ROCMeta

My Account Guest
Best comboTop ranked

Warden · Divine Arrow · Eselfred

Archer #280
Warden Rise of Castles heroWarden
Divine Arrow Rise of Castles heroDivine Arrow
Eselfred Rise of Castles heroEselfred

Divine Arrow — what the skills grant

Totalled from Divine Arrow'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
+70% hero's squad
+40% hero's legion
Might
+70% hero's squad
Combat Speed
+40 hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +218%, skill 5 — +25%, skill 8 — +40%.

About Divine Arrow

Divine Arrow is an Archer hero in Rise of Castles. On ROCMeta, Divine Arrow appears in 14 ranked combos spanning Archer and Mixed lineups. Divine Arrow's highest-ranked appearance is Warden · Divine Arrow · Eselfred, which currently sits at Archer #280.

Across Divine Arrow's skills, the hero's own squad gains +70% Resistance, +70% Might, and +40 Combat Speed. The wider legion gains +40% Resistance.

Divine Arrow's strongest recorded skill hits for 218% damage.

Divine Arrow is most often ranked alongside Isabella I, Immortal Guardian, and Warden — the heroes that share the most ranked combos with Divine Arrow. The full list of partners is further down the page.

Why Divine Arrow ranks where it does

Divine Arrow has no single standout axis; the value is in filling gaps rather than leading a lineup.

Pairs best with Al-Hawra, Cyrus and El Cid. Al-Hawra's Desert Phantom supplies the trigger-rate boosts; Divine Arrow's For Heaven feeds on them. Divine Arrow supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.

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

Most often ranked with Divine Arrow

Counted from the published lists: the partners who appear beside Divine Arrow in the most ranked lineups.

Proven synergies

A different question from the grid above: not who Divine Arrow is listed with, but whose kit the skill text says Divine Arrow actually feeds — or feeds on. Each claim names the effect and, wherever the card records one, the skill producing it, so you can check it against the cards further down. Some of these pairs share no ranked lineup at all; each one says why.

Al-Hawra portrait

Al-Hawra

Not yet listed

Al-Hawra's Desert Phantom supplies the trigger-rate boosts; Divine Arrow's For Heaven feeds on them. Divine Arrow supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.

Cyrus portrait

Cyrus

Not yet listed

Cyrus's Tolerance supplies the trigger-rate boosts; Divine Arrow's For Heaven feeds on them. Divine Arrow supplies the combat-skill casts; Cyrus's Strategy to Victory feeds on them. No lineup around this pair clears the era and composition gates.

Roland portrait

Roland

Not yet listed

Divine Arrow supplies the combat-skill casts; Roland's Paladins feeds on them. Roland's Song of Roland supplies the trigger-rate boosts; Divine Arrow's For Heaven feeds on them. No lineup around this pair clears the era and composition gates.

Geraint portrait

Geraint

Not yet listed

Divine Arrow supplies the combat-skill casts; Geraint's Deadly Roar feeds on them. Geraint's Undying Will supplies the taunts; Divine Arrow's For Earth feeds on them. No lineup around this pair clears the era and composition gates.

Warden portrait

Warden

3 shared lineups

Warden's Aspect of the Eagle supplies the trigger-rate boosts; Divine Arrow's For Heaven feeds on them.

War Lord portrait

War Lord

2 shared lineups

War Lord's War God Descends supplies the trigger-rate boosts; Divine Arrow's For Heaven feeds on them.

Best Archer combos with Divine Arrow

Divine Arrow appears in 12 ranked Archer combos.

  1. 26 Warden, front rowDivine Arrow, middle rowEselfred, back row Warden · Divine Arrow · Eselfred Mid progression Beats 0 of 8 reference lineups 81.19/100 out of 100
    Warden (X06), Divine Arrow (S04) and Eselfred (X14) score 81.19 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 85% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Divine Arrow’s For Heaven and Eselfred’s Thunder and Heavy Arrows both wait on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’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; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  2. 45 Warden, front rowDivine Arrow, middle rowLilith, back row Warden · Divine Arrow · Lilith Mid progression Beats 0 of 8 reference lineups 81.23/100 out of 100
    Warden (X06), Divine Arrow (S04) and Lilith (X09) score 81.23 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Lilith adds a second source of control, so the lock rarely has an off round: Infatuated Shadow applies Confuse 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Divine Arrow’s For Heaven and Lilith’s Poison Needle both wait on; Divine Arrow produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 13% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  3. 47 Tarantula, front rowDivine Arrow, middle rowWarden, back row Tarantula · Divine Arrow · Warden Mid progression Beats 0 of 8 reference lineups 79.97/100 out of 100
    Tarantula (X02), Divine Arrow (S04) and Warden (X06) score 79.97 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 77% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Divine Arrow’s For Heaven and Tarantula’s Plundering Charge both wait on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Warden raises Tarantula’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; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  4. 3 Immortal Guardian, front rowDivine Arrow, middle rowJade Eagle, back row Immortal Guardian · Divine Arrow · Jade Eagle developer pick Starter Beats 2 of 8 reference lineups 58.83/100 out of 100
    Immortal Guardian (S04), Divine Arrow (S04) and Jade Eagle (S04) score 58.83 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Jade Eagle adds a second source of control, so the lock rarely has an off round: Rapid Throw applies Silence 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 Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Jade Eagle swings into a line that cannot answer; Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt. What you give up: no hero here feeds another one's trigger; Jade Eagle (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. 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.

  5. 16 Leonidas, front rowDivine Arrow, middle rowSky Breaker, back row Leonidas · Divine Arrow · Sky Breaker Starter Beats 0 of 8 reference lineups 65.87/100 out of 100
    Leonidas (S00), Divine Arrow (S04) and Sky Breaker (S03) score 65.87 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. 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. Sky Breaker adds a second source of control, so the lock rarely has an off round: Soul of the Mountain applies Disarm, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Sky Breaker (S03) 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.

  6. 19 Inquisitor, front rowDivine Arrow, middle rowIsabella I, back row Inquisitor · Divine Arrow · Isabella I Starter Beats 0 of 8 reference lineups 69.85/100 out of 100
    Inquisitor (S02), Divine Arrow (S04) and Isabella I (S01) score 69.85 out of 100 together, and each of the three has a job.

    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 takes the front as the sturdiest of the three. 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. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. 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; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: Inquisitor (S02) 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. Budget note: every hero in this lineup can be completed without spending.

  7. 23 Divine Arrow, front rowLeonidas, middle rowIsabella I, back row Divine Arrow · Leonidas · Isabella I Starter Beats 0 of 8 reference lineups 66.93/100 out of 100
    Divine Arrow (S04), Leonidas (S00) and Isabella I (S01) score 66.93 out of 100 together, and each of the three has a job.

    Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Leonidas adds a second source of control, so the lock rarely has an off round: Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 8% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  8. 25 Immortal Guardian, front rowDivine Arrow, middle rowSky Breaker, back row Immortal Guardian · Divine Arrow · Sky Breaker Starter Beats 0 of 8 reference lineups 66.70/100 out of 100
    Immortal Guardian (S04), Divine Arrow (S04) and Sky Breaker (S03) score 66.70 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Sky Breaker adds a second source of control, so the lock rarely has an off round: Soul of the Mountain applies Disarm, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  9. 27 Immortal Guardian, front rowDivine Arrow, middle rowIsabella I, back row Immortal Guardian · Divine Arrow · Isabella I Starter Beats 0 of 8 reference lineups 68.22/100 out of 100
    Immortal Guardian (S04), Divine Arrow (S04) and Isabella I (S01) score 68.22 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  10. 32 Immortal Guardian, front rowDivine Arrow, middle rowLeonidas, back row Immortal Guardian · Divine Arrow · Leonidas Starter Beats 0 of 8 reference lineups 66.95/100 out of 100
    Immortal Guardian (S04), Divine Arrow (S04) and Leonidas (S00) score 66.95 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Leonidas adds a second source of control, so the lock rarely has an off round: Sharp Spear applies Silence on a 40% 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 Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Leonidas swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 3% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  11. 33 Divine Arrow, front rowEdward the Confessor, middle rowIsabella I, back row Divine Arrow · Edward the Confessor · Isabella I Starter Beats 0 of 8 reference lineups 69.21/100 out of 100
    Divine Arrow (S04), Edward the Confessor (S01) and Isabella I (S01) score 69.21 out of 100 together, and each of the three has a job.

    Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Edward the Confessor is the multiplier, raising what the other two put out rather than adding a number of its own: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Edward the Confessor raises Isabella I’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 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  12. 35 Divine Arrow, front rowAl Faith, middle rowIsabella I, back row Divine Arrow · Al Faith · Isabella I Starter Beats 0 of 8 reference lineups 67.15/100 out of 100
    Divine Arrow (S04), Al Faith (S01) and Isabella I (S01) score 67.15 out of 100 together, and each of the three has a job.

    Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% 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. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Al Faith raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

See the full Archer rankings →

Best Mixed combos with Divine Arrow

Divine Arrow appears in 2 ranked Mixed combos.

  1. 22 War Lord, front rowDivine Arrow, middle rowRoku Boshuten, back row War Lord · Divine Arrow · Roku Boshuten Starter Beats 0 of 8 reference lineups 73.71/100 out of 100
    War Lord (cavalry · S03), Divine Arrow (archer · S04) and Roku Boshuten (cavalry · S03) score 73.71 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Divine Arrow’s For Heaven and Roku Boshuten’s Gou both wait on; Divine Arrow produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Roku Boshuten swings into a line that cannot answer. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

  2. 27 War Lord, front rowDivine Arrow, middle rowIsabella I, back row War Lord · Divine Arrow · Isabella I Starter Beats 0 of 8 reference lineups 73.99/100 out of 100
    War Lord (cavalry · S03), Divine Arrow (archer · S04) and Isabella I (archer · S01) score 73.99 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Divine Arrow’s For Heaven and Isabella I’s Queen of the Storm both wait on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

See the full Mixed rankings →

Divine Arrow — skills

All 8 recorded skills for Divine Arrow, 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

For Heaven

Combat Skill · 2 random enemy squads within effective range · Range 4 · Archer

25% chance to deal 218% damage to two random enemy squads within range, disarming the for 1 turn.

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

For Earth

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

30% chance to link 2 random enemy squads within range, when one squad takes damage, the other will also take 25% damage as well, lasting 2 turns.

6

Archer Awakened

Leadership Skill · Hero's Squad

Hero's squad gains 20% Archer Might and Resistance, 40 Archer Combat Speed. 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

For People

Pre-Battle Skill · 3 random friendly squads within effective range · Range 2 · Archer

In battle, all friendly archers have splash status, basic attacking can also deal 40% damage to 2 back row enemy squads.

Which Divine Arrow lineups can you field?

Select the heroes you own and the generator returns every ranked Divine Arrow lineup you can field today, the ones you are one hero short of, and the single unlock that opens the most.

Open the Combo Generator