Best comboTop ranked

Ashoka · Clovis I · Zhao Yun

Footmen #6
Ashoka Rise of Castles heroAshoka
Clovis I Rise of Castles heroClovis I
Zhao Yun Rise of Castles heroZhao Yun

Clovis I — what the skills grant

Totalled from Clovis I'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
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion
Troop Power Recovery
+180% friendly squads
Damage
+15% hero's squad
-10% enemy squads

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +180% x3 (+540% total), skill 2 — +200%.

About Clovis I

Clovis I is a Footmen hero in Rise of Castles. On ROCMeta, Clovis I appears in 30 ranked combos spanning Footmen and Mixed lineups. Clovis I's highest-ranked appearance is Ashoka · Clovis I · Zhao Yun, which currently sits at Footmen #6.

Across Clovis I's skills, the hero's own squad gains +65% Resistance, +65% Might, and +15% Damage. The wider legion gains +40% Might.

Clovis I's strongest recorded skill hits for 200% damage.

Clovis I is most often ranked alongside Ashoka, Pepin, and Zhao Yun — the heroes that share the most ranked combos with Clovis I. The full list of partners is further down the page.

Why Clovis I ranks where it does

Clovis I is built around healing — stronger there than 88% of the roster.

Pairs best with Al-Hawra, Alberich and Ashoka. Al-Hawra feeds Clovis I; Clovis I feeds Al-Hawra

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

Heroes that pair well with Clovis I

The heroes most often ranked alongside Clovis I.

Best Footmen combos with Clovis I

Clovis I appears in 20 ranked Footmen combos.

  1. 6 Ashoka, front rowClovis I, middle rowZhao Yun, back row Ashoka · Clovis I · Zhao Yun
    Ashoka (X14), Clovis I (X15) and Zhao Yun (X26) score 82.03 out of 100 together, and each of the three has a job.

    Ashoka brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 69% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; a mid-era lineup anchored by Zhao Yun (X26). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 82.03/100 out of 100
  2. 10 Alberich, front rowClovis I, middle rowZhao Yun, back row Alberich · Clovis I · Zhao Yun
    Alberich (X18 · paid), Clovis I (X15) and Zhao Yun (X26) score 79.74 out of 100 together, and each of the three has a job.

    Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 84% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Alberich produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 79.74/100 out of 100
  3. 14 Arslan, front rowClovis I, middle rowZhao Yun, back row Arslan · Clovis I · Zhao Yun
    Arslan (X11), Clovis I (X15) and Zhao Yun (X26) score 78.46 out of 100 together, and each of the three has a job.

    Arslan brings a second damage line worth 15% of the expected output, so no single silence stops the plan: Ice and Fire puts 350% into 2 enemy squads every time it fires, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 76% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhao Yun produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; a mid-era lineup anchored by Zhao Yun (X26). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 78.46/100 out of 100
  4. 18 Pepin, front rowClovis I, middle rowZhao Yun, back row Pepin · Clovis I · Zhao Yun
    Pepin (X12), Clovis I (X15) and Zhao Yun (X26) score 78.04 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 85% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Clovis I produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 78.04/100 out of 100
  5. 26 Hasdrubal, front rowClovis I, middle rowAshoka, back row Hasdrubal · Clovis I · Ashoka
    Hasdrubal (X23), Clovis I (X15) and Ashoka (X14) score 73.10 out of 100 together, and each of the three has a job.

    Hasdrubal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Counter-espionage applies Silence for 2 rounds on a 85% roll, and takes the front as the sturdiest of the three. Clovis I adds a second source of control, so the lock rarely has an off round: Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 72% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Hasdrubal produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear and Ashoka’s Bloodthirsty Ashoka both wait on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 28% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 73.10/100 out of 100
  6. 27 Ashoka, front rowKing Cnut, middle rowClovis I, back row Ashoka · King Cnut · Clovis I
    Ashoka (X14), King Cnut (X17) and Clovis I (X15) score 72.71 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 65% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. King Cnut is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% 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 King Cnut produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 31% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 72.71/100 out of 100
  7. 36 Lagertha, front rowClovis I, middle rowAshoka, back row Lagertha · Clovis I · Ashoka
    Lagertha (X27), Clovis I (X15) and Ashoka (X14) score 71.44 out of 100 together, and each of the three has a job.

    Lagertha is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 137% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 70% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 71.44/100 out of 100
  8. 38 Gustav, front rowClovis I, middle rowAshoka, back row Gustav · Clovis I · Ashoka
    Gustav (X20), Clovis I (X15) and Ashoka (X14) score 71.34 out of 100 together, and each of the three has a job.

    Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Uprising applies Suppress, and takes the front, able to both absorb the opening rounds and heal through them. Clovis I adds a second source of control, so the lock rarely has an off round: Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 67% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 30% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 71.34/100 out of 100
  9. 49 Cicero, front rowJulian, middle rowClovis I, back row Cicero · Julian · Clovis I
    Cicero (X01), Julian (X25) and Clovis I (X15) score 69.60 out of 100 together, and each of the three has a job.

    Cicero is the saboteur, stripping the enemy's stats before the blows land: strips 126% of enemy Might, Resistance and damage in total, and takes the front as the one built to survive the opening exchange. Julian is the saboteur, stripping the enemy's stats before the blows land: strips 34% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Cicero waits on; Cicero produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; Cicero (X01) 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 →

    Current meta 69.60/100 out of 100
  10. 53 Pepin, front rowHasdrubal, middle rowClovis I, back row Pepin · Hasdrubal · Clovis I
    Pepin (X12), Hasdrubal (X23) and Clovis I (X15) score 68.78 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Hasdrubal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Counter-espionage applies Silence for 2 rounds on a 85% roll, and sits in the middle, where the support reaches both the front and the back. Clovis I adds a second source of control, so the lock rarely has an off round: Territory Expansion applies Silence on a 60% 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 Hasdrubal produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Clovis I swings into a line that cannot answer. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 68.78/100 out of 100
  11. 57 Hasdrubal, front rowClovis I, middle rowScarlet Reaver, back row Hasdrubal · Clovis I · Scarlet Reaver
    Hasdrubal (X23), Clovis I (X15) and Scarlet Reaver (X07) score 67.87 out of 100 together, and each of the three has a job.

    Hasdrubal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Counter-espionage applies Silence for 2 rounds on a 85% roll, and takes the front as the sturdiest of the three. Clovis I adds a second source of control, so the lock rarely has an off round: Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% 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 Hasdrubal produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Scarlet Reaver swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 22% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 67.87/100 out of 100
  12. 65 Lagertha, front rowClovis I, middle rowNevsky, back row Lagertha · Clovis I · Nevsky
    Lagertha (X27), Clovis I (X15) and Nevsky (X27) score 66.15 out of 100 together, and each of the three has a job.

    Lagertha is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 137% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Nevsky is the win condition, bringing 65% of the lineup's expected damage: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% 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 Nevsky produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Nevsky swings into a line that cannot answer. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 66.15/100 out of 100
  13. 128 Pepin, front rowClovis I, middle rowAshoka, back row Pepin · Clovis I · Ashoka
    Pepin (X12), Clovis I (X15) and Ashoka (X14) score 73.68 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 64% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Clovis I produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear and Ashoka’s Bloodthirsty Ashoka both wait on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 31% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Clovis I (X15). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 73.68/100 out of 100
  14. 130 Liberator, front rowClovis I, middle rowAshoka, back row Liberator · Clovis I · Ashoka
    Liberator (X05), Clovis I (X15) and Ashoka (X14) score 70.29 out of 100 together, and each of the three has a job.

    Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 70% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; Liberator (X05) 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 →

    Mid progression 70.29/100 out of 100
  15. 131 Pepin, front rowHealer, middle rowClovis I, back row Pepin · Healer · Clovis I
    Pepin (X12), Healer (X10) and Clovis I (X15) score 68.20 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. 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. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% 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 Pepin produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Healer produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin raises Clovis I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 68.20/100 out of 100
  16. 132 Hellfire, front rowClovis I, middle rowScarlet Reaver, back row Hellfire · Clovis I · Scarlet Reaver
    Hellfire (X09), Clovis I (X15) and Scarlet Reaver (X07) score 67.99 out of 100 together, and each of the three has a job.

    Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% 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. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hellfire produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Scarlet Reaver swings into a line that cannot answer; Hellfire raises Scarlet Reaver’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 22% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 67.99/100 out of 100
  17. 134 Hellfire, front rowPepin, middle rowClovis I, back row Hellfire · Pepin · Clovis I
    Hellfire (X09), Pepin (X12) and Clovis I (X15) score 67.44 out of 100 together, and each of the three has a job.

    Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% 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. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% 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 Hellfire produces combat-skill casts, the exact trigger Pepin’s Power of Staff and Clovis I’s Frankish Spear both wait on; Hellfire raises Clovis I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 67.44/100 out of 100
  18. 135 Ashoka, front rowCao Cao, middle rowClovis I, back row Ashoka · Cao Cao · Clovis I
    Ashoka (X14), Cao Cao (S01) and Clovis I (X15) score 66.47 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 61% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: strips 151% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% 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 Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Cao Cao produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: Cao Cao (S01) is the era weak point -- the enemy will aim at the oldest squad; the trigger chain is thin — the three lean on one link rather than several. 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 →

    Mid progression 66.47/100 out of 100
  19. 141 Pepin, front rowDach Tengri, middle rowClovis I, back row Pepin · Dach Tengri · Clovis I
    Pepin (X12), Dach Tengri (X02) and Clovis I (X15) score 65.19 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. 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. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% 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 Clovis I produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Pepin raises Clovis I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; Dach Tengri (X02) 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 →

    Mid progression 65.19/100 out of 100
  20. 150 Hellfire, front rowHeroine of Courage, middle rowClovis I, back row Hellfire · Heroine of Courage · Clovis I
    Hellfire (X09), Heroine of Courage (S00) and Clovis I (X15) score 63.48 out of 100 together, and each of the three has a job.

    Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% 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. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% 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 Hellfire produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Hellfire raises Clovis I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; Heroine of Courage (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 →

    Mid progression 63.48/100 out of 100

See the full Footmen rankings →

Best Mixed combos with Clovis I

Clovis I appears in 10 ranked Mixed combos.

  1. 20 Clovis I, front rowCyrus, middle rowZhao Yun, back row Clovis I · Cyrus · Zhao Yun
    Clovis I (footmen · X15), Cyrus (cavalry · SP · paid) and Zhao Yun (cavalry · X26) score 78.35 out of 100 together, and each of the three has a job.

    Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and takes the front as the sturdiest of the three. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 82% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Clovis I waits on; Cyrus produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 55% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 78.35/100 out of 100
  2. 55 Warden, front rowClovis I, middle rowNicolas Flamel, back row Warden · Clovis I · Nicolas Flamel
    Warden (archer · X06), Clovis I (footmen · X15) and Nicolas Flamel (archer · X18) score 73.80 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 67% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Clovis I and Nicolas Flamel both wait on; Nicolas Flamel produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: raw damage reaches only about 21% of the hardest-hitting trio in the roster; Warden (X06) 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 →

    Current meta 73.80/100 out of 100
  3. 70 Henry V, front rowClovis I, middle rowFrederick I, back row Henry V · Clovis I · Frederick I
    Henry V (archer · X17), Clovis I (footmen · X15) and Frederick I (archer · X16) score 72.47 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 62% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads 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 Henry V’s Wildfire of Wales produces burns, the exact trigger Frederick I’s Frenzy War waits on; Henry V produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear and Frederick I’s Frenzy War both wait on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Frederick I swings into a line that cannot answer. What you give up: raw damage reaches only about 28% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Henry V (X17). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 72.47/100 out of 100
  4. 117 Ashoka, front rowTomyris, middle rowClovis I, back row Ashoka · Tomyris · Clovis I
    Ashoka (footmen · X14), Tomyris (archer · X28) and Clovis I (footmen · X15) score 68.42 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 71% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. Tomyris is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 115% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% 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 Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 68.42/100 out of 100
  5. 118 Tomyris, front rowClovis I, middle rowNevsky, back row Tomyris · Clovis I · Nevsky
    Tomyris (archer · X28), Clovis I (footmen · X15) and Nevsky (footmen · X27) score 68.23 out of 100 together, and each of the three has a job.

    Tomyris is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 115% of damage reduction across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Nevsky is the win condition, bringing 67% of the lineup's expected damage: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% 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 Nevsky produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Nevsky swings into a line that cannot answer. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 68.23/100 out of 100
  6. 122 Ashoka, front rowWarden, middle rowClovis I, back row Ashoka · Warden · Clovis I
    Ashoka (footmen · X14), Warden (archer · X06) and Clovis I (footmen · X15) score 73.66 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 67% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% 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 Ashoka and Clovis I both wait on; Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on. What you give up: raw damage reaches only about 21% of the hardest-hitting trio in the roster; Warden (X06) 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 →

    Mid progression 73.66/100 out of 100
  7. 124 Hellfire, front rowWarden, middle rowClovis I, back row Hellfire · Warden · Clovis I
    Hellfire (archer · X09), Warden (archer · X06) and Clovis I (footmen · X15) score 72.34 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warden is the second layer of armour -- when the first wall bends, this one is already set: carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% 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 Hellfire and Clovis I both wait on; Hellfire produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Hellfire raises Clovis I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Warden (X06) 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 →

    Mid progression 72.34/100 out of 100
  8. 127 War Lord, front rowClovis I, middle rowScarlet Reaver, back row War Lord · Clovis I · Scarlet Reaver
    War Lord (cavalry · S03), Clovis I (footmen · X15) and Scarlet Reaver (footmen · X07) score 71.29 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. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 70% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Clovis I and Scarlet Reaver both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Scarlet Reaver waits on; Scarlet Reaver produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; War Lord (S03) 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 →

    Mid progression 71.29/100 out of 100
  9. 152 Pepin, front rowClovis I, middle rowJohn I, back row Pepin · Clovis I · John I
    Pepin (footmen · X12), Clovis I (footmen · X15) and John I (cavalry · X13) score 63.64 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 69% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads 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 Clovis I produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so John I swings into a line that cannot answer. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 63.64/100 out of 100
  10. 164 Clovis I, front rowAl Faith, middle rowHeroine of Courage, back row Clovis I · Al Faith · Heroine of Courage
    Clovis I (footmen · X15), Al Faith (archer · S01) and Heroine of Courage (footmen · S00) score 59.90 out of 100 together, and each of the three has a job.

    Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and takes the front as the sturdiest of the three. 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. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: 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 Al Faith produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Al Faith raises Clovis I’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 8% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 59.90/100 out of 100

See the full Mixed rankings →

Clovis I — skills

All 8 recorded skills for Clovis I, 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

Territory Expansion

Combat Skill · 1 random enemy squad within effective range · Range 5 · Footmen

60% chance to deal 180% damage to an enemy squad for 3 time(s) and 50% chance to curse it, making it take 200% damage each round for 2 round(s); if the target is already cursed, 50% chance to silence it for 1 round(s). There will be a cooldown of 1 round(s) after the skill is cast.

3

Footmen Defensive Formation II

Leadership Skill · Hero's Squad

Footmen in the hero's squad has 50% more Resistance.

4

Footmen Offensive Formation II

Leadership Skill · Hero's Squad

Footmen in the hero's squad has 50% more Might.

5

Salic Law

Combat Skill · 1 random friendly squad within effective range · Range 3 · Footmen

40% chance to restore the troop power of your side for 3 time(s) (recovery rate: 180%), choosing 1 random squad(s) of yours within the valid range.

6

Footmen Awakened

Leadership Skill · Hero's Squad

For the hero's squad, Footmen's Might and Resistance increase by 15%, Footmen's Damage increases by 15%, 250% bonus effect for the "Dictator" skill.

7

Discipline - Footmen

Leadership Skill · Hero's Legion

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

8

Frankish Spear

Pre-Battle Skill · 1 random enemy squad within effective range · Range 4 · Footmen

Every time your Footman squad casts a combat skill, 100% chance to make 1 enemy squad(s) deal -10% skill damage, stackable for up to 10 time(s).

Which Clovis I combos can YOU play?

Select the heroes you own in the free combo generator and instantly see every Clovis I lineup you can field — plus the best heroes to unlock next.

Open the combo generator