Best comboTop ranked

Galahad · Penthesilea · Defender

Archer #39
Galahad Rise of Castles heroGalahad
Penthesilea Rise of Castles heroPenthesilea
Defender Rise of Castles heroDefender

Defender — what the skills grant

Totalled from Defender'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.

Damage Taken
-20% hero's squad
Resistance
+65% hero's squad
+40% hero's legion
Might
+65% hero's squad
Troop Power Recovery
+67% hero's squad
HP
+15% hero's squad
Damage
+30% friendly squads

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 5 — +310%.

About Defender

Defender is an Archer hero in Rise of Castles. On ROCMeta, Defender appears in 27 ranked combos spanning Archer and Mixed lineups. Defender's highest-ranked appearance is Galahad · Penthesilea · Defender, which currently sits at Archer #39.

Across Defender's skills, the hero's own squad gains -20% Damage Taken, +65% Resistance, +65% Might, +67% Troop Power Recovery, and +15% HP. The wider legion gains +40% Resistance.

Defender's strongest recorded skill hits for 310% damage.

Defender is most often ranked alongside Spectral Reaper, Ashen Verdict, and Penthesilea — the heroes that share the most ranked combos with Defender. The full list of partners is further down the page.

Why Defender ranks where it does

Defender is built around team buffs and healing — stronger there than 77% of the roster.

Pairs best with Al-Hawra, Ashen Verdict and Beowulf. Al-Hawra feeds Defender; Defender feeds Al-Hawra

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

Heroes that pair well with Defender

The heroes most often ranked alongside Defender.

Best Archer combos with Defender

Defender appears in 17 ranked Archer combos.

  1. 39 Galahad, front rowPenthesilea, middle rowDefender, back row Galahad · Penthesilea · Defender
    Galahad (X23), Penthesilea (SP · paid) and Defender (X03) score 75.68 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% 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. 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 sits in the middle, where the support reaches both the front and the back. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Galahad and Defender both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Galahad swings into a line that cannot answer; Penthesilea raises Galahad’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 75.68/100 out of 100
  2. 47 Julian, front rowDefender, middle rowSpectral Reaper, back row Julian · Defender · Spectral Reaper
    Julian (X25), Defender (X03) and Spectral Reaper (X03) score 74.89 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. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 80% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Defender and Spectral Reaper both wait on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Defender raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 74.89/100 out of 100
  3. 48 Ramses II, front rowDefender, middle rowSpectral Reaper, back row Ramses II · Defender · Spectral Reaper
    Ramses II (SP · paid), Defender (X03) and Spectral Reaper (X03) score 74.77 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. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 80% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Defender and Spectral Reaper both wait on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Ramses II raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. 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 →

    Current meta 74.77/100 out of 100
  4. 49 Galahad, front rowZhuge Liang, middle rowDefender, back row Galahad · Zhuge Liang · Defender
    Galahad (X23), Zhuge Liang (X26) and Defender (X03) score 74.58 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% 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. 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 sits in the middle, where the support reaches both the front and the back. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Galahad and Defender both wait on; Zhuge Liang raises Galahad’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 74.58/100 out of 100
  5. 50 Penthesilea, front rowDefender, middle rowSpectral Reaper, back row Penthesilea · Defender · Spectral Reaper
    Penthesilea (SP · paid), Defender (X03) and Spectral Reaper (X03) score 74.34 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. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 77% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Defender and Spectral Reaper both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Spectral Reaper swings into a line that cannot answer; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 74.34/100 out of 100
  6. 52 Zhuge Liang, front rowDefender, middle rowSpectral Reaper, back row Zhuge Liang · Defender · Spectral Reaper
    Zhuge Liang (X26), Defender (X03) and Spectral Reaper (X03) score 74.23 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. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 68% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Defender and Spectral Reaper both wait on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Zhuge Liang raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 74.23/100 out of 100
  7. 60 Julian, front rowDefender, middle rowAshen Verdict, back row Julian · Defender · Ashen Verdict
    Julian (X25), Defender (X03) and Ashen Verdict (X05) score 73.48 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. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Defender and Ashen Verdict both wait on; Defender raises Ashen Verdict’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 73.48/100 out of 100
  8. 61 Ramses II, front rowDefender, middle rowAshen Verdict, back row Ramses II · Defender · Ashen Verdict
    Ramses II (SP · paid), Defender (X03) and Ashen Verdict (X05) score 73.36 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. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Defender and Ashen Verdict both wait on; Ramses II raises Ashen Verdict’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 73.36/100 out of 100
  9. 63 Penthesilea, front rowDefender, middle rowAshen Verdict, back row Penthesilea · Defender · Ashen Verdict
    Penthesilea (SP · paid), Defender (X03) and Ashen Verdict (X05) score 72.92 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. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Defender and Ashen Verdict both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Ashen Verdict swings into a line that cannot answer; Penthesilea raises Ashen Verdict’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 72.92/100 out of 100
  10. 65 Zhuge Liang, front rowDefender, middle rowAshen Verdict, back row Zhuge Liang · Defender · Ashen Verdict
    Zhuge Liang (X26), Defender (X03) and Ashen Verdict (X05) score 72.79 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. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Defender and Ashen Verdict both wait on; Zhuge Liang raises Ashen Verdict’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 72.79/100 out of 100
  11. 67 Zhuge Liang, front rowDefender, middle rowLilith, back row Zhuge Liang · Defender · Lilith
    Zhuge Liang (X26), Defender (X03) and Lilith (X09) score 72.39 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. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 78% 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Defender waits on; Zhuge Liang produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Zhuge Liang raises Lilith’s output directly rather than adding a number of its own. 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. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 72.39/100 out of 100
  12. 139 Al-Hawra, front rowDefender, middle rowSpectral Reaper, back row Al-Hawra · Defender · Spectral Reaper
    Al-Hawra (X01 · paid), Defender (X03) and Spectral Reaper (X03) score 72.53 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 68% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Defender and Spectral Reaper both wait on; Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Spectral Reaper waits on; Defender produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 72.53/100 out of 100
  13. 155 Leonidas, front rowDefender, middle rowSpectral Reaper, back row Leonidas · Defender · Spectral Reaper
    Leonidas (S00), Defender (X03) and Spectral Reaper (X03) score 67.17 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. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 64% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Leonidas and Spectral Reaper both wait on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Spectral Reaper swings into a line that cannot answer; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt. What you give up: Leonidas (S00) is the era weak point -- the enemy will aim at the oldest 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 →

    Mid progression 67.17/100 out of 100
  14. 161 Immortal Guardian, front rowDefender, middle rowSpectral Reaper, back row Immortal Guardian · Defender · Spectral Reaper
    Immortal Guardian (S04), Defender (X03) and Spectral Reaper (X03) score 63.73 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 80% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Spectral Reaper waits on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Defender raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Immortal Guardian (S04) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 63.73/100 out of 100
  15. 163 Immortal Guardian, front rowDefender, middle rowAshen Verdict, back row Immortal Guardian · Defender · Ashen Verdict
    Immortal Guardian (S04), Defender (X03) and Ashen Verdict (X05) score 62.65 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Ashen Verdict waits on; Defender raises Ashen Verdict’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Immortal Guardian (S04) 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 62.65/100 out of 100
  16. 170 Cleopatra VII, front rowDivine Arrow, middle rowDefender, back row Cleopatra VII · Divine Arrow · Defender
    Cleopatra VII (S03 · paid), Divine Arrow (S04) and Defender (X03) score 60.46 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. Divine Arrow adds a second source of control, so the lock rarely has an off round: For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Cleopatra VII waits on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; Defender raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 60.46/100 out of 100
  17. 171 Cleopatra VII, front rowAl Faith, middle rowDefender, back row Cleopatra VII · Al Faith · Defender
    Cleopatra VII (S03 · paid), Al Faith (S01) and Defender (X03) score 60.18 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. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Cleopatra VII waits on; Al Faith raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: Al Faith (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 7% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 60.18/100 out of 100

See the full Archer rankings →

Best Mixed combos with Defender

Defender appears in 10 ranked Mixed combos.

  1. 76 Don Quixote, front rowDefender, middle rowRainforest, back row Don Quixote · Defender · Rainforest
    Don Quixote (cavalry · X22), Defender (archer · X03) and Rainforest (cavalry · X08) score 71.64 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 78% 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. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Don Quixote and Rainforest both wait on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer; Defender raises Don Quixote’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 71.64/100 out of 100
  2. 78 Don Quixote, front rowDefender, middle rowSpectral Reaper, back row Don Quixote · Defender · Spectral Reaper
    Don Quixote (cavalry · X22), Defender (archer · X03) and Spectral Reaper (archer · X03) score 71.51 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 76% 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. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Don Quixote and Spectral Reaper both wait on; Spectral Reaper shuts off enemy recovery, so what Don Quixote deals stays dealt; Defender raises Don Quixote’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 71.51/100 out of 100
  3. 88 Thorven, front rowDefender, middle rowFarah, back row Thorven · Defender · Farah
    Thorven (cavalry · X29), Defender (archer · X03) and Farah (cavalry · X11) score 70.31 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Farah is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 100% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Thorven and Farah both wait on; Defender produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Farah swings into a line that cannot answer. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 70.31/100 out of 100
  4. 92 Penthesilea, front rowChen Liu, middle rowDefender, back row Penthesilea · Chen Liu · Defender
    Penthesilea (archer · SP · paid), Chen Liu (footmen · X01) and Defender (archer · X03) score 69.97 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 one built to survive the opening exchange. Chen Liu is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 190% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Chen Liu and Defender both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Chen Liu swings into a line that cannot answer; Penthesilea raises Chen Liu’s output directly rather than adding a number of its own. 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 →

    Current meta 69.97/100 out of 100
  5. 112 Defender, front rowSpectral Reaper, middle rowCaesar, back row Defender · Spectral Reaper · Caesar
    Defender (archer · X03), Spectral Reaper (archer · X03) and Caesar (cavalry · SP · paid) score 68.53 out of 100 together, and each of the three has a job.

    Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Spectral Reaper brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Tamashi-kusari puts 742% into one enemy squad on a 35% roll, 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Spectral Reaper and Caesar both wait on; Defender produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Spectral Reaper shuts off enemy recovery, so what Caesar deals stays dealt. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 68.53/100 out of 100
  6. 128 Al-Hawra, front rowDefender, middle rowSundiata, back row Al-Hawra · Defender · Sundiata
    Al-Hawra (archer · X01 · paid), Defender (archer · X03) and Sundiata (cavalry · X15) score 70.98 out of 100 together, and each of the three has a job.

    Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 85% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Sundiata waits on; Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Defender and Sundiata both wait on; Defender produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 70.98/100 out of 100
  7. 141 Liberator, front rowDefender, middle rowSpectral Reaper, back row Liberator · Defender · Spectral Reaper
    Liberator (footmen · X05), Defender (archer · X03) and Spectral Reaper (archer · X03) score 67.26 out of 100 together, and each of the three has a job.

    Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 74% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Liberator and Spectral Reaper both wait on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Defender raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Defender (X03) 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 67.26/100 out of 100
  8. 146 Leonidas, front rowDefender, middle rowSundiata, back row Leonidas · Defender · Sundiata
    Leonidas (archer · S00), Defender (archer · X03) and Sundiata (cavalry · X15) score 66.45 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. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 82% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Leonidas and Sundiata both wait on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Defender raises Sundiata’s output directly rather than adding a number of its own. What you give up: Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 16% 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 66.45/100 out of 100
  9. 148 Liberator, front rowDefender, middle rowAshen Verdict, back row Liberator · Defender · Ashen Verdict
    Liberator (footmen · X05), Defender (archer · X03) and Ashen Verdict (archer · X05) score 65.89 out of 100 together, and each of the three has a job.

    Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Liberator and Ashen Verdict both wait on; Defender raises Ashen Verdict’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Defender (X03) 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 65.89/100 out of 100
  10. 162 Octavius, front rowDefender, middle rowFarah, back row Octavius · Defender · Farah
    Octavius (cavalry · S02 · paid), Defender (archer · X03) and Farah (cavalry · X11) score 60.97 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Farah is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 100% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Farah waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Farah swings into a line that cannot answer; Octavius raises Farah’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 60.97/100 out of 100

See the full Mixed rankings →

Defender — skills

All 8 recorded skills for Defender, 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

Jericho's Iron Wall

Additional Attack · 1 random friendly squad within effective range · Range 1 · Archer

After a normal attack, 80% chance to make the damage the hero's squad takes -20% for 2 round(s). The status can be stacked.

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

Flames of Resurrection

Additional Attack · 1 random enemy squad within effective range · Range 3 · Archer

50% chance to deal 310% damage to 1 random enemy squad within range after basic attacks, and recover some troops for the self-squad (67% recovery rate).

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

Defensive Order - Archer

Leadership Skill · Hero's Legion

Archers in the hero's squad gain +40% Resistance.

8

Heavenly Smite

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

35% chance to make 2 random friendly squads to attack twice, with 30% increased damage for 2 turns.

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