Best comboTop ranked

Henry V · Elk · Al-Hawra

Archer #117
Henry V Rise of Castles heroHenry V
Elk Rise of Castles heroElk
Al-Hawra Rise of Castles heroAl-Hawra

Elk — what the skills grant

Totalled from Elk'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.

Counter Effect
+250% friendly squads
Resistance
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion
+55% friendly squads
Damage Taken
+15% enemy squads
Damage
+15% hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 5 — +220%.

About Elk

Elk is an Archer hero in Rise of Castles. On ROCMeta, Elk appears in 9 ranked combos in Archer lineups. Elk's highest-ranked appearance is Henry V · Elk · Al-Hawra, which currently sits at Archer #117.

Across Elk's skills, the hero's own squad gains +65% Resistance, +65% Might, and +15% Damage. The wider legion gains +40% Might.

Elk's strongest recorded skill hits for 220% damage.

Elk is most often ranked alongside Robin Hood, Ragnar, and Henry II — the heroes that share the most ranked combos with Elk. The full list of partners is further down the page.

Why Elk ranks where it does

Elk is built around team buffs — stronger there than 91% of the roster.

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

Heroes that pair well with Elk

The heroes most often ranked alongside Elk.

Best Archer combos with Elk

Elk appears in 9 ranked Archer combos.

  1. 117 Henry V, front rowElk, middle rowAl-Hawra, back row Henry V · Elk · Al-Hawra
    Henry V (X17), Elk (X01) and Al-Hawra (X01 · paid) score 64.51 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 sits in the middle, where the support reaches both the front and the back. Al-Hawra is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 78% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Henry V waits on; Henry V produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Elk raises Henry V’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; Elk (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 64.51/100 out of 100
  2. 122 Elk, front rowPoison Master, middle rowRobin Hood, back row Elk · Poison Master · Robin Hood
    Elk (X01), Poison Master (X10) and Robin Hood (X21) score 62.91 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. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 300% 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 Elk produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Robin Hood swings into a line that cannot answer; Elk raises Robin Hood’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 14% 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 62.91/100 out of 100
  3. 123 Elk, front rowRobin Hood, middle rowEselfred, back row Elk · Robin Hood · Eselfred
    Elk (X01), Robin Hood (X21) and Eselfred (X14) score 62.53 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. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 300% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 52% 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 Robin Hood’s Swift Ranger produces tempo, the exact trigger Eselfred’s Fortified Line of Attack waits on; Elk raises Eselfred’s output directly rather than adding a number of its own. What you give up: Elk (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 30% 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 62.53/100 out of 100
  4. 124 Elk, front rowRagnar, middle rowHenry II, back row Elk · Ragnar · Henry II
    Elk (X01), Ragnar (X12 · paid) and Henry II (X20) score 62.50 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. Ragnar brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 72% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Elk raises Henry II’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; little here disrupts the enemy plan, so the fight is decided on raw output. How these scores work →

    Current meta 62.50/100 out of 100
  5. 126 Elk, front rowBoudica, middle rowRobin Hood, back row Elk · Boudica · Robin Hood
    Elk (X01), Boudica (X01 · paid) and Robin Hood (X21) score 62.30 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. Boudica brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 300% 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 Robin Hood’s Swift Ranger produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Elk raises Robin Hood’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; Elk (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 62.30/100 out of 100
  6. 127 Eidolon, front rowElk, middle rowHenry II, back row Eidolon · Elk · Henry II
    Eidolon (X07), Elk (X01) and Henry II (X20) score 61.08 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. Elk is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 58% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 81% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Eidolon raises Henry II’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Elk (X01) 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 61.08/100 out of 100
  7. 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
  8. 182 Cleopatra VII, front rowImmortal Guardian, middle rowElk, back row Cleopatra VII · Immortal Guardian · Elk
    Cleopatra VII (S03 · paid), Immortal Guardian (S04) and Elk (X01) score 54.89 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. 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 sits in the middle, where the support reaches both the front and the back. Elk is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 58% 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 Elk 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 →

    Mid progression 54.89/100 out of 100
  9. 184 Elk, front rowSakura Blossom, middle rowBoudica, back row Elk · Sakura Blossom · Boudica
    Elk (X01), Sakura Blossom (X01) and Boudica (X01 · paid) score 47.90 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. Sakura Blossom is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Boudica is the win condition, bringing 52% of the lineup's expected damage: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Elk raises Boudica’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; Elk (X01) is the era weak point -- the enemy will aim at the oldest squad. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Mid progression 47.90/100 out of 100

See the full Archer rankings →

Elk — skills

All 8 recorded skills for Elk, 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

Look Sharp!

Pre-Battle Skill · 1 random friendly squad within effective range · Range 2 · Archer

First 3 turns, the front row archers squad has 70% chance to enter counterattack state, which deals 250% return damage to the source when basic attacked.

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

Volley!

Combat Skill · 3 random enemy squads within effective range · Range 5 · Archer

In round 1/3/5, 100% chance to deal 220% damage to 3 random enemy squad(s) within the valid range and apply the vulnerability status to the target(s), making the target(s) take 15% more damage than the previous round, lasting 1 round(s).

6

Archer Awakened

Leadership Skill · Hero's Squad

Archer in Hero's squad has +15% Might and Resistance, and +15% Damage. 250% bonus to the skill "Dictator".

7

Discipline - Archer

Leadership Skill · Hero's Legion

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

8

Fix Bayonets!

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

In the first thee turns, 2 random friendly squads have 70% chance to be sober, immune to silence, disarm, suppress, confuse, and 55% increased might.

Which Elk combos can YOU play?

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