Cleopatra VII — what the skills grant
Totalled from Cleopatra VII'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 8 — +225%.
About Cleopatra VII
Cleopatra VII is a Cavalry / Archer / Footmen hero in Rise of Castles. On ROCMeta, Cleopatra VII appears in 27 ranked combos spanning Cavalry, Archer, Footmen, and Mixed lineups. Cleopatra VII's highest-ranked appearance is Octavius · Cleopatra VII · Caesar, which currently sits at Cavalry #124.
Across Cleopatra VII's skills, the hero's own squad gains +150% Troop Power Recovery, +65% Resistance, +65% Might, and +15% HP. The wider legion gains +40% Might.
Cleopatra VII's strongest recorded skill hits for 225% damage.
Cleopatra VII is most often ranked alongside Rozen Blade, Desert Storm, and Divine Arrow — the heroes that share the most ranked combos with Cleopatra VII. The full list of partners is further down the page.
Why Cleopatra VII ranks where it does
Cleopatra VII is built around evasion and healing — stronger there than 96% of the roster.
Pairs best with Defender, Hannibal and Julian. Defender feeds Cleopatra VII
Read from Cleopatra VII's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Cleopatra VII
The heroes most often ranked alongside Cleopatra VII.
Best Cavalry combos with Cleopatra VII
Cleopatra VII appears in 7 ranked Cavalry combos.
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B Octavius · Cleopatra VII · Caesar Current meta 57.35/100 out of 100Octavius (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 →
- 143
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B Cleopatra VII · Rozen Blade · Sundiata Mid progression 66.23/100 out of 100Cleopatra VII (S03 · paid), Rozen Blade (S03) and Sundiata (X15) score 66.23 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. Rozen Blade adds a second source of control, so the lock rarely has an off round: 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. Sundiata is the win condition, bringing 76% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII and Sundiata both wait on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Sundiata swings into a line that cannot answer. What you give up: Cleopatra VII (S03) 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. How these scores work →
- 149
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B Cleopatra VII · Rozen Blade · Farah Mid progression 61.51/100 out of 100Cleopatra VII (S03 · paid), Rozen Blade (S03) and Farah (X11) score 61.51 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. Rozen Blade adds a second source of control, so the lock rarely has an off round: 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. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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 Cleopatra VII and Farah both wait on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Farah 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 9% of the hardest-hitting trio in the roster. How these scores work →
- 179
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B Cleopatra VII · The Brave · Bjorn Mid progression 55.35/100 out of 100Cleopatra VII (S03 · paid), The Brave (S04) and Bjorn (X04) score 55.35 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. The Brave adds a second source of control, so the lock rarely has an off round: Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% 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’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; The Brave 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; raw damage reaches only about 7% of the hardest-hitting trio in the roster. How these scores work →
- 199
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B Cleopatra VII · Rozen Blade · The Boneless Starter 61.53/100 out of 100Cleopatra VII (S03 · paid), Rozen Blade (S03) and The Boneless (S00) score 61.53 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. Rozen Blade adds a second source of control, so the lock rarely has an off round: 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. The Boneless adds a second source of control, so the lock rarely has an off round: Hack and Slash applies Disarm on a 50% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII and The Boneless both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Cleopatra VII swings into a line that cannot answer. What you give up: The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. How these scores work →
- 201
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B Cleopatra VII · Rozen Blade · The Brave Starter 59.82/100 out of 100Cleopatra VII (S03 · paid), Rozen Blade (S03) and The Brave (S04) score 59.82 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. Rozen Blade adds a second source of control, so the lock rarely has an off round: 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. The Brave adds a second source of control, so the lock rarely has an off round: Freezing Gaze applies Disarm on a 80% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Cleopatra VII swings into a line that cannot answer; The Brave raises Cleopatra VII’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; raw damage reaches only about 4% of the hardest-hitting trio in the roster. How these scores work →
- 210
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B Cleopatra VII · Rozen Blade · Roku Boshuten Starter 56.85/100 out of 100Cleopatra VII (S03 · paid), Rozen Blade (S03) and Roku Boshuten (S03) score 56.85 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. Rozen Blade adds a second source of control, so the lock rarely has an off round: 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. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII waits on; Cleopatra VII produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Cleopatra VII swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
Best Archer combos with Cleopatra VII
Cleopatra VII appears in 8 ranked Archer combos.
- 170
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B Cleopatra VII · Divine Arrow · Defender Mid progression 60.46/100 out of 100Cleopatra VII (S03 · paid), Divine Arrow (S04) and Defender (X03) score 60.46 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. Divine Arrow adds a second source of control, so the lock rarely has an off round: For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Cleopatra VII waits on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; Defender raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. How these scores work →
- 171
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B Cleopatra VII · Al Faith · Defender Mid progression 60.18/100 out of 100Cleopatra VII (S03 · paid), Al Faith (S01) and Defender (X03) score 60.18 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. 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. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Cleopatra VII waits on; Al Faith raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: Al Faith (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 7% of the hardest-hitting trio in the roster. How these scores work →
- 182
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B Cleopatra VII · Immortal Guardian · Elk Mid progression 54.89/100 out of 100Cleopatra VII (S03 · paid), Immortal Guardian (S04) and Elk (X01) score 54.89 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. 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 sits in the middle, where the support reaches both the front and the back. Elk is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 58% 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 Elk 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 195
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B Cleopatra VII · Divine Arrow · Edward the Confessor Starter 55.36/100 out of 100Cleopatra VII (S03 · paid), Divine Arrow (S04) and Edward the Confessor (S01) score 55.36 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. Divine Arrow adds a second source of control, so the lock rarely has an off round: For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Edward the Confessor adds a second source of control, so the lock rarely has an off round: King's Crossbow applies Suppress on a 35% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; Edward the Confessor 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; Edward the Confessor (S01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 214
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B Cleopatra VII · Yukimura Sanada · Queen Anne Starter 47.96/100 out of 100Cleopatra VII (S03 · paid), Yukimura Sanada (S00) and Queen Anne (S00) score 47.96 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. Yukimura Sanada adds a second source of control, so the lock rarely has an off round: Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Queen Anne adds a second source of control, so the lock rarely has an off round: Slaughter applies Suppress on a 30% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 216
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B Cleopatra VII · Rough Rider · Heroine of Courage Starter 47.80/100 out of 100Cleopatra VII (S03 · paid), Rough Rider (S00) and Heroine of Courage (S00) score 47.80 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. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% 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 Heroine of Courage 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; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 219
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B Cleopatra VII · Heroine of Courage · Queen Anne Starter 46.41/100 out of 100Cleopatra VII (S03 · paid), Heroine of Courage (S00) and Queen Anne (S00) score 46.41 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. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Queen Anne adds a second source of control, so the lock rarely has an off round: Slaughter applies Suppress on a 30% roll, and stays in the back, where the range-3 skills still touch the enemy front line. 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; Heroine of Courage 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; Heroine of Courage (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 220
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B Cleopatra VII · Queen Anne · Charles the Great Starter 46.35/100 out of 100Cleopatra 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 →
Best Footmen combos with Cleopatra VII
Cleopatra VII appears in 8 ranked Footmen combos.
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B King Arthur · Cleopatra VII · Bleeding Steed Current meta 55.02/100 out of 100King Arthur (SP · paid), Cleopatra VII (S03 · paid) and Bleeding Steed (S03) score 55.02 out of 100 together, and each of the three has a job.
King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% 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. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% 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 Cleopatra VII produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so King Arthur swings into a line that cannot answer; Bleeding Steed raises King Arthur’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 14% 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 →
- 165
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B Cleopatra VII · Healer · Desert Storm Mid progression 58.51/100 out of 100Cleopatra VII (S03 · paid), Healer (X10) and Desert Storm (S04) score 58.51 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. Healer 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 sits in the middle, the deepest row those range-2 skills still fire from. Desert Storm adds a second source of control, so the lock rarely has an off round: strips 18% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. Be clear about what this is: the three cover each other rather than trigger each other, so it earns its place on coverage, not on a chain. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 9% of the hardest-hitting trio in the roster. How these scores work →
- 171
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B Cleopatra VII · Dach Tengri · Desert Storm Mid progression 57.32/100 out of 100Cleopatra VII (S03 · paid), Dach Tengri (X02) and Desert Storm (S04) score 57.32 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. Dach Tengri is the multiplier, raising what the other two put out rather than adding a number of its own: carries 32% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Desert Storm adds a second source of control, so the lock rarely has an off round: strips 18% of enemy Might, Resistance and damage in total, 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 Dach Tengri 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; Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 180
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B Cleopatra VII · Theodora · Ragnar Mid progression 52.97/100 out of 100Cleopatra VII (S03 · paid), Theodora (S04 · paid) and Ragnar (X12 · paid) score 52.97 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. Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 55% of the lineup's expected damage: Pillage puts 640% 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 Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Theodora raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 185
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B Cleopatra VII · Bleeding Steed · Desert Storm Starter 57.16/100 out of 100Cleopatra VII (S03 · paid), Bleeding Steed (S03) and Desert Storm (S04) score 57.16 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. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Desert Storm adds a second source of control, so the lock rarely has an off round: strips 18% of enemy Might, Resistance and damage in total, 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Cleopatra VII swings into a line that cannot answer; Bleeding Steed 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; Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 193
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B Cleopatra VII · Theodora · Desert Storm Starter 55.22/100 out of 100Cleopatra VII (S03 · paid), Theodora (S04 · paid) and Desert Storm (S04) score 55.22 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. Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Desert Storm adds a second source of control, so the lock rarely has an off round: strips 18% of enemy Might, Resistance and damage in total, 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 Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Cleopatra VII swings into a line that cannot answer; Theodora 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; Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 210
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B Cleopatra VII · Yukimura Sanada · Heroine of Courage Starter 49.80/100 out of 100Cleopatra VII (S03 · paid), Yukimura Sanada (S00) and Heroine of Courage (S00) score 49.80 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. Yukimura Sanada adds a second source of control, so the lock rarely has an off round: Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% 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 Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; Heroine of Courage 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; Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 212
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B Cleopatra VII · Rough Rider · Heroine of Courage Starter 49.09/100 out of 100Cleopatra VII (S03 · paid), Rough Rider (S00) and Heroine of Courage (S00) score 49.09 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. Rough Rider brings a second damage line worth 32% of the expected output, so no single silence stops the plan: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% 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 Heroine of Courage 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; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
Best Mixed combos with Cleopatra VII
Cleopatra VII appears in 4 ranked Mixed combos.
- 168
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B Cleopatra VII · Rozen Blade · Dach Tengri Mid progression 58.93/100 out of 100Cleopatra VII (cavalry · S03 · paid), Rozen Blade (cavalry · S03) and Dach Tengri (footmen · X02) score 58.93 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. Rozen Blade adds a second source of control, so the lock rarely has an off round: 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. Dach Tengri is the multiplier, raising what the other two put out rather than adding a number of its own: carries 32% 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 Cleopatra VII waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Cleopatra VII swings into a line that cannot answer; Dach Tengri raises Cleopatra VII’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; raw damage reaches only about 4% of the hardest-hitting trio in the roster. How these scores work →
- 183
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B Cleopatra VII · Rozen Blade · Desert Storm Starter 58.31/100 out of 100Cleopatra VII (cavalry · S03 · paid), Rozen Blade (cavalry · S03) and Desert Storm (footmen · S04) score 58.31 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. Rozen Blade adds a second source of control, so the lock rarely has an off round: 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. Desert Storm adds a second source of control, so the lock rarely has an off round: strips 18% of enemy Might, Resistance and damage in total, 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 Cleopatra VII waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Cleopatra VII 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; Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 188
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B Cleopatra VII · Rozen Blade · Divine Arrow Starter 57.32/100 out of 100Cleopatra VII (archer · S03 · paid), Rozen Blade (cavalry · S03) and Divine Arrow (archer · S04) score 57.32 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. Rozen Blade adds a second source of control, so the lock rarely has an off round: 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. Divine Arrow adds a second source of control, so the lock rarely has an off round: For Heaven applies Disarm on a 25% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Cleopatra VII 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 5% of the hardest-hitting trio in the roster. How these scores work →
- 196
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B Cleopatra VII · Divine Arrow · Theodora Starter 53.05/100 out of 100Cleopatra VII (archer · S03 · paid), Divine Arrow (archer · S04) and Theodora (footmen · S04 · paid) score 53.05 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. Divine Arrow adds a second source of control, so the lock rarely has an off round: For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% 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 Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; Theodora 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →
Cleopatra VII — skills
All 8 recorded skills for Cleopatra VII, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Dazzling Shield
For the first 4 rounds, the friendly squad with the lowest troop power has 40% chance to dodge the incoming damage when being attacked; starting round 4 your squad with the lowest troop power will restore some troop power (recovery rate: 150%).
3 Defensive Formation
Hero's squad has +50% Resistance.
4 Offensive Formation
Hero's squad has +50% Might.
5 Mesmerizing Posture
Cleopatra mesmerizes the enemy, as a result, for every 2 normal attacks by each enemy squad, the squad has a 50% chance to be confused and end up choosing a random target for its skill/normal attack, last 1 round(s).
6 Awakened Life
Hero's squad has +15% Might and Resistance, +15% HP, and 250% bonus to the skill "Dictator".
7 Offense
Hero's formation has +40% Might.
8 Withering Life
When the Hero takes actions, 100% chance to make the confused enemy squad stay in a vulnerable status, which means, every time it takes damage, it will take 15% more damage at the subsequent time, lasting 2 round(s); meanwhile, it has a 50% chance to take 225% damage immediately.
Which Cleopatra VII combos can YOU play?
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