Desert Storm — what the skills grant
Totalled from Desert Storm'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 2 — +24%, skill 2 — +29%, skill 2 — +34%, skill 8 — +243%.
About Desert Storm
Desert Storm is a Footmen hero in Rise of Castles. On ROCMeta, Desert Storm appears in 17 ranked combos spanning Footmen and Mixed lineups. Desert Storm's highest-ranked appearance is Desert Storm · Sakura Blossom · Belisarius, which currently sits at Mixed #159.
Across Desert Storm's skills, the hero's own squad gains +65% Resistance, +65% Might, and +15% HP. The wider legion gains +40% Resistance.
Desert Storm's strongest recorded skill hits for 243% damage.
Desert Storm is most often ranked alongside Cleopatra VII, Ragnar, and Dach Tengri — the heroes that share the most ranked combos with Desert Storm. The full list of partners is further down the page.
Why Desert Storm ranks where it does
Desert Storm is built around healing — stronger there than 78% of the roster.
Pairs best with Belisarius, Darius and Frederick I. Desert Storm feeds Belisarius
Read from Desert Storm's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Desert Storm
The heroes most often ranked alongside Desert Storm.
Best Footmen combos with Desert Storm
Desert Storm appears in 14 ranked Footmen combos.
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B Hunk · Desert Storm · Ragnar Mid progression 58.92/100 out of 100Hunk (X01), Desert Storm (S04) and Ragnar (X12 · paid) score 58.92 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. 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 sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 67% 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 Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Ragnar swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 12% of the hardest-hitting trio in the roster. 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 →
- 165
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B Cleopatra VII · Healer · Desert Storm Mid progression 58.51/100 out of 100Cleopatra VII (S03 · paid), Healer (X10) and Desert Storm (S04) score 58.51 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. Healer 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 sits in the middle, the deepest row those range-2 skills still fire from. 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. Be clear about what this is: the three cover each other rather than trigger each other, so it earns its place on coverage, not on a chain. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 9% 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 →
- 175
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B Theodora · Desert Storm · Ragnar Mid progression 56.75/100 out of 100Theodora (S04 · paid), Desert Storm (S04) and Ragnar (X12 · paid) score 56.75 out of 100 together, and each of the three has a job.
Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% 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. 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 sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 71% 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 Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Ragnar swings into a line that cannot answer; Theodora 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 →
- 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 →
- 185
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B Cleopatra VII · Bleeding Steed · Desert Storm Starter 57.16/100 out of 100Cleopatra VII (S03 · paid), Bleeding Steed (S03) and Desert Storm (S04) score 57.16 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. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Cleopatra VII swings into a line that cannot answer; Bleeding Steed 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 →
- 193
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B Cleopatra VII · Theodora · Desert Storm Starter 55.22/100 out of 100Cleopatra VII (S03 · paid), Theodora (S04 · paid) and Desert Storm (S04) score 55.22 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. Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% 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 Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Cleopatra VII swings into a line that cannot answer; Theodora 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 →
- 196
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B Isabella I · Desert Storm · William Wallace Starter 54.33/100 out of 100Isabella I (S01), Desert Storm (S04) and William Wallace (S00) score 54.33 out of 100 together, and each of the three has a job.
Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. William Wallace is the win condition, bringing 47% of the lineup's expected damage: Eye of the Storm puts 667% into one enemy squad on a 50% 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 Desert Storm’s Endless Scorched Earth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so William Wallace 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; raw damage reaches only about 12% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 197
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B Desert Storm · Bleeding Steed · Cao Cao Starter 54.31/100 out of 100Desert Storm (S04), Bleeding Steed (S03) and Cao Cao (S01) score 54.31 out of 100 together, and each of the three has a job.
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 takes the front as the sturdiest of the three. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: strips 151% 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 Bleeding Steed raises Cao Cao’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Cao Cao (S01) 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. 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 →
- 199
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B Isabella I · Kublai · Desert Storm Starter 53.08/100 out of 100Isabella I (S01), Kublai (S00) and Desert Storm (S04) score 53.08 out of 100 together, and each of the three has a job.
Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. Kublai is the win condition, bringing 44% of the lineup's expected damage: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 Desert Storm’s Endless Scorched Earth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Kublai 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; 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 →
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B Desert Storm · Demon Spear · William Wallace Starter 51.47/100 out of 100Desert Storm (S04), Demon Spear (S00) and William Wallace (S00) score 51.47 out of 100 together, and each of the three has a job.
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 takes the front as the sturdiest of the three. Demon Spear adds a second source of control, so the lock rarely has an off round: Tamashi kari applies Silence for 1 round on a 85% roll, and sits in the middle, the deepest row those range-2 skills still fire from. William Wallace is the win condition, bringing 53% of the lineup's expected damage: Eye of the Storm puts 667% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. Be clear about what this is: the three cover each other rather than trigger each other, so it earns its place on coverage, not on a chain. What you give up: no hero here feeds another one's trigger; Demon Spear (S00) 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 →
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B Desert Storm · Demon Spear · Jade Rakshasa Starter 51.10/100 out of 100Desert Storm (S04), Demon Spear (S00) and Jade Rakshasa (S02) score 51.10 out of 100 together, and each of the three has a job.
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 takes the front as the sturdiest of the three. Demon Spear adds a second source of control, so the lock rarely has an off round: Tamashi kari applies Silence for 1 round on a 85% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Jade Rakshasa is the win condition, bringing 52% of the lineup's expected damage: Jade Lotus puts 162% x6 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. Be clear about what this is: the three cover each other rather than trigger each other, so it earns its place on coverage, not on a chain. What you give up: no hero here feeds another one's trigger; Demon Spear (S00) 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 →
- 209
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B Soaring Hawk · Bleeding Steed · Desert Storm Starter 50.16/100 out of 100Soaring Hawk (S04), Bleeding Steed (S03) and Desert Storm (S04) score 50.16 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. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Desert Storm swings into a line that cannot answer; Bleeding Steed 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 Desert Storm
Desert Storm appears in 3 ranked Mixed combos.
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B Desert Storm · Sakura Blossom · Belisarius Mid progression 61.71/100 out of 100Desert Storm (footmen · S04), Sakura Blossom (archer · X01) and Belisarius (archer · X12) score 61.71 out of 100 together, and each of the three has a job.
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 takes the front as the sturdiest of the three. Sakura Blossom 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. Belisarius is the win condition, bringing 64% of the lineup's expected damage: Hunting Down puts 279% into all 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 Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Belisarius’s Riding Waves waits on; Desert Storm’s Endless Scorched Earth produces dot, the exact trigger Belisarius’s Hunting Down waits on; Sakura Blossom raises Belisarius’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; Desert Storm (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 →
- 183
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B Cleopatra VII · Rozen Blade · Desert Storm Starter 58.31/100 out of 100Cleopatra VII (cavalry · S03 · paid), Rozen Blade (cavalry · S03) and Desert Storm (footmen · S04) score 58.31 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. 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 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. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 191
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B Theodora · Al Faith · Desert Storm Starter 54.11/100 out of 100Theodora (footmen · S04 · paid), Al Faith (archer · S01) and Desert Storm (footmen · S04) score 54.11 out of 100 together, and each of the three has a job.
Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% 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. Al Faith is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 35% 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 Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Desert Storm swings into a line that cannot answer; Theodora 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 2% of the hardest-hitting trio in the roster. How these scores work →
Desert Storm — skills
All 8 recorded skills for Desert Storm, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Endless Scorched Earth
On turn 1, 3 and 5, have all enemy squads enter Cursed , Burning, and Poisoned, and dealing 24%, 29% and 34% damage on corresponding turns, lasting till the end of the battle.
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 Mobilized Troop
On the beginning of turn 5, 2 random friendly squads will Recover units each turn (84% recovery rate).
6 Footmen Awakened
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 Sandstorm
100% chance to deal 243% damage to an enemy squad within range, interrupting channeling skills.
Which Desert Storm combos can YOU play?
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