Best comboTop ranked

Cleopatra VII · Divine Arrow · Defender

Archer #170
Cleopatra VII Rise of Castles heroCleopatra VII
Divine Arrow Rise of Castles heroDivine Arrow
Defender Rise of Castles heroDefender

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 11 ranked combos spanning Archer and Mixed lineups. Divine Arrow's highest-ranked appearance is Cleopatra VII · Divine Arrow · Defender, which currently sits at Archer #170.

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 Cleopatra VII, Immortal Guardian, and Ragnar — 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 Lilith. Al-Hawra feeds Divine Arrow; Divine Arrow feeds Al-Hawra

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

Heroes that pair well with Divine Arrow

The heroes most often ranked alongside Divine Arrow.

Best Archer combos with Divine Arrow

Divine Arrow appears in 9 ranked Archer combos.

  1. 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
  2. 180 Elk, front rowDivine Arrow, middle rowRagnar, back row Elk · Divine Arrow · Ragnar
    Elk (X01), Divine Arrow (S04) and Ragnar (X12 · paid) score 57.46 out of 100 together, and each of the three has a job.

    Elk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 58% 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. Ragnar is the win condition, bringing 63% 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 Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Elk 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Mid progression 57.46/100 out of 100
  3. 181 Eidolon, front rowDivine Arrow, middle rowRagnar, back row Eidolon · Divine Arrow · Ragnar
    Eidolon (X07), Divine Arrow (S04) and Ragnar (X12 · paid) score 57.43 out of 100 together, and each of the three has a job.

    Eidolon is the multiplier, raising what the other two put out rather than adding a number of its own: carries 140% 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. Ragnar is the win condition, bringing 62% 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 Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Eidolon 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Mid progression 57.43/100 out of 100
  4. 192 Immortal Guardian, front rowDivine Arrow, middle rowSky Breaker, back row Immortal Guardian · Divine Arrow · Sky Breaker
    Immortal Guardian (S04), Divine Arrow (S04) and Sky Breaker (S03) score 55.92 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; 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 →

    Starter 55.92/100 out of 100
  5. 195 Cleopatra VII, front rowDivine Arrow, middle rowEdward the Confessor, back row Cleopatra VII · Divine Arrow · Edward the Confessor
    Cleopatra VII (S03 · paid), Divine Arrow (S04) and Edward the Confessor (S01) score 55.36 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. Edward the Confessor adds a second source of control, so the lock rarely has an off round: King's Crossbow applies Suppress on a 35% roll, 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 Cleopatra VII swings into a line that cannot answer; Edward the Confessor 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; Edward the Confessor (S01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 55.36/100 out of 100
  6. 198 Immortal Guardian, front rowDivine Arrow, middle rowCharles the Great, back row Immortal Guardian · Divine Arrow · Charles the Great
    Immortal Guardian (S04), Divine Arrow (S04) and Charles the Great (S01) score 54.76 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. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, 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 Charles the Great swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Charles the Great (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. How these scores work →

    Starter 54.76/100 out of 100
  7. 200 Immortal Guardian, front rowKublai, middle rowDivine Arrow, back row Immortal Guardian · Kublai · Divine Arrow
    Immortal Guardian (S04), Kublai (S00) and Divine Arrow (S04) score 54.66 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. Kublai is the flex piece -- modest alone, but covering what the other two leave open: 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. 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 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 Kublai swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Kublai (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 →

    Starter 54.66/100 out of 100
  8. 208 Divine Arrow, front rowEdward the Confessor, middle rowSky Breaker, back row Divine Arrow · Edward the Confessor · Sky Breaker
    Divine Arrow (S04), Edward the Confessor (S01) and Sky Breaker (S03) score 52.34 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 adds a second source of control, so the lock rarely has an off round: King's Crossbow applies Suppress on a 35% 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; Edward the Confessor raises Sky Breaker’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Edward the Confessor (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. How these scores work →

    Starter 52.34/100 out of 100
  9. 213 Immortal Guardian, front rowDivine Arrow, middle rowJade Eagle, back row Immortal Guardian · Divine Arrow · Jade Eagle
    Immortal Guardian (S04), Divine Arrow (S04) and Jade Eagle (S04) score 48.84 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; 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. 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 →

    Starter 48.84/100 out of 100

See the full Archer rankings →

Best Mixed combos with Divine Arrow

Divine Arrow appears in 2 ranked Mixed combos.

  1. 188 Cleopatra VII, front rowRozen Blade, middle rowDivine Arrow, back row Cleopatra VII · Rozen Blade · Divine Arrow
    Cleopatra VII (archer · S03 · paid), Rozen Blade (cavalry · S03) and Divine Arrow (archer · 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. 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. 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 stays in the back, where the range-3 skills still touch the enemy front line. 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: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 5% of the hardest-hitting trio in the roster. How these scores work →

    Starter 57.32/100 out of 100
  2. 196 Cleopatra VII, front rowDivine Arrow, middle rowTheodora, back row Cleopatra VII · Divine Arrow · Theodora
    Cleopatra VII (archer · S03 · paid), Divine Arrow (archer · S04) and Theodora (footmen · S04 · paid) score 53.05 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. 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 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 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Starter 53.05/100 out of 100

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 combos can YOU play?

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