Frederick I — what the skills grant
Totalled from Frederick I's own skill descriptions. Squad buffs apply to the hero's own squad; legion buffs apply to the whole legion — they stack differently in game, so they are counted separately.
Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +365%, skill 5 — +355%, skill 8 — +246%, skill 8 — +360%.
About Frederick I
Frederick I is an Archer hero in Rise of Castles. On ROCMeta, Frederick I appears in 24 ranked combos spanning Archer and Mixed lineups. Frederick I's highest-ranked appearance is Tomyris · Nicolas Flamel · Frederick I, which currently sits at Archer #9.
Across Frederick I's skills, the hero's own squad gains +65% Resistance, +65% Might, and +65% Damage. The wider legion gains +40% Might.
Frederick I's strongest recorded skill hits for 365% damage.
Frederick I is most often ranked alongside Henry V, Warden, and Nicolas Flamel — the heroes that share the most ranked combos with Frederick I. The full list of partners is further down the page.
Why Frederick I ranks where it does
Frederick I is built around burst damage — stronger there than 91% of the roster.
Pairs best with Al-Hawra, Alberich and Alexander. Al-Hawra feeds Frederick I; Frederick I feeds Al-Hawra
Adds little alongside Don Quixote and Sundiata. both are carrys — the second adds little the first does not
Read from Frederick I's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Frederick I
The heroes most often ranked alongside Frederick I.
Best Archer combos with Frederick I
Frederick I appears in 16 ranked Archer combos.
- 9
F
M
B Tomyris · Nicolas Flamel · Frederick I Current meta 80.64/100 out of 100Tomyris (X28), Nicolas Flamel (X18) and Frederick I (X16) score 80.64 out of 100 together, and each of the three has a job.
Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Nicolas Flamel brings a second damage line worth 44% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 54% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 43% 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 →
- 16
F
M
B Henry V · Helsingen · Frederick I Current meta 78.85/100 out of 100Henry V (X17), Helsingen (X28) and Frederick I (X16) score 78.85 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. Helsingen brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 58% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow and Frederick I’s Frenzy War both wait on; Henry V produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Frederick I swings into a line that cannot answer. What you give up: raw damage reaches only about 41% 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 →
- 20
F
M
B Seraphina · Robin Hood · Frederick I Current meta 78.01/100 out of 100Seraphina (X28), Robin Hood (X21) and Frederick I (X16) score 78.01 out of 100 together, and each of the three has a job.
Seraphina brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad on a 70% roll, 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. Frederick I is the win condition, bringing 52% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 45% 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 →
- 21
F
M
B Warden · Darius · Frederick I Current meta 77.92/100 out of 100Warden (X06), Darius (X13) and Frederick I (X16) score 77.92 out of 100 together, and each of the three has a job.
Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Darius brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Disdain puts 332% into 2 enemy squads on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 66% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Darius and Frederick I both wait on; Darius produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Warden raises Frederick I’s output directly rather than adding a number of its own. What you give up: Warden (X06) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 36% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 23
F
M
B Hector · Warden · Frederick I Current meta 77.70/100 out of 100Hector (X15 · paid), Warden (X06) and Frederick I (X16) score 77.70 out of 100 together, and each of the three has a job.
Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 59% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hector and Frederick I both wait on; Hector produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Warden raises Frederick I’s output directly rather than adding a number of its own. What you give up: Warden (X06) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 40% of the hardest-hitting trio in the roster. How these scores work →
- 28
F
M
B Henry V · Nicolas Flamel · Frederick I Current meta 77.06/100 out of 100Henry V (X17), Nicolas Flamel (X18) and Frederick I (X16) score 77.06 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. Nicolas Flamel brings a second damage line worth 38% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 47% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Nicolas Flamel’s Eternal Flame and Frederick I’s Frenzy War both wait on; Henry V produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Frederick I swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 50% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation. How these scores work →
- 29
F
M
B Tarantula · Warden · Frederick I Current meta 76.85/100 out of 100Tarantula (X02), Warden (X06) and Frederick I (X16) score 76.85 out of 100 together, and each of the three has a job.
Tarantula brings a second damage line worth 28% of the expected output, so no single silence stops the plan: 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. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 66% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Tarantula and Frederick I both wait on; Tarantula produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Tarantula raises Frederick I’s output directly rather than adding a number of its own. What you give up: Tarantula (X02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 36% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 30
F
M
B Helsingen · Hector · Frederick I Current meta 76.70/100 out of 100Helsingen (X28), Hector (X15 · paid) and Frederick I (X16) score 76.70 out of 100 together, and each of the three has a job.
Helsingen brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 49% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Helsingen produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 48% of the hardest-hitting trio in the roster. How these scores work →
- 31
F
M
B Hellfire · Seraphina · Frederick I Current meta 76.56/100 out of 100Hellfire (X09), Seraphina (X28) and Frederick I (X16) score 76.56 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% 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. Seraphina brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 69% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Hellfire produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 34% 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 →
- 33
F
M
B Warden · Boudica · Frederick I Current meta 76.54/100 out of 100Warden (X06), Boudica (X01 · paid) and Frederick I (X16) score 76.54 out of 100 together, and each of the three has a job.
Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Boudica brings a second damage line worth 18% 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. Frederick I is the win condition, bringing 76% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Boudica and Frederick I both wait on; Boudica produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Warden raises Frederick I’s output directly rather than adding a number of its own. What you give up: Boudica (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 31% of the hardest-hitting trio in the roster. How these scores work →
- 34
F
M
B Tarantula · Al-Hawra · Frederick I Current meta 76.33/100 out of 100Tarantula (X02), Al-Hawra (X01 · paid) and Frederick I (X16) score 76.33 out of 100 together, and each of the three has a job.
Tarantula brings a second damage line worth 29% of the expected output, so no single silence stops the plan: 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. 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 sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 67% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Frederick I both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom and Frederick I’s Frenzy War both wait on; Tarantula raises Frederick I’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 35% of the hardest-hitting trio in the roster. How these scores work →
- 35
F
M
B Hector · Al-Hawra · Frederick I Current meta 76.33/100 out of 100Hector (X15 · paid), Al-Hawra (X01 · paid) and Frederick I (X16) score 76.33 out of 100 together, and each of the three has a job.
Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 60% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Hector and Frederick I both wait on; Hector produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom and Frederick I’s Frenzy War both wait on; Al-Hawra raises Frederick I’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 40% of the hardest-hitting trio in the roster. How these scores work →
- 54
F
M
B Eidolon · Helsingen · Frederick I Current meta 74.07/100 out of 100Eidolon (X07), Helsingen (X28) and Frederick I (X16) score 74.07 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. Helsingen brings a second damage line worth 27% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 64% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Eidolon produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 37% 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 →
- 94
F
M
B Henry V · Witch Hunter · Frederick I Current meta 69.76/100 out of 100Henry V (X17), Witch Hunter (S02) and Frederick I (X16) score 69.76 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. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 67% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Frederick I’s Frenzy War waits on; Henry V produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Frederick I swings into a line that cannot answer. What you give up: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 36% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →
- 113
F
M
B Tarantula · Sakura Blossom · Frederick I Current meta 66.15/100 out of 100Tarantula (X02), Sakura Blossom (X01) and Frederick I (X16) score 66.15 out of 100 together, and each of the three has a job.
Tarantula brings a second damage line worth 28% of the expected output, so no single silence stops the plan: 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. Sakura Blossom is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 66% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tarantula produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Tarantula raises Frederick I’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; Sakura Blossom (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 →
- 121
F
M
B Sky Breaker · Witch Hunter · Frederick I Current meta 63.57/100 out of 100Sky Breaker (S03), Witch Hunter (S02) and Frederick I (X16) score 63.57 out of 100 together, and each of the three has a job.
Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and takes the front as the sturdiest of the three. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 71% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Witch Hunter’s Purifying Flame produces burns, the exact trigger Frederick I’s Frenzy War waits on; Sky Breaker produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Frederick I swings into a line that cannot answer. What you give up: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; 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 →
Best Mixed combos with Frederick I
Frederick I appears in 8 ranked Mixed combos.
- 31
F
M
B Alexander · Belisarius · Frederick I Current meta 76.73/100 out of 100Alexander (footmen · SP · paid), Belisarius (archer · X12) and Frederick I (archer · X16) score 76.73 out of 100 together, and each of the three has a job.
Alexander is the saboteur, stripping the enemy's stats before the blows land: strips 325% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Belisarius brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 71% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Alexander’s Macedonian Phalanx produces dot, the exact trigger Belisarius’s Hunting Down waits on; Alexander’s The Conqueror produces burns, the exact trigger Frederick I’s Frenzy War waits on; Belisarius produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 24% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Alexander (SP). How these scores work →
- 36
F
M
B Alexander · Darius · Frederick I Current meta 75.99/100 out of 100Alexander (footmen · SP · paid), Darius (archer · X13) and Frederick I (archer · X16) score 75.99 out of 100 together, and each of the three has a job.
Alexander is the saboteur, stripping the enemy's stats before the blows land: strips 325% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Darius brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Disdain puts 332% into 2 enemy squads on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 66% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Alexander’s Macedonian Phalanx produces dot, the exact trigger Darius’s King of all Kings waits on; Alexander’s The Conqueror produces burns, the exact trigger Frederick I’s Frenzy War waits on; Darius produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 26% 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 →
- 44
F
M
B Seraphina · Gustav · Frederick I Current meta 74.91/100 out of 100Seraphina (archer · X28), Gustav (footmen · X20) and Frederick I (archer · X16) score 74.91 out of 100 together, and each of the three has a job.
Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Gustav is the lifeline: that healing decides whether this lineup is still standing in round five — carries 200% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 65% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 27% 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 →
- 45
F
M
B Lagertha · Nicolas Flamel · Frederick I Current meta 74.75/100 out of 100Lagertha (footmen · X27), Nicolas Flamel (archer · X18) and Frederick I (archer · X16) score 74.75 out of 100 together, and each of the three has a job.
Lagertha is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 137% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Nicolas Flamel brings a second damage line worth 44% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 54% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 32% 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 →
- 57
F
M
B Alexander · Fortuneteller · Frederick I Current meta 73.73/100 out of 100Alexander (footmen · SP · paid), Fortuneteller (footmen · X08) and Frederick I (archer · X16) score 73.73 out of 100 together, and each of the three has a job.
Alexander is the saboteur, stripping the enemy's stats before the blows land: strips 325% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 66% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Alexander’s The Conqueror produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on; Fortuneteller produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; Fortuneteller (X08) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 70
F
M
B Henry V · Clovis I · Frederick I Current meta 72.47/100 out of 100Henry V (archer · X17), Clovis I (footmen · X15) and Frederick I (archer · X16) score 72.47 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. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 62% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Frederick I’s Frenzy War waits on; Henry V produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear and Frederick I’s Frenzy War both wait on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Frederick I swings into a line that cannot answer. What you give up: raw damage reaches only about 28% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Henry V (X17). Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 80
F
M
B Henry V · Pepin · Frederick I Current meta 71.43/100 out of 100Henry V (archer · X17), Pepin (footmen · X12) and Frederick I (archer · X16) score 71.43 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. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 69% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Frederick I’s Frenzy War waits on; Henry V produces combat-skill casts, the exact trigger Pepin’s Power of Staff and Frederick I’s Frenzy War both wait on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Frederick I swings into a line that cannot answer. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Henry V (X17). Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 115
F
M
B Alberich · Arslan · Frederick I Current meta 68.42/100 out of 100Alberich (footmen · X18 · paid), Arslan (footmen · X11) and Frederick I (archer · X16) score 68.42 out of 100 together, and each of the three has a job.
Alberich is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 70% 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. Arslan brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Ice and Fire puts 350% into 2 enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 59% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Arslan’s Ice and Fire produces burns, the exact trigger Frederick I’s Frenzy War waits on; Alberich produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Alberich (X18). How these scores work →
Frederick I — skills
All 8 recorded skills for Frederick I, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Eagle on Fire
In the first 2 round(s), 70% chance to deal 365% burning damage to 2 random enemy squad(s) within the valid range and disarm the target(s) for 2 round(s).
3 Archer Defensive Formation II
Archers in the hero's squad have 50% more Resistance.
4 Archer Offensive Formation II
Archers in the hero's squad have 50% more Might.
5 Barbarossa
70% chance to deal 355% burning damage to 2 random enemy squad(s) within the valid range; when the target's troop power is lower than 50%, the damage will be increased by 50% additionally .
6 Archer Awakened
Archer in Hero's squad has +15% Might and Resistance, and +15% Damage. 250% bonus to the skill "Dictator".
7 Discipline - Archer
Archer's Might in the hero's legion is increased by 40%.
8 Frenzy War
In battles, for every 5 combat skill(s) cast by your Archer squad, Frederick I will deal 246% burning damage to 1 random enemy squad(s) within the valid range; if the target happens to be burning, 360% burning damage will be dealt to all enemy squads.
Which Frederick I combos can YOU play?
Select the heroes you own in the free combo generator and instantly see every Frederick I lineup you can field — plus the best heroes to unlock next.
Open the combo generator


