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 15 ranked combos spanning Footmen and Mixed lineups. Dach Tengri's highest-ranked appearance is Hannibal · Chen Liu · Dach Tengri, which currently sits at Footmen #46.
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 Desert Storm, Hannibal, and Chen Liu — 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.
Heroes that pair well with Dach Tengri
The heroes most often ranked alongside Dach Tengri.
Best Footmen combos with Dach Tengri
Dach Tengri appears in 13 ranked Footmen combos.
- 46
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B Hannibal · Chen Liu · Dach Tengri Current meta 70.25/100 out of 100Hannibal (X28 · paid), Chen Liu (X01) and Dach Tengri (X02) score 70.25 out of 100 together, and each of the three has a job.
Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. Chen Liu is the multiplier, raising what the other two put out rather than adding a number of its own: carries 190% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Dach Tengri is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 32% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Chen Liu waits on; Chen Liu produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Chen Liu swings into a line that cannot answer. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; Chen Liu (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 54
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B Hannibal · Dach Tengri · Cicero Current meta 68.59/100 out of 100Hannibal (X28 · paid), Dach Tengri (X02) and Cicero (X01) score 68.59 out of 100 together, and each of the three has a job.
Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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. Cicero is the saboteur, stripping the enemy's stats before the blows land: strips 126% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Cicero waits on; Cicero produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Cicero 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 2% of the hardest-hitting trio in the roster. How these scores work →
- 97
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B Achilles · Chen Liu · Dach Tengri Current meta 62.70/100 out of 100Achilles (SP · paid), Chen Liu (X01) and Dach Tengri (X02) score 62.70 out of 100 together, and each of the three has a job.
Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Chen Liu is the multiplier, raising what the other two put out rather than adding a number of its own: carries 190% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Dach Tengri is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 32% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Chen Liu raises Achilles’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 19% of the hardest-hitting trio in the roster. How these scores work →
- 106
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B Geraint · Dach Tengri · Ragnar Current meta 61.57/100 out of 100Geraint (X24), Dach Tengri (X02) and Ragnar (X12 · paid) score 61.57 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% 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. 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. Ragnar is the win condition, bringing 69% of the lineup's expected damage: Pillage puts 640% into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ragnar produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on; Dach Tengri raises Ragnar’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 12% of the hardest-hitting trio in the roster. How these scores work →
- 110
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B Hunk · Dach Tengri · Achilles Current meta 60.89/100 out of 100Hunk (X01), Dach Tengri (X02) and Achilles (SP · paid) score 60.89 out of 100 together, and each of the three has a job.
Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Dach Tengri is the multiplier, raising what the other two put out rather than adding a number of its own: carries 32% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Achilles swings into a line that cannot answer; Dach Tengri raises Achilles’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 16% of the hardest-hitting trio in the roster. How these scores work →
- 113
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B Hellfire · Dach Tengri · Harald III Current meta 60.14/100 out of 100Hellfire (X09), Dach Tengri (X02) and Harald III (X19) score 60.14 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. Dach Tengri is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 32% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Harald III is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Authority applies Taunt on a 55% 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 Hellfire raises Harald III’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 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 115
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B King Cnut · Dach Tengri · Valkyrie Current meta 59.65/100 out of 100King Cnut (X17), Dach Tengri (X02) and Valkyrie (X03) score 59.65 out of 100 together, and each of the three has a job.
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 takes the front, able to both absorb the opening rounds and heal through them. Dach Tengri is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 32% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Valkyrie is the win condition, bringing 70% of the lineup's expected damage: Apocalyptic Prayer puts 310% into one enemy squad on a 45% 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 King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Valkyrie swings into a line that cannot answer; King Cnut raises Valkyrie’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 11% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 123
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B Hunk · Dach Tengri · Gustav Current meta 57.07/100 out of 100Hunk (X01), Dach Tengri (X02) and Gustav (X20) score 57.07 out of 100 together, and each of the three has a job.
Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Dach Tengri is the multiplier, raising what the other two put out rather than adding a number of its own: carries 32% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Gustav adds a second source of control, so the lock rarely has an off round: Uprising applies Suppress, 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 Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Gustav swings into a line that cannot answer; Dach Tengri raises Gustav’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 133
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B Fortuneteller · Dach Tengri · Ashoka Mid progression 67.54/100 out of 100Fortuneteller (X08), Dach Tengri (X02) and Ashoka (X14) score 67.54 out of 100 together, and each of the three has a job.
Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Dach Tengri is the multiplier, raising what the other two put out rather than adding a number of its own: carries 32% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 Ashoka produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on; Fortuneteller produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Fortuneteller’s Soul Sacrifice applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: Dach Tengri (X02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 31% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 141
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B Pepin · Dach Tengri · Clovis I Mid progression 65.19/100 out of 100Pepin (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 →
- 164
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B Ragnar · Dach Tengri · Desert Storm Mid progression 58.77/100 out of 100Ragnar (X12 · paid), Dach Tengri (X02) and Desert Storm (S04) score 58.77 out of 100 together, and each of the three has a job.
Ragnar is the win condition, bringing 74% of the lineup's expected damage: Pillage puts 640% into all enemy squads every time it fires, 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. Desert Storm is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Dach Tengri raises Ragnar’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 11% of the hardest-hitting trio in the roster. How these scores work →
- 171
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B Cleopatra VII · Dach Tengri · Desert Storm Mid progression 57.32/100 out of 100Cleopatra VII (S03 · paid), Dach Tengri (X02) and Desert Storm (S04) score 57.32 out of 100 together, and each of the three has a job.
Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Dach Tengri is the multiplier, raising what the other two put out rather than adding a number of its own: carries 32% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Desert Storm adds a second source of control, so the lock rarely has an off round: strips 18% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Dach Tengri raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 182
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B Soaring Hawk · Dach Tengri · Desert Storm Mid progression 50.36/100 out of 100Soaring Hawk (S04), Dach Tengri (X02) and Desert Storm (S04) score 50.36 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 32% 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 — strips 18% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Dach Tengri raises Desert Storm’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 5% of the hardest-hitting trio in the roster. 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 →
Best Mixed combos with Dach Tengri
Dach Tengri appears in 2 ranked Mixed combos.
- 58
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B Lancelot · Dach Tengri · Saladin Current meta 73.64/100 out of 100Lancelot (cavalry · X20 · paid), Dach Tengri (footmen · X02) and Saladin (cavalry · SP · paid) score 73.64 out of 100 together, and each of the three has a job.
Lancelot is the win condition, bringing 71% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% 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 32% 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 prep-skips, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot waits on; Saladin produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; Dach Tengri (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 168
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B Cleopatra VII · Rozen Blade · Dach Tengri Mid progression 58.93/100 out of 100Cleopatra VII (cavalry · S03 · paid), Rozen Blade (cavalry · S03) and Dach Tengri (footmen · X02) score 58.93 out of 100 together, and each of the three has a job.
Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rozen Blade adds a second source of control, so the lock rarely has an off round: Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Dach Tengri is the multiplier, raising what the other two put out rather than adding a number of its own: carries 32% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Cleopatra VII swings into a line that cannot answer; Dach Tengri raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 4% of the hardest-hitting trio in the roster. How these scores work →
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 combos can YOU play?
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