Best comboTop ranked

Warden · Darius · Frederick I

Archer #21
Warden Rise of Castles heroWarden
Darius Rise of Castles heroDarius
Frederick I Rise of Castles heroFrederick I

Darius — what the skills grant

Totalled from Darius'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
HP
+15% hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +189%, skill 2 — +332%, skill 8 — +321%.

About Darius

Darius is an Archer hero in Rise of Castles. On ROCMeta, Darius appears in 21 ranked combos spanning Archer and Mixed lineups. Darius's highest-ranked appearance is Warden · Darius · Frederick I, which currently sits at Archer #21.

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

Darius's strongest recorded skill hits for 332% damage.

Darius is most often ranked alongside Belisarius, Poison Master, and Tomyris — the heroes that share the most ranked combos with Darius. The full list of partners is further down the page.

Why Darius ranks where it does

Darius is built around burst damage — stronger there than 72% of the roster.

Pairs best with Al-Hawra, Alexander and Belisarius. Al-Hawra feeds Darius; Darius feeds Al-Hawra

Adds little alongside Alfred, Arslan and Attila. both are carrys — the second adds little the first does not

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

Heroes that pair well with Darius

The heroes most often ranked alongside Darius.

Best Archer combos with Darius

Darius appears in 15 ranked Archer combos.

  1. 21 Warden, front rowDarius, middle rowFrederick I, back row Warden · Darius · Frederick I
    Warden (X06), Darius (X13) and Frederick I (X16) score 77.92 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. Darius brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Disdain puts 332% into 2 enemy squads on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 66% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Darius and Frederick I both wait on; Darius produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Warden raises Frederick I’s output directly rather than adding a number of its own. What you give up: Warden (X06) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 36% 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 77.92/100 out of 100
  2. 59 Tomyris, front rowBelisarius, middle rowDarius, back row Tomyris · Belisarius · Darius
    Tomyris (X28), Belisarius (X12) and Darius (X13) score 73.51 out of 100 together, and each of the three has a job.

    Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Belisarius brings a second damage line worth 42% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 55% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Darius swings into a line that cannot answer. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; 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 73.51/100 out of 100
  3. 89 Zhuge Liang, front rowBelisarius, middle rowDarius, back row Zhuge Liang · Belisarius · Darius
    Zhuge Liang (X26), Belisarius (X12) and Darius (X13) score 70.55 out of 100 together, and each of the three has a job.

    Zhuge Liang 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 takes the front as the one built to survive the opening exchange. Belisarius brings a second damage line worth 40% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 52% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Zhuge Liang raises Darius’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; 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 70.55/100 out of 100
  4. 91 Penthesilea, front rowBelisarius, middle rowDarius, back row Penthesilea · Belisarius · Darius
    Penthesilea (SP · paid), Belisarius (X12) and Darius (X13) score 70.31 out of 100 together, and each of the three has a job.

    Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 103% of damage amplification across its kit, and takes the front as the sturdiest of the three. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 56% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Darius swings into a line that cannot answer. What you give up: raw damage reaches only about 19% 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 70.31/100 out of 100
  5. 95 Ramses II, front rowBelisarius, middle rowDarius, back row Ramses II · Belisarius · Darius
    Ramses II (SP · paid), Belisarius (X12) and Darius (X13) score 69.63 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 57% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Ramses II raises Darius’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 19% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 69.63/100 out of 100
  6. 98 Julian, front rowBelisarius, middle rowDarius, back row Julian · Belisarius · Darius
    Julian (X25), Belisarius (X12) and Darius (X13) score 69.27 out of 100 together, and each of the three has a job.

    Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 57% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 69.27/100 out of 100
  7. 99 Tomyris, front rowDarius, middle rowLilith, back row Tomyris · Darius · Lilith
    Tomyris (X28), Darius (X13) and Lilith (X09) score 69.09 out of 100 together, and each of the three has a job.

    Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Darius brings a second damage line worth 46% of the expected output, so no single silence stops the plan: Disdain puts 332% into 2 enemy squads on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 52% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad on a 50% 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 Lilith’s Poison Needle produces dot, the exact trigger Darius’s King of all Kings waits on; Tomyris produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Lilith 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 23% 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 69.09/100 out of 100
  8. 101 Tomyris, front rowPoison Master, middle rowDarius, back row Tomyris · Poison Master · Darius
    Tomyris (X28), Poison Master (X10) and Darius (X13) score 68.84 out of 100 together, and each of the three has a job.

    Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Poison Master adds a second source of control, so the lock rarely has an off round: Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 95% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Darius’s King of all Kings waits on; Darius produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Darius 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 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 →

    Current meta 68.84/100 out of 100
  9. 105 Henry V, front rowBelisarius, middle rowDarius, back row Henry V · Belisarius · Darius
    Henry V (X17), Belisarius (X12) and Darius (X13) score 67.86 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. Belisarius brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 41% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Darius swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 26% 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 67.86/100 out of 100
  10. 146 Hector, front rowBelisarius, middle rowDarius, back row Hector · Belisarius · Darius
    Hector (X15 · paid), Belisarius (X12) and Darius (X13) score 69.74 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Belisarius brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius brings a second damage line worth 32% of the expected output, so no single silence stops the plan: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 33% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 69.74/100 out of 100
  11. 147 Hector, front rowPoison Master, middle rowDarius, back row Hector · Poison Master · Darius
    Hector (X15 · paid), Poison Master (X10) and Darius (X13) score 69.50 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Darius brings a second damage line worth 42% of the expected output, so no single silence stops the plan: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Darius’s King of all Kings waits on; Hector produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Hector 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Mid progression 69.50/100 out of 100
  12. 151 Hellfire, front rowBelisarius, middle rowDarius, back row Hellfire · Belisarius · Darius
    Hellfire (X09), Belisarius (X12) and Darius (X13) score 68.28 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. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 57% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Hellfire raises Darius’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 19% 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 68.28/100 out of 100
  13. 157 Poison Master, front rowBelisarius, middle rowDarius, back row Poison Master · Belisarius · Darius
    Poison Master (X10), Belisarius (X12) and Darius (X13) score 65.76 out of 100 together, and each of the three has a job.

    Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and takes the front as the sturdiest of the three. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 57% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Belisarius’s Hunting Down and Darius’s King of all Kings both wait on; Belisarius produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Darius swings into a line that cannot answer. What you give up: Poison Master holds the front, but nothing here heals; raw damage reaches only about 19% 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 →

    Mid progression 65.76/100 out of 100
  14. 158 Leonidas, front rowBelisarius, middle rowDarius, back row Leonidas · Belisarius · Darius
    Leonidas (S00), Belisarius (X12) and Darius (X13) score 64.77 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Belisarius brings a second damage line worth 39% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 51% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Darius swings into a line that cannot answer. What you give up: Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 21% 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 64.77/100 out of 100
  15. 162 Isabella I, front rowInquisitor, middle rowDarius, back row Isabella I · Inquisitor · Darius
    Isabella I (S01), Inquisitor (S02) and Darius (X13) score 63.64 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 58% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Inquisitor’s Atonement produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm produces burns, the exact trigger Inquisitor’s Atonement waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Darius swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; 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 →

    Mid progression 63.64/100 out of 100

See the full Archer rankings →

Best Mixed combos with Darius

Darius appears in 6 ranked Mixed combos.

  1. 36 Alexander, front rowDarius, middle rowFrederick I, back row Alexander · Darius · Frederick I
    Alexander (footmen · SP · paid), Darius (archer · X13) and Frederick I (archer · X16) score 75.99 out of 100 together, and each of the three has a job.

    Alexander is the saboteur, stripping the enemy's stats before the blows land: strips 325% 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. Darius brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Disdain puts 332% into 2 enemy squads on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 66% 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 Alexander’s Macedonian Phalanx produces dot, the exact trigger Darius’s King of all Kings waits on; Alexander’s The Conqueror produces burns, the exact trigger Frederick I’s Frenzy War waits on; Darius produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 26% 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 75.99/100 out of 100
  2. 54 Alexander, front rowDarius, middle rowNicolas Flamel, back row Alexander · Darius · Nicolas Flamel
    Alexander (footmen · SP · paid), Darius (archer · X13) and Nicolas Flamel (archer · X18) score 73.86 out of 100 together, and each of the three has a job.

    Alexander is the saboteur, stripping the enemy's stats before the blows land: strips 325% 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. Darius brings a second damage line worth 33% of the expected output, so no single silence stops the plan: Disdain puts 332% into 2 enemy squads on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 61% 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 Alexander’s Macedonian Phalanx produces dot, the exact trigger Darius’s King of all Kings waits on; Alexander’s The Conqueror produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on. What you give up: raw damage reaches only about 23% 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 73.86/100 out of 100
  3. 103 Hasdrubal, front rowBelisarius, middle rowDarius, back row Hasdrubal · Belisarius · Darius
    Hasdrubal (footmen · X23), Belisarius (archer · X12) and Darius (archer · X13) score 69.14 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. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 57% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Darius swings into a line that cannot answer. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; 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 69.14/100 out of 100
  4. 132 Ashoka, front rowPoison Master, middle rowDarius, back row Ashoka · Poison Master · Darius
    Ashoka (footmen · X14), Poison Master (archer · X10) and Darius (archer · X13) score 69.85 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. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Darius brings a second damage line worth 35% of the expected output, so no single silence stops the plan: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Darius’s King of all Kings waits on; Ashoka produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits 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. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 69.85/100 out of 100
  5. 149 Army Breaker, front rowBelisarius, middle rowDarius, back row Army Breaker · Belisarius · Darius
    Army Breaker (cavalry · X02), Belisarius (archer · X12) and Darius (archer · X13) score 65.84 out of 100 together, and each of the three has a job.

    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 takes the front, able to both absorb the opening rounds and heal through them. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 57% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Darius swings into a line that cannot answer. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; Army Breaker (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 65.84/100 out of 100
  6. 150 Vikram, front rowBelisarius, middle rowDarius, back row Vikram · Belisarius · Darius
    Vikram (footmen · X04), Belisarius (archer · X12) and Darius (archer · X13) score 65.23 out of 100 together, and each of the three has a job.

    Vikram is the shield: the damage reduction and staying power buy the rounds the plan needs — 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. Belisarius brings a second damage line worth 39% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 51% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Vikram’s Alluring Arm applies Suppress and takes a squad out of the fight, so Darius swings into a line that cannot answer. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; Vikram (X04) 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 65.23/100 out of 100

See the full Mixed rankings →

Darius — skills

All 8 recorded skills for Darius, 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

Disdain

Combat Skill · 2 random enemy squads within effective range · Range 3 · Archer

Darius I keeps releasing his power. 40% chance to deal 189% damage to 2 random enemy squad(s) within the valid range and apply the status, "Panicked", to the target(s) for 1 round(s), making the target(s) take 332% damage before taking actions each round.

3

Archer Defensive Formation II

Leadership Skill · Hero's Squad

Archers in the hero's squad have 50% more Resistance.

4

Archer Offensive Formation II

Leadership Skill · Hero's Squad

Archers in the hero's squad have 50% more Might.

5

King of all Kings

Pre-Battle Skill · 3 random friendly squads within effective range · Range 3 · Archer

When an enemy squad is at Poisoned/Bleeding/Panicked status, Darius I and other friendly squads will gain a 50% Life Steal (Skill) effect based on the skill damage dealt to them.

6

Archer Awakened

Leadership Skill · Hero's Squad

Archers in the hero's squad gain +15% Might and Resistance, HP +15%, 250% bonus to the skill "Dictator".

7

Discipline - Archer

Leadership Skill · Hero's Legion

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

8

Great King

Combat Skill · 2 random enemy squads within effective range · Range 3 · Archer

45% chance to deal 321% damage to 2 random enemy squad(s) within the valid range; meanwhile, Darius I gains 50% additional "Life Steal (Skill)" effect against the enemy squads subjected to Poisoned/Bleeding/Panicked status, lasting 2 round(s).

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