Dach Tengri — what the skills grant
Totalled from Dach Tengri's own skill descriptions. Squad buffs apply to the hero's own squad; legion buffs apply to the whole legion — they stack differently in game, so they are counted separately.
Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 8 — +40%.
About Dach Tengri
Dach Tengri is a Footmen hero in Rise of Castles. On ROCMeta, Dach Tengri appears in 2 ranked combos in Footmen lineups. Dach Tengri's highest-ranked appearance is Ashoka · Dach Tengri · Clovis I, which currently sits at Footmen #293.
Across Dach Tengri's skills, the hero's own squad gains +65% Resistance, +65% Might, and +15% HP. The wider legion gains +40% Resistance.
Dach Tengri's strongest recorded skill hits for 40% damage.
Dach Tengri is most often ranked alongside Ashoka, Clovis I, and Soaring Hawk — the heroes that share the most ranked combos with Dach Tengri. The full list of partners is further down the page.
Why Dach Tengri ranks where it does
Dach Tengri is built around team buffs and damage reduction — stronger there than 74% of the roster.
Read from Dach Tengri's eight skills and compared against every other published hero — not an editorial opinion.
Most often ranked with Dach Tengri
Counted from the published lists: the partners who appear beside Dach Tengri in the most ranked lineups.
Best Footmen combos with Dach Tengri
Dach Tengri appears in 2 ranked Footmen combos.
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B Ashoka · Dach Tengri · Clovis I Mid progression Beats 0 of 8 reference lineups 79.06/100 out of 100 Ashoka (X14), Dach Tengri (X02) and Clovis I (X15) score 79.06 out of 100 together, and each of the three has a job.
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 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 44% 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 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: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 27% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Soaring Hawk · Dach Tengri · Desert Storm developer pick Mid progression Beats 0 of 8 reference lineups 61.42/100 out of 100 Soaring Hawk (S04), Dach Tengri (X02) and Desert Storm (S04) score 61.42 out of 100 together, and each of the three has a job.
Soaring Hawk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Dach Tengri is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 44% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Desert Storm is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sandstorm puts 243% into one enemy squad 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 Dach Tengri raises Soaring Hawk’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. 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.
Dach Tengri — skills
All 8 recorded skills for Dach Tengri, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 The God's Protect
100% chance to make 1 random enemy squad within range to take 6% additional damage, 6% reduced damage dealt, 38 reduced combat speed, and make 2 random friendly squads take 6% lesser damage , Deal 6% additional damage, 38 increased combat speed for 1 turns.
3 Footmen Defensive Formation II
Footmen in the hero's squad has 50% more Resistance.
4 Footmen Offensive Formation II
Footmen in the hero's squad has 50% more Might.
5 The Gods Smite
Starting turn 4, each turn there’s a 70% chance to make 2 random enemy squads within range not able to recover troops and reduce damage taken by 2 random friendly squads damage taken by -25%.
6 Awaken
Footmen in Hero's squad has +15% Might and Resistance, and +15% HP. 250% bonus to the skill "Dictator".
7 Defensive Order - Footmen
Footmen in the hero's squad gain +40% Resistance.
8 Grassland's Roar
The first 3 turns, each turn give 2 random friendly squads 7% increased damage (Effect stackable), until the battle ends, starting turn 4, splash status is granted, basic attacks will deal 40% damage to 2 enemy squads in the back until the end of the battle.
Which Dach Tengri lineups can you field?
Select the heroes you own and the generator returns every ranked Dach Tengri lineup you can field today, the ones you are one hero short of, and the single unlock that opens the most.
Open the Combo Generator


