Best comboTop ranked

King Arthur · Cyrus · Zhao Yun

Mixed #3
King Arthur Rise of Castles heroKing Arthur
Cyrus Rise of Castles heroCyrus
Zhao Yun Rise of Castles heroZhao Yun

Cyrus — what the skills grant

Totalled from Cyrus'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
Damage
+40% friendly squads
+15% hero's squad
Damage Taken
-90% friendly squads
Evasion Rate
+10% hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +325%.

About Cyrus

Cyrus is a Cavalry hero in Rise of Castles. On ROCMeta, Cyrus appears in 28 ranked combos spanning Cavalry and Mixed lineups. Cyrus's highest-ranked appearance is King Arthur · Cyrus · Zhao Yun, which currently sits at Mixed #3.

Across Cyrus's skills, the hero's own squad gains +65% Resistance, +65% Might, +15% Damage, and +10% Evasion Rate. The wider legion gains +40% Might.

Cyrus's strongest recorded skill hits for 325% damage.

Cyrus is most often ranked alongside Oliver, Zhao Yun, and Caesar — the heroes that share the most ranked combos with Cyrus. The full list of partners is further down the page.

Why Cyrus ranks where it does

Cyrus is built around damage reduction and evasion — stronger there than 96% of the roster.

Pairs best with Al-Hawra, Alberich and Alfred. Al-Hawra feeds Cyrus; Cyrus feeds Al-Hawra

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

Heroes that pair well with Cyrus

The heroes most often ranked alongside Cyrus.

Best Cavalry combos with Cyrus

Cyrus appears in 19 ranked Cavalry combos.

  1. 5 Cyrus, front rowSundiata, middle rowOliver, back row Cyrus · Sundiata · Oliver
    Cyrus (SP · paid), Sundiata (X15) and Oliver (X24) score 83.36 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Sundiata brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Flame of Revenge puts 537% into one enemy squad on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 66% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Sundiata and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: raw damage reaches only about 53% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 83.36/100 out of 100
  2. 6 Don Quixote, front rowCyrus, middle rowOliver, back row Don Quixote · Cyrus · Oliver
    Don Quixote (X22), Cyrus (SP · paid) and Oliver (X24) score 82.89 out of 100 together, and each of the three has a job.

    Don Quixote brings a second damage line worth 33% of the expected output, so no single silence stops the plan: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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. Oliver is the win condition, bringing 59% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Don Quixote and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 59% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 82.89/100 out of 100
  3. 7 Cyrus, front rowTura Cartel, middle rowOliver, back row Cyrus · Tura Cartel · Oliver
    Cyrus (SP · paid), Tura Cartel (X21) and Oliver (X24) score 82.73 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Tura Cartel brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 61% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Tura Cartel and Oliver both wait on; Tura Cartel produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 58% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 82.73/100 out of 100
  4. 8 Cyrus, front rowCaesar, middle rowOliver, back row Cyrus · Caesar · Oliver
    Cyrus (SP · paid), Caesar (SP · paid) and Oliver (X24) score 82.41 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 66% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Caesar and Oliver both wait on; Caesar produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 53% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 82.41/100 out of 100
  5. 9 Cyrus, front rowCaesar, middle rowZhao Yun, back row Cyrus · Caesar · Zhao Yun
    Cyrus (SP · paid), Caesar (SP · paid) and Zhao Yun (X26) score 82.15 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 71% 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 Caesar waits on; Caesar produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 63% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 82.15/100 out of 100
  6. 11 Cyrus, front rowLouis IX, middle rowOliver, back row Cyrus · Louis IX · Oliver
    Cyrus (SP · paid), Louis IX (X19) and Oliver (X24) score 82.01 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 74% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Louis IX and Oliver both wait on; Louis IX produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Oliver 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 47% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 82.01/100 out of 100
  7. 16 Cyrus, front rowEl Cid, middle rowOliver, back row Cyrus · El Cid · Oliver
    Cyrus (SP · paid), El Cid (X12) and Oliver (X24) score 79.83 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. El Cid brings a second damage line worth 13% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 77% of the lineup's expected damage: Strike of Light puts 725% into 3 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 El Cid and Oliver both wait on; El Cid produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 46% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 79.83/100 out of 100
  8. 17 Cyrus, front rowRainforest, middle rowOliver, back row Cyrus · Rainforest · Oliver
    Cyrus (SP · paid), Rainforest (X08) and Oliver (X24) score 79.43 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 80% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Rainforest and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: raw damage reaches only about 44% of the hardest-hitting trio in the roster; Rainforest (X08) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 79.43/100 out of 100
  9. 18 Cyrus, front rowLouis IX, middle rowThorvi, back row Cyrus · Louis IX · Thorvi
    Cyrus (SP · paid), Louis IX (X19) and Thorvi (X29) score 79.13 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 63% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Louis IX and Thorvi both wait on; Louis IX produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: raw damage reaches only about 32% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 79.13/100 out of 100
  10. 19 Hellfire, front rowCyrus, middle rowOliver, back row Hellfire · Cyrus · Oliver
    Hellfire (X09), Cyrus (SP · paid) and Oliver (X24) score 78.91 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. 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. Oliver is the win condition, bringing 88% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Hellfire and Oliver both wait on; Hellfire produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 40% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 78.91/100 out of 100
  11. 24 Attila, front rowCyrus, middle rowSaladin, back row Attila · Cyrus · Saladin
    Attila (X27 · paid), Cyrus (SP · paid) and Saladin (SP · paid) score 78.43 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 67% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Cyrus waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila and Cyrus both wait on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Attila and Saladin both wait on. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation. How these scores work →

    Current meta 78.43/100 out of 100
  12. 26 Don Quixote, front rowPompey, middle rowCyrus, back row Don Quixote · Pompey · Cyrus
    Don Quixote (X22), Pompey (X16) and Cyrus (SP · paid) score 78.26 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 66% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. 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 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 Don Quixote and Pompey both wait on; Don Quixote produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on. What you give up: raw damage reaches only about 30% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 78.26/100 out of 100
  13. 30 Cyrus, front rowEl Cid, middle rowThorvi, back row Cyrus · El Cid · Thorvi
    Cyrus (SP · paid), El Cid (X12) and Thorvi (X29) score 77.75 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. El Cid brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 65% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger El Cid and Thorvi both wait on; El Cid produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: raw damage reaches only about 31% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 77.75/100 out of 100
  14. 31 Lawman, front rowCyrus, middle rowOliver, back row Lawman · Cyrus · Oliver
    Lawman (X03), Cyrus (SP · paid) and Oliver (X24) score 77.70 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. 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. Oliver is the win condition, bringing 88% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Lawman and Oliver both wait on; Lawman produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: Lawman (X03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 40% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 77.70/100 out of 100
  15. 47 Cyrus, front rowRainforest, middle rowSundiata, back row Cyrus · Rainforest · Sundiata
    Cyrus (SP · paid), Rainforest (X08) and Sundiata (X15) score 74.65 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 60% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Rainforest and Sundiata both wait on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Cyrus shuts off enemy recovery, so what Sundiata deals stays dealt. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; Rainforest (X08) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 74.65/100 out of 100
  16. 74 Lawman, front rowArmy Breaker, middle rowCyrus, back row Lawman · Army Breaker · Cyrus
    Lawman (X03), Army Breaker (X02) and Cyrus (SP · paid) score 70.07 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Cyrus is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% of damage amplification across its kit, and 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 Lawman and Army Breaker both wait on; Lawman produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Cyrus swings into a line that cannot answer. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Army Breaker (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 70.07/100 out of 100
  17. 75 Cyrus, front rowWarhammer, middle rowJohn I, back row Cyrus · Warhammer · John I
    Cyrus (SP · paid), Warhammer (X06) and John I (X13) score 69.96 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 70% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Warhammer and John I both wait on; Warhammer produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what John I deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 26% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 69.96/100 out of 100
  18. 86 Ragnar, front rowCyrus, middle rowCaesar, back row Ragnar · Cyrus · Caesar
    Ragnar (X12 · paid), Cyrus (SP · paid) and Caesar (SP · paid) score 67.62 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Caesar waits on; Ragnar produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory and Caesar’s Coalition Strike both wait on; Cyrus shuts off enemy recovery, so what Caesar deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 24% of the hardest-hitting trio in the roster. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation. How these scores work →

    Current meta 67.62/100 out of 100
  19. 112 Wind Walker, front rowCyrus, middle rowJohn I, back row Wind Walker · Cyrus · John I
    Wind Walker (X01), Cyrus (SP · paid) and John I (X13) score 62.60 out of 100 together, and each of the three has a job.

    Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 69% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Wind Walker and John I both wait on; Wind Walker produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Wind Walker (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 62.60/100 out of 100

See the full Cavalry rankings →

Best Mixed combos with Cyrus

Cyrus appears in 9 ranked Mixed combos.

  1. 3 King Arthur, front rowCyrus, middle rowZhao Yun, back row King Arthur · Cyrus · Zhao Yun
    King Arthur (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Zhao Yun (cavalry · X26) score 82.46 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. 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 King Arthur waits on; Zhao Yun produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 54% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 82.46/100 out of 100
  2. 9 Cyrus, front rowNevsky, middle rowZhao Yun, back row Cyrus · Nevsky · Zhao Yun
    Cyrus (cavalry · SP · paid), Nevsky (footmen · X27) and Zhao Yun (cavalry · X26) score 80.44 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Nevsky brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Tactical Strike puts 320% x2 into 2 enemy squads 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 73% 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 Nevsky waits on; Nevsky produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 61% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 80.44/100 out of 100
  3. 17 Hector, front rowCyrus, middle rowOliver, back row Hector · Cyrus · Oliver
    Hector (archer · X15 · paid), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 78.92 out of 100 together, and each of the three has a job.

    Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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. Oliver is the win condition, bringing 70% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Hector and Oliver both wait on; Hector produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 50% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 78.92/100 out of 100
  4. 18 Cyrus, front rowEselfred, middle rowOliver, back row Cyrus · Eselfred · Oliver
    Cyrus (cavalry · SP · paid), Eselfred (archer · X14) and Oliver (archer · X24) score 78.60 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Eselfred brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 69% of the lineup's expected damage: Strike of Light puts 725% into 3 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 tempo, the exact trigger Eselfred’s Fortified Line of Attack waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Eselfred and Oliver both wait on; Eselfred 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 51% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 78.60/100 out of 100
  5. 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
  6. 62 Alberich, front rowCyrus, middle rowAshoka, back row Alberich · Cyrus · Ashoka
    Alberich (footmen · X18 · paid), Cyrus (cavalry · SP · paid) and Ashoka (footmen · X14) score 73.02 out of 100 together, and each of the three has a job.

    Alberich is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 70% 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. 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. 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Ashoka waits on; Cyrus produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Alberich produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory and Ashoka’s Bloodthirsty Ashoka both wait on. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 73.02/100 out of 100
  7. 94 Hellfire, front rowCyrus, middle rowHector, back row Hellfire · Cyrus · Hector
    Hellfire (archer · X09), Cyrus (cavalry · SP · paid) and Hector (archer · X15 · paid) score 69.88 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. 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. Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Hellfire and Hector both wait on; Hellfire produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Hector deals stays dealt. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 69.88/100 out of 100
  8. 98 Hellfire, front rowCyrus, middle rowEselfred, back row Hellfire · Cyrus · Eselfred
    Hellfire (archer · X09), Cyrus (cavalry · SP · paid) and Eselfred (archer · X14) score 69.66 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. 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. Eselfred is the win condition, bringing 71% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Hellfire and Eselfred both wait on; Cyrus’s Tolerance produces tempo, the exact trigger Eselfred’s Fortified Line of Attack waits on; Hellfire produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 69.66/100 out of 100
  9. 119 Pepin, front rowCyrus, middle rowJohn I, back row Pepin · Cyrus · John I
    Pepin (footmen · X12), Cyrus (cavalry · SP · paid) and John I (cavalry · X13) score 68.15 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. 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. John I is the win condition, bringing 71% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Pepin and John I both wait on; Cyrus produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin 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 25% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 68.15/100 out of 100

See the full Mixed rankings →

Cyrus — skills

All 8 recorded skills for Cyrus, 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

Epic Conqueror

Combat Skill · 2 random enemy squads within effective range · Range 5 · Cavalry

1 round(s) of prep. 65% chance to deal 325% damage to 2 random enemy squads, preventing them from restoring troop power for 1 round(s). This skill has a 80% chance to bypass the prep stage and be cast directly.

3

Cavalry Defensive Formation II

Leadership Skill · Hero's Squad

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

4

Cavalry Offensive Formation II

Leadership Skill · Hero's Squad

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

5

Strategy to Victory

Status Skill · 1 random friendly squad within effective range · Range 2 · Cavalry

All friendly Cavalry squads gain the Storm Cavalry effect: when casting an active skill, deals 40% more damage ; when casting a pursuit skill, damage taken is reduced by 40% , lasting 2 round(s). When any of your squads triggers the Storm Cavalry effect, Cyrus gains 50% of its effect, stackable for up to 5 layers, lasting until the end of the battle.

6

Cavalry Awakened

Leadership Skill · Hero's Squad

Hero's squad has 15% Increased Cavalry Might and Resistance, 15% Increased Cavalry Damage, 250% increased effect for the skill "Dictator".

7

Discipline - Cavalry

Leadership Skill · Hero's Legion

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

8

Tolerance

Status Skill · 1 random friendly squad within effective range · Range 2 · Cavalry

Cyrus' squad has a 10% chance to dodge . After each successful dodge, randomly gains one of the following 3 effects: ( First to Attack / Sober / 30% increase in the casting chance of combat and pursuit skills ), with a 50% chance to make the other friendly squads gain one of these 3 effects and cast it once as well; if the dodge fails, all your squads will immediately become Sober for 1 round(s) and gain a shield, reducing the damage taken by 50% in the subsequent 1 incoming attacks (effective only once per round).

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