Best comboTop ranked

Cyrus · El Cid · Oliver

Cavalry #16
Cyrus Rise of Castles heroCyrus
El Cid Rise of Castles heroEl Cid
Oliver Rise of Castles heroOliver

El Cid — what the skills grant

Totalled from El Cid's own skill descriptions. Squad buffs apply to the hero's own squad; legion buffs apply to the whole legion — they stack differently in game, so they are counted separately.

Resistance
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion
Damage Taken
+30% enemy squads
-35% friendly squads
Combat Speed
+100 hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +500%, skill 5 — +177%.

About El Cid

El Cid is a Cavalry hero in Rise of Castles. On ROCMeta, El Cid appears in 20 ranked combos spanning Cavalry and Mixed lineups. El Cid's highest-ranked appearance is Cyrus · El Cid · Oliver, which currently sits at Cavalry #16.

Across El Cid's skills, the hero's own squad gains +65% Resistance, +65% Might, and +100 Combat Speed. The wider legion gains +40% Might.

El Cid's strongest recorded skill hits for 500% damage.

El Cid is most often ranked alongside War Lord, Roland, and Tura Cartel — the heroes that share the most ranked combos with El Cid. The full list of partners is further down the page.

Why El Cid ranks where it does

El Cid is built around damage reduction — stronger there than 74% of the roster.

Pairs best with Al-Hawra, Cyrus and Jeanne d'Arc. Al-Hawra feeds El Cid; El Cid feeds Al-Hawra

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

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

Heroes that pair well with El Cid

The heroes most often ranked alongside El Cid.

Best Cavalry combos with El Cid

El Cid appears in 17 ranked Cavalry combos.

  1. 16 Cyrus, front rowEl Cid, middle rowOliver, back row Cyrus · El Cid · Oliver
    Cyrus (SP · paid), El Cid (X12) and Oliver (X24) score 79.83 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. El Cid brings a second damage line worth 13% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 77% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger El Cid and Oliver both wait on; El Cid produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 46% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 79.83/100 out of 100
  2. 20 Roland, front rowEl Cid, middle rowAttila, back row Roland · El Cid · Attila
    Roland (X18), El Cid (X12) and Attila (X27 · paid) score 78.82 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. El Cid brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 76% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Roland’s Paladins produces prep-skips, the exact trigger El Cid and Attila both wait on; El Cid produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 78.82/100 out of 100
  3. 21 Roland, front rowEl Cid, middle rowTura Cartel, back row Roland · El Cid · Tura Cartel
    Roland (X18), El Cid (X12) and Tura Cartel (X21) score 78.72 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. El Cid brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 75% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Roland’s Paladins produces prep-skips, the exact trigger El Cid and Tura Cartel both wait on; El Cid produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: raw damage reaches only about 24% 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 78.72/100 out of 100
  4. 30 Cyrus, front rowEl Cid, middle rowThorvi, back row Cyrus · El Cid · Thorvi
    Cyrus (SP · paid), El Cid (X12) and Thorvi (X29) score 77.75 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. El Cid brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 65% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger El Cid and Thorvi both wait on; El Cid produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: raw damage reaches only about 31% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 77.75/100 out of 100
  5. 52 Roland, front rowEl Cid, middle rowLouis IX, back row Roland · El Cid · Louis IX
    Roland (X18), El Cid (X12) and Louis IX (X19) score 73.60 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. El Cid brings a second damage line worth 45% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% 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 Roland’s Paladins produces prep-skips, the exact trigger El Cid and Louis IX both wait on; El Cid produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland raises Louis IX’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 73.60/100 out of 100
  6. 57 Jeanne d'Arc, front rowEl Cid, middle rowAttila, back row Jeanne d'Arc · El Cid · Attila
    Jeanne d'Arc (SP · paid), El Cid (X12) and Attila (X27 · paid) score 72.78 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. El Cid brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 67% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger El Cid and Attila both wait on; El Cid produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 29% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 72.78/100 out of 100
  7. 69 Jeanne d'Arc, front rowThorven, middle rowEl Cid, back row Jeanne d'Arc · Thorven · El Cid
    Jeanne d'Arc (SP · paid), Thorven (X29) and El Cid (X12) score 71.08 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid is the win condition, bringing 65% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Thorven and El Cid both wait on; Thorven produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Jeanne d'Arc produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 71.08/100 out of 100
  8. 70 Jeanne d'Arc, front rowEl Cid, middle rowTura Cartel, back row Jeanne d'Arc · El Cid · Tura Cartel
    Jeanne d'Arc (SP · paid), El Cid (X12) and Tura Cartel (X21) score 71.07 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. El Cid brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 66% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger El Cid and Tura Cartel both wait on; El Cid produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 27% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 71.07/100 out of 100
  9. 76 Roland, front rowEl Cid, middle rowAvalanche, back row Roland · El Cid · Avalanche
    Roland (X18), El Cid (X12) and Avalanche (X02) score 69.76 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. El Cid brings a second damage line worth 47% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because Roland’s Paladins produces prep-skips, the exact trigger El Cid and Avalanche both wait on; El Cid produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland raises Avalanche’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; Avalanche (X02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. 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 69.76/100 out of 100
  10. 78 El Cid, front rowPercival, middle rowOliver, back row El Cid · Percival · Oliver
    El Cid (X12), Percival (X25) and Oliver (X24) score 69.51 out of 100 together, and each of the three has a job.

    El Cid brings a second damage line worth 12% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and takes the front as the sturdiest of the three. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the win condition, bringing 70% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Percival shuts off enemy recovery, so what Oliver 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. How these scores work →

    Current meta 69.51/100 out of 100
  11. 94 Hellfire, front rowEl Cid, middle rowTura Cartel, back row Hellfire · El Cid · Tura Cartel
    Hellfire (X09), El Cid (X12) and Tura Cartel (X21) score 65.60 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. El Cid brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 75% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt; Hellfire raises Tura Cartel’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 24% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 65.60/100 out of 100
  12. 106 Army Breaker, front rowEl Cid, middle rowThorvi, back row Army Breaker · El Cid · Thorvi
    Army Breaker (X02), El Cid (X12) and Thorvi (X29) score 63.79 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. El Cid brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 77% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Army Breaker raises Thorvi’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 26% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 63.79/100 out of 100
  13. 129 War Lord, front rowYukimura Sanada, middle rowEl Cid, back row War Lord · Yukimura Sanada · El Cid
    War Lord (S03), Yukimura Sanada (S00) and El Cid (X12) score 71.62 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. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. El Cid is the win condition, bringing 70% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Yukimura Sanada and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so El Cid swings into a line that cannot answer. What you give up: Yukimura Sanada (S00) 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. How these scores work →

    Mid progression 71.62/100 out of 100
  14. 133 War Lord, front rowWarhammer, middle rowEl Cid, back row War Lord · Warhammer · El Cid
    War Lord (S03), Warhammer (X06) and El Cid (X12) score 70.73 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. El Cid is the win condition, bringing 66% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Warhammer and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Warhammer shuts off enemy recovery, so what El Cid deals stays dealt. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; War Lord (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. How these scores work →

    Mid progression 70.73/100 out of 100
  15. 134 War Lord, front rowIsabella I, middle rowEl Cid, back row War Lord · Isabella I · El Cid
    War Lord (S03), Isabella I (S01) and El Cid (X12) score 70.40 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. 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 sits in the middle, where the support reaches both the front and the back. El Cid is the win condition, bringing 70% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so El Cid 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 9% 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 70.40/100 out of 100
  16. 136 War Lord, front rowQueen Anne, middle rowEl Cid, back row War Lord · Queen Anne · El Cid
    War Lord (S03), Queen Anne (S00) and El Cid (X12) score 70.10 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. Queen Anne is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Slaughter applies Suppress on a 30% roll, and sits in the middle, where the support reaches both the front and the back. El Cid is the win condition, bringing 66% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Queen Anne and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Queen Anne and El Cid both wait on; Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so El Cid swings into a line that cannot answer. What you give up: Queen Anne (S00) 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. How these scores work →

    Mid progression 70.10/100 out of 100
  17. 138 War Lord, front rowThe Boneless, middle rowEl Cid, back row War Lord · The Boneless · El Cid
    War Lord (S03), The Boneless (S00) and El Cid (X12) score 69.91 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. The Boneless is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Disarm on a 50% roll, and sits in the middle, where the support reaches both the front and the back. El Cid is the win condition, bringing 75% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger The Boneless and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so El Cid swings into a line that cannot answer. What you give up: The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad; 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. How these scores work →

    Mid progression 69.91/100 out of 100

See the full Cavalry rankings →

Best Mixed combos with El Cid

El Cid appears in 3 ranked Mixed combos.

  1. 81 Roland, front rowEl Cid, middle rowScarlet Reaver, back row Roland · El Cid · Scarlet Reaver
    Roland (cavalry · X18), El Cid (cavalry · X12) and Scarlet Reaver (footmen · X07) score 71.24 out of 100 together, and each of the three has a job.

    Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. El Cid brings a second damage line worth 38% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Paladins produces prep-skips, the exact trigger El Cid and Scarlet Reaver both wait on; El Cid produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland raises Scarlet Reaver’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; Scarlet Reaver (X07) 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 71.24/100 out of 100
  2. 96 Al-Hawra, front rowEl Cid, middle rowTura Cartel, back row Al-Hawra · El Cid · Tura Cartel
    Al-Hawra (archer · X01 · paid), El Cid (cavalry · X12) and Tura Cartel (cavalry · X21) score 69.78 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. El Cid brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 71% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 El Cid and Tura Cartel both wait on; El Cid produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: raw damage reaches only about 25% 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 →

    Current meta 69.78/100 out of 100
  3. 144 War Lord, front rowBleeding Steed, middle rowEl Cid, back row War Lord · Bleeding Steed · El Cid
    War Lord (cavalry · S03), Bleeding Steed (footmen · S03) and El Cid (cavalry · X12) score 66.48 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. 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. El Cid is the win condition, bringing 100% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger Bleeding Steed and El Cid both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Bleeding Steed and El Cid both wait on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so El Cid 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; War Lord (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. How these scores work →

    Mid progression 66.48/100 out of 100

See the full Mixed rankings →

El Cid — skills

All 8 recorded skills for El Cid, 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

Sword of Faith

Combat Skill · 1 random enemy squad within effective range · Range 3 · Cavalry

80% chance to deal 500% damage to 1 random enemy squad; 100% of the damage will be used to restore the power of 2 random squads of your side.

3

Cavalry Defensive Formation II

Leadership Skill · Hero's Squad

Cavalry in the hero's squad has 50% more Resistance.

4

Cavalry Offensive Formation II

Leadership Skill · Hero's Squad

Cavalry in the hero's squad has 50% more Might.

5

Trial of Light

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

1 round of prep . 45% chance to deal 177% damage to 2 random enemy squads within the valid range and increase the skill damage against the targets by 30% for 2 rounds.

6

Cavalry Awakened

Leadership Skill · Hero's Squad

Hero's squad gains 15% Cavalry Might and Resistance, and 100 Cavalry Combat Speed. 250% bonus to the skill "Dictator".

7

Discipline - Cavalry

Leadership Skill · Hero's Legion

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

8

Song of El Cid

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

70% chance each round for 2 random squads of your side to have 15% more chance to cast skills that need prep and apply a shield to the squads, making the Damage taken by the squads -35% for the subsequent 2 time, lasting 1 round.

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