Geraint — what the skills grant
Totalled from Geraint'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 5 — +300%, skill 8 — +100%.
About Geraint
Geraint is a Footmen hero in Rise of Castles. On ROCMeta, Geraint appears in 18 ranked combos spanning Footmen and Mixed lineups. Geraint's highest-ranked appearance is Geraint · Achilles · Zhao Yun, which currently sits at Footmen #9.
Across Geraint's skills, the hero's own squad gains +65% Resistance, +65% Might, and +15% Damage. The wider legion gains +40% Might.
Geraint's strongest recorded skill hits for 300% damage.
Geraint is most often ranked alongside Ragnar, Zhao Yun, and Ashoka — the heroes that share the most ranked combos with Geraint. The full list of partners is further down the page.
Why Geraint ranks where it does
Geraint is built around healing — stronger there than 77% of the roster.
Pairs best with Lilith. Geraint feeds Lilith; Lilith feeds Geraint
Read from Geraint's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Geraint
The heroes most often ranked alongside Geraint.
Best Footmen combos with Geraint
Geraint appears in 14 ranked Footmen combos.
- 9
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B Geraint · Achilles · Zhao Yun Current meta 80.32/100 out of 100Geraint (X24), Achilles (SP · paid) and Zhao Yun (X26) score 80.32 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% 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. Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 77% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 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 Achilles produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on. What you give up: the trigger chain is thin — the three lean on one link rather than several; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 12
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B Alberich · Geraint · Zhao Yun Current meta 79.13/100 out of 100Alberich (X18 · paid), Geraint (X24) and Zhao Yun (X26) score 79.13 out of 100 together, and each of the three has a job.
Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% 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. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 89% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 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 Zhao Yun produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Alberich produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; the trigger chain is thin — the three lean on one link rather than several. How these scores work →
- 17
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B Alexander · Geraint · Zhao Yun Current meta 78.07/100 out of 100Alexander (SP · paid), Geraint (X24) and Zhao Yun (X26) score 78.07 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. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 92% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 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 Zhao Yun produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on. What you give up: the trigger chain is thin — the three lean on one link rather than several; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 41
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B Geraint · La Hire · Ashoka Current meta 70.46/100 out of 100Geraint (X24), La Hire (X22) and Ashoka (X14) score 70.46 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% 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. La Hire brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Shield Breaker puts 325% into 2 enemy squads on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 66% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because La Hire produces combat-skill casts, the exact trigger Geraint’s Deadly Roar and Ashoka’s Bloodthirsty Ashoka both wait on. What you give up: damage is spread across the enemy line rather than focused on one 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 →
- 44
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B Geraint · Pepin · Ashoka Current meta 70.31/100 out of 100Geraint (X24), Pepin (X12) and Ashoka (X14) score 70.31 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% 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. 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. Ashoka is the win condition, bringing 74% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Ashoka produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Geraint’s Deadly Roar and Ashoka’s Bloodthirsty Ashoka both wait on; Pepin raises Ashoka’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 27% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 55
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B Geraint · Ragnar · Ashoka Current meta 68.51/100 out of 100Geraint (X24), Ragnar (X12 · paid) and Ashoka (X14) score 68.51 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% 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. Ragnar brings a second damage line worth 25% 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. Ashoka is the win condition, bringing 63% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Ragnar produces combat-skill casts, the exact trigger Geraint’s Deadly Roar and Ashoka’s Bloodthirsty Ashoka both wait on; Ragnar raises Ashoka’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 32% of the hardest-hitting trio in the roster. How these scores work →
- 56
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B Geraint · Hasdrubal · Harald III Current meta 68.47/100 out of 100Geraint (X24), Hasdrubal (X23) and Harald III (X19) score 68.47 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% 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. Hasdrubal adds a second source of control, so the lock rarely has an off round: Counter-espionage applies Silence for 2 rounds on a 85% roll, and sits in the middle, where the support reaches both the front and the back. Harald III adds a second source of control, so the lock rarely has an off round: Absolute Authority applies Taunt 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 Hasdrubal produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 58
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B Geraint · Hasdrubal · La Hire Current meta 67.63/100 out of 100Geraint (X24), Hasdrubal (X23) and La Hire (X22) score 67.63 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% 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. Hasdrubal adds a second source of control, so the lock rarely has an off round: Counter-espionage applies Silence for 2 rounds on a 85% roll, and sits in the middle, where the support reaches both the front and the back. La Hire is the win condition, bringing 65% of the lineup's expected damage: Shield Breaker puts 325% into 2 enemy squads 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 Hasdrubal produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 72
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B Geraint · Gustav · Harald III Current meta 65.62/100 out of 100Geraint (X24), Gustav (X20) and Harald III (X19) score 65.62 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% 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. Gustav adds a second source of control, so the lock rarely has an off round: Uprising applies Suppress, and sits in the middle, where the support reaches both the front and the back. Harald III adds a second source of control, so the lock rarely has an off round: Absolute Authority applies Taunt 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 Gustav raises Harald III’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 15% 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 →
- 74
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B Hellfire · Geraint · Harald III Current meta 65.34/100 out of 100Hellfire (X09), Geraint (X24) and Harald III (X19) score 65.34 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. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Harald III adds a second source of control, so the lock rarely has an off round: Absolute Authority applies Taunt 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 Hellfire produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on; Hellfire raises Harald III’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; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 78
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B Geraint · Healer · Ragnar Current meta 65.02/100 out of 100Geraint (X24), Healer (X10) and Ragnar (X12 · paid) score 65.02 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% 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. Healer 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, the deepest row those range-2 skills still fire from. Ragnar is the win condition, bringing 69% 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 Healer produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. How these scores work →
- 90
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B Hellfire · Geraint · Ragnar Current meta 63.38/100 out of 100Hellfire (X09), Geraint (X24) and Ragnar (X12 · paid) score 63.38 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. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 69% 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 Hellfire produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on; Hellfire raises Ragnar’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 12% of the hardest-hitting trio in the roster. How these scores work →
- 106
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B Geraint · Dach Tengri · Ragnar Current meta 61.57/100 out of 100Geraint (X24), Dach Tengri (X02) and Ragnar (X12 · paid) score 61.57 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% 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. Dach Tengri is the multiplier, raising what the other two put out rather than adding a number of its own: carries 32% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 69% 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 Ragnar produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on; Dach Tengri raises Ragnar’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 12% of the hardest-hitting trio in the roster. How these scores work →
- 119
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B Geraint · Lagertha · Gustav Current meta 58.49/100 out of 100Geraint (X24), Lagertha (X27) and Gustav (X20) score 58.49 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% 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. 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 sits in the middle, where the support reaches both the front and the back. Gustav adds a second source of control, so the lock rarely has an off round: Uprising applies Suppress, 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 Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Geraint swings into a line that cannot answer; Lagertha raises Geraint’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. 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 →
Best Mixed combos with Geraint
Geraint appears in 4 ranked Mixed combos.
- 72
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B Alexander · Geraint · Seraphina Current meta 72.43/100 out of 100Alexander (footmen · SP · paid), Geraint (footmen · X24) and Seraphina (archer · X28) score 72.43 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. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Seraphina adds a second source of control, so the lock rarely has an off round: Crimson Tide Fire Rain applies Silence 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 Seraphina’s Crimson Tide Fire Rain waits on; Seraphina produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on; Seraphina shuts off enemy recovery, so what Seraphina deals stays dealt. What you give up: raw damage reaches only about 12% 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 →
- 84
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B Geraint · Robin Hood · Henry II Current meta 70.61/100 out of 100Geraint (footmen · X24), Robin Hood (archer · X21) and Henry II (archer · X20) score 70.61 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% 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. 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. Henry II is the win condition, bringing 66% 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 Robin Hood produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on; Robin Hood raises Henry II’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 31% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 102
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B Geraint · Gustav · Henry II Current meta 69.18/100 out of 100Geraint (footmen · X24), Gustav (footmen · X20) and Henry II (archer · X20) score 69.18 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% 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. 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. Henry II is the win condition, bringing 83% 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 Henry II produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on; Gustav raises Henry II’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 25% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 109
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B Alberich · Geraint · Henry II Current meta 68.68/100 out of 100Alberich (footmen · X18 · paid), Geraint (footmen · X24) and Henry II (archer · X20) score 68.68 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. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 79% 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 Henry II produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Alberich produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. How these scores work →
Geraint — skills
All 8 recorded skills for Geraint, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Resilience
For the first 4 round(s) of a battle, all friendly squads have a 85% chance to restore some troop power when taking damage (recovery rate: 75%). Geraint enjoys double the restoration effect.
3 Footmen Defensive Formation II
Footmen in the hero's squad has 50% more Resistance.
4 Footmen Offensive Formation II
Footmen in the hero's squad has 50% more Might.
5 Deadly Roar
Before the battle starts, 2 random enemy squads enter a timid state: 70% chance to fail when casting active skills and take 300% Skill Damage themselves.
6 Footmen Awakened
For the hero's squad, Footmen's Might and Resistance increase by 15%, Footmen's Damage increases by 15%, 250% bonus effect for the "Dictator" skill.
7 Discipline - Footmen
Footmen's Might in the hero's legion is increased by 40%.
8 Undying Will
For the first 2 round(s) of a battle, Geraint helps take 25% of the damage inflicted on the other two friendly squads. When his HP first drops below 50%, he enters a berserk state: gains sober, combo, and splash effects (damage rate: 100%), and restores some trop power equal to 100% of the damage dealt, lasting 2 round(s).
Which Geraint combos can YOU play?
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