    Ramses II (SP · paid), Al Faith (S01) and Charles the Great (S01) score 56.11 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. 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 saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, 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 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 5% of the hardest-hitting trio in the roster. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Current meta 56.11/100 out of 100
  2. 152 Tarantula, front rowAl-Hawra, middle rowCharles the Great, back row Tarantula · Al-Hawra · Charles the Great
    Tarantula (X02), Al-Hawra (X01 · paid) and Charles the Great (S01) score 68.22 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 62% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% 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 saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Charles the Great both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra 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 16% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 68.22/100 out of 100
  3. 198 Immortal Guardian, front rowDivine Arrow, middle rowCharles the Great, back row Immortal Guardian · Divine Arrow · Charles the Great
    Immortal Guardian (S04), Divine Arrow (S04) and Charles the Great (S01) score 54.76 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, 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 Divine Arrow’s For Heaven applies Disarm 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; 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. How these scores work →

    Starter 54.76/100 out of 100
  4. 203 Leonidas, front rowAl Faith, middle rowCharles the Great, back row Leonidas · Al Faith · Charles the Great
    Leonidas (S00), Al Faith (S01) and Charles the Great (S01) score 53.23 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 saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, 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; Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 53.23/100 out of 100
  5. 210 Al Faith, front rowEdward the Confessor, middle rowCharles the Great, back row Al Faith · Edward the Confessor · Charles the Great
    Al Faith (S01), Edward the Confessor (S01) and Charles the Great (S01) score 49.76 out of 100 together, and each of the three has a job.

    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 takes the front as the sturdiest of the three. Edward the Confessor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, 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 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; 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; Al Faith 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. How these scores work →

    Starter 49.76/100 out of 100
  6. 212 Immortal Guardian, front rowCharles the Great, middle rowJade Eagle, back row Immortal Guardian · Charles the Great · Jade Eagle
    Immortal Guardian (S04), Charles the Great (S01) and Jade Eagle (S04) score 49.30 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 saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, 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; 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. 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 →

    Starter 49.30/100 out of 100
  7. 220 Cleopatra VII, front rowQueen Anne, middle rowCharles the Great, back row Cleopatra VII · Queen Anne · Charles the Great
    Cleopatra VII (S03 · paid), Queen Anne (S00) and Charles the Great (S01) score 46.35 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Queen Anne adds a second source of control, so the lock rarely has an off round: Slaughter applies Suppress on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, 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 Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; Charles the Great raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Queen Anne (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 46.35/100 out of 100

See the full Archer rankings →

Best Mixed combos with Charles the Great

Charles the Great appears in 1 ranked Mixed combo.

  1. 192 Immortal Guardian, front rowCharles the Great, middle rowJane, back row Immortal Guardian · Charles the Great · Jane
    Immortal Guardian (archer · S04), Charles the Great (archer · S01) and Jane (cavalry · S03) score 53.47 out of 100 together, and each of the three has a job.

    Immortal Guardian is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 64% 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. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 65% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% 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 Jane shuts off enemy recovery, so what Jane deals stays dealt; Charles the Great raises Jane’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; 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. How these scores work →

    Starter 53.47/100 out of 100

See the full Mixed rankings →

Charles the Great — skills

All 8 recorded skills for Charles the Great, 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

Broken Armor

Combat Skill · 2 random enemy squads within effective range · Range 4 · Archer

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

Leadership Skill · Hero's Squad

Archers in the hero's squad have 50% more Resistance.

4

Archer Offensive Formation II

Leadership Skill · Hero's Squad

Archers in the hero's squad have 50% more Might.

5

Legend of Europe

Pre-Battle Skill · 2 random friendly squads within effective range · Range 3 · Archer

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

Leadership Skill · Hero's Squad

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

7

Discipline - Archer

Leadership Skill · Hero's Legion

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

8

Holy Grail

Combat Skill · 1 random enemy squad within effective range · Range 4 · Archer

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 combos can YOU play?

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