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Geraint · Alberich · Zhao Yun

Footmen #1
Geraint Rise of Castles heroGeraint
Alberich Rise of Castles heroAlberich
Zhao Yun Rise of Castles heroZhao Yun

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.

Troop Power Recovery
+75% friendly squads
Resistance
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion
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 — +300%, skill 8 — +100%.

About Geraint

Geraint is a Footmen hero in Rise of Castles. On ROCMeta, Geraint appears in 82 ranked combos spanning Footmen and Mixed lineups. Geraint's highest-ranked appearance is Geraint · Alberich · Zhao Yun, which currently sits at Footmen #1.

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 Alberich, Hannibal, and Harald III — 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 Alberich, Alexander and Arslan. Geraint's Undying Will supplies the taunts; Alberich's Treasure Holder feeds on them.

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

Most often ranked with Geraint

Counted from the published lists: the partners who appear beside Geraint in the most ranked lineups.

Proven synergies

A different question from the grid above: not who Geraint is listed with, but whose kit the skill text says Geraint actually feeds — or feeds on. Each claim names the effect and, wherever the card records one, the skill producing it, so you can check it against the cards further down. Some of these pairs share no ranked lineup at all; each one says why.

Harald III portrait

Harald III

13 shared lineups

Geraint's Undying Will supplies the taunts; Harald III's Eternal Black Sail feeds on them. Harald III's Absolute Authority supplies the taunts; Geraint's Resilience feeds on them.

Octavius portrait

Octavius

Not yet listed

Geraint's Undying Will supplies the taunts; Octavius's Seizing Power feeds on them. Octavius's Augustus supplies the taunts; Geraint's Resilience feeds on them. Their strongest lineup together (Don Quixote completing it) scores 80.15, below the last ranked seat in its tier (83.96).

Wind Walker portrait

Wind Walker

Not yet listed

Geraint's Undying Will supplies the taunts; Wind Walker's Kick their !@$%! feeds on them. Wind Walker's Kick their !@$%! supplies the taunts; Geraint's Resilience feeds on them. No lineup around this pair clears the era and composition gates.

Peace Bringer portrait

Peace Bringer

Not yet listed

Geraint's Undying Will supplies the taunts; Peace Bringer's Unyielding Will feeds on them. Peace Bringer supplies the combat-skill casts; Geraint's Deadly Roar feeds on them. No lineup around this pair clears the era and composition gates.

Divine Arrow portrait

Divine Arrow

Not yet listed

Divine Arrow supplies the combat-skill casts; Geraint's Deadly Roar feeds on them. Geraint's Undying Will supplies the taunts; Divine Arrow's For Earth feeds on them. No lineup around this pair clears the era and composition gates.

Alberich portrait

Alberich

17 shared lineups

Geraint's Undying Will supplies the taunts; Alberich's Treasure Holder feeds on them.

Best Footmen combos with Geraint

Geraint appears in 68 ranked Footmen combos — showing the top 24.

  1. 1 Geraint, front rowAlberich, middle rowZhao Yun, back row Geraint · Alberich · Zhao Yun Current meta Beats 29 of 29 in battle 90.41/100 out of 100
    Geraint (X24), Alberich (X18 · paid) and Zhao Yun (X26) score 90.41 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% 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 85% 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 Geraint’s Undying Will produces draws_fire, the exact trigger Alberich’s Treasure Holder waits on; Zhao Yun produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  2. 4 Geraint, front rowAchilles, middle rowAlberich, back row Geraint · Achilles · Alberich Current meta Beats 25 of 29 in battle 86.45/100 out of 100
    Geraint (X24), Achilles (SP · paid) and Alberich (X18 · paid) score 86.45 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Achilles is the win condition, bringing 61% of the lineup's expected damage: Blade of Judgment puts 625% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% 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 Geraint’s Undying Will produces draws_fire, the exact trigger Alberich’s Treasure Holder waits on; Achilles produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on. What you give up: raw damage reaches only about 28% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  3. 5 Geraint, front rowHarald III, middle rowZhao Yun, back row Geraint · Harald III · Zhao Yun Current meta Beats 24 of 29 in battle 85.92/100 out of 100
    Geraint (X24), Harald III (X19) and Zhao Yun (X26) score 85.92 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 86% 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 Geraint’s Undying Will produces draws_fire, the exact trigger Harald III’s Eternal Black Sail waits on. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  4. 6 Gustav, front rowGeraint, middle rowLagertha, back row Gustav · Geraint · Lagertha developer pick Current meta Beats 22 of 29 in battle 85.64/100 out of 100
    Gustav (X20), Geraint (X24) and Lagertha (X27) score 85.64 out of 100 together, and each of the three has a job.

    Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Uprising applies Suppress, and takes the front to pull enemy attacks inward -- exactly where that belongs. Geraint adds a second source of control, so the lock rarely has an off round: Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Lagertha is the multiplier, raising what the other two put out rather than adding a number of its own: carries 64% 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 Gustav’s Aligned Force produces draws_fire, the exact trigger Geraint’s Resilience and Lagertha’s Counterattack Tactics both wait on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Lagertha swings into a line that cannot answer; Gustav raises Lagertha’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; damage is spread across the enemy line, with no finisher to focus one squad down. 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.

  5. 8 Geraint, front rowKing Arthur, middle rowZhao Yun, back row Geraint · King Arthur · Zhao Yun Current meta Beats 20 of 29 in battle 88.90/100 out of 100
    Geraint (X24), King Arthur (SP · paid) and Zhao Yun (X26) score 88.90 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% of damage reduction 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 87% 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 Geraint’s Undying Will produces draws_fire, the exact trigger King Arthur’s Wheel of Fortune waits on; Zhao Yun produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound.

  6. 16 Geraint, front rowAchilles, middle rowKing Arthur, back row Geraint · Achilles · King Arthur Current meta Beats 14 of 29 in battle 86.58/100 out of 100
    Geraint (X24), Achilles (SP · paid) and King Arthur (SP · paid) score 86.58 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Achilles is the win condition, bringing 65% of the lineup's expected damage: Blade of Judgment puts 625% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% of damage reduction across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Geraint’s Undying Will produces draws_fire, the exact trigger King Arthur’s Wheel of Fortune waits on; Achilles produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: raw damage reaches only about 27% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  7. 17 Hannibal, front rowGeraint, middle rowLagertha, back row Hannibal · Geraint · Lagertha Current meta Beats 14 of 29 in battle 86.19/100 out of 100
    Hannibal (X28 · paid), Geraint (X24) and Lagertha (X27) score 86.19 out of 100 together, and each of the three has a job.

    Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. Geraint adds a second source of control, so the lock rarely has an off round: Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Lagertha is the multiplier, raising what the other two put out rather than adding a number of its own: carries 64% 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 Hannibal’s Rear Escort produces draws_fire, the exact trigger Geraint’s Resilience and Lagertha’s Counterattack Tactics both wait on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Lagertha swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 14% of the hardest-hitting trio in the roster.

  8. 20 Hannibal, front rowGeraint, middle rowHarald III, back row Hannibal · Geraint · Harald III Current meta Beats 11 of 29 in battle 86.73/100 out of 100
    Hannibal (X28 · paid), Geraint (X24) and Harald III (X19) score 86.73 out of 100 together, and each of the three has a job.

    Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. Geraint adds a second source of control, so the lock rarely has an off round: Deadly Roar puts 300% into 2 enemy squads on a 70% 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 Hannibal’s Rear Escort produces draws_fire, the exact trigger Geraint’s Resilience and Harald III’s Eternal Black Sail both wait on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Harald III swings into a line that cannot answer. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  9. 26 Gustav, front rowGeraint, middle rowKing Arthur, back row Gustav · Geraint · King Arthur Current meta Beats 6 of 29 in battle 85.29/100 out of 100
    Gustav (X20), Geraint (X24) and King Arthur (SP · paid) score 85.29 out of 100 together, and each of the three has a job.

    Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Uprising applies Suppress, and takes the front to pull enemy attacks inward -- exactly where that belongs. Geraint adds a second source of control, so the lock rarely has an off round: Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% of damage reduction across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Gustav’s Aligned Force produces draws_fire, the exact trigger Geraint’s Resilience and King Arthur’s Wheel of Fortune both wait on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so King Arthur swings into a line that cannot answer; Gustav raises King Arthur’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; the damage runs off different engines, so the three do not compound.

  10. 29 Gustav, front rowAlberich, middle rowGeraint, back row Gustav · Alberich · Geraint Current meta Beats 3 of 29 in battle 85.36/100 out of 100
    Gustav (X20), Alberich (X18 · paid) and Geraint (X24) score 85.36 out of 100 together, and each of the three has a job.

    Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Uprising applies Suppress, and takes the front to pull enemy attacks inward -- exactly where that belongs. Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and sits in the middle, where the support reaches both the front and the back. Geraint adds a second source of control, so the lock rarely has an off round: Deadly Roar puts 300% into 2 enemy squads on a 70% 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 Gustav’s Aligned Force produces draws_fire, the exact trigger Alberich’s Treasure Holder and Geraint’s Resilience both wait on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Alberich swings into a line that cannot answer; Gustav raises Alberich’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 damage runs off different engines, so the three do not compound.

  11. 32 Hannibal, front rowGeraint, middle rowZhao Yun, back row Hannibal · Geraint · Zhao Yun Current meta Beats 8 of 8 reference lineups 85.29/100 out of 100
    Hannibal (X28 · paid), Geraint (X24) and Zhao Yun (X26) score 85.29 out of 100 together, and each of the three has a job.

    Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. Geraint adds a second source of control, so the lock rarely has an off round: Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 97% 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 Hannibal’s Rear Escort produces draws_fire, the exact trigger Geraint’s Resilience waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  12. 33 Geraint, front rowAchilles, middle rowZhao Yun, back row Geraint · Achilles · Zhao Yun Current meta Beats 8 of 8 reference lineups 79.66/100 out of 100
    Geraint (X24), Achilles (SP · paid) and Zhao Yun (X26) score 79.66 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Achilles brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Blade of Judgment puts 625% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 76% 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. Be clear about what this is: the three cover each other rather than trigger each other, so it earns its place on coverage, not on a chain. What you give up: no hero here feeds another one's trigger; the damage runs off different engines, so the three do not compound.

  13. 35 Alexander, front rowGeraint, middle rowZhao Yun, back row Alexander · Geraint · Zhao Yun Current meta Beats 7 of 8 reference lineups 83.51/100 out of 100
    Alexander (SP · paid), Geraint (X24) and Zhao Yun (X26) score 83.51 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: raises what enemies take by 325% 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 81% 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. Be clear about what this is: the three cover each other rather than trigger each other, so it earns its place on coverage, not on a chain. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line, with no finisher to focus one squad down.

  14. 39 Gustav, front rowGeraint, middle rowZhao Yun, back row Gustav · Geraint · Zhao Yun Current meta Beats 7 of 8 reference lineups 84.03/100 out of 100
    Gustav (X20), Geraint (X24) and Zhao Yun (X26) score 84.03 out of 100 together, and each of the three has a job.

    Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Uprising applies Suppress, and takes the front to pull enemy attacks inward -- exactly where that belongs. Geraint adds a second source of control, so the lock rarely has an off round: Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 94% 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 Gustav’s Aligned Force produces draws_fire, the exact trigger Geraint’s Resilience waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Gustav raises Zhao Yun’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; 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.

  15. 42 Geraint, front rowCleopatra VII, middle rowZhao Yun, back row Geraint · Cleopatra VII · Zhao Yun Current meta Beats 7 of 8 reference lineups 81.15/100 out of 100
    Geraint (X24), Cleopatra VII (S03 · paid) and Zhao Yun (X26) score 81.15 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Cleopatra VII adds a second source of control, so the lock rarely has an off round: Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 90% 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 Geraint’s Undying Will produces draws_fire, the exact trigger Cleopatra VII’s Dazzling Shield waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; a mid-era lineup anchored by Zhao Yun (X26).

  16. 46 Geraint, front rowLagertha, middle rowZhao Yun, back row Geraint · Lagertha · Zhao Yun Current meta Beats 7 of 8 reference lineups 82.38/100 out of 100
    Geraint (X24), Lagertha (X27) and Zhao Yun (X26) score 82.38 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Lagertha is the multiplier, raising what the other two put out rather than adding a number of its own: carries 64% of damage amplification 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 82% 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 Geraint’s Undying Will produces draws_fire, the exact trigger Lagertha’s Counterattack Tactics waits on; Lagertha raises Zhao Yun’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  17. 50 Hannibal, front rowAchilles, middle rowGeraint, back row Hannibal · Achilles · Geraint Current meta Beats 7 of 8 reference lineups 81.53/100 out of 100
    Hannibal (X28 · paid), Achilles (SP · paid) and Geraint (X24) score 81.53 out of 100 together, and each of the three has a job.

    Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. Achilles is the win condition, bringing 91% of the lineup's expected damage: Blade of Judgment puts 625% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Geraint adds a second source of control, so the lock rarely has an off round: Deadly Roar puts 300% into 2 enemy squads on a 70% 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 Hannibal’s Rear Escort produces draws_fire, the exact trigger Geraint’s Resilience waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Achilles swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  18. 53 Gustav, front rowAchilles, middle rowGeraint, back row Gustav · Achilles · Geraint Current meta Beats 7 of 8 reference lineups 81.74/100 out of 100
    Gustav (X20), Achilles (SP · paid) and Geraint (X24) score 81.74 out of 100 together, and each of the three has a job.

    Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Uprising applies Suppress, and takes the front to pull enemy attacks inward -- exactly where that belongs. Achilles is the win condition, bringing 81% of the lineup's expected damage: Blade of Judgment puts 625% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Geraint adds a second source of control, so the lock rarely has an off round: Deadly Roar puts 300% into 2 enemy squads on a 70% 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 Gustav’s Aligned Force produces draws_fire, the exact trigger Geraint’s Resilience waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Achilles swings into a line that cannot answer; Gustav raises Achilles’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 21% of the hardest-hitting trio in the roster.

  19. 60 Geraint, front rowTheodora, middle rowZhao Yun, back row Geraint · Theodora · Zhao Yun Current meta Beats 6 of 8 reference lineups 78.98/100 out of 100
    Geraint (X24), Theodora (S04 · paid) and Zhao Yun (X26) score 78.98 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 96% 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 Geraint’s Undying Will produces draws_fire, the exact trigger Theodora’s Art of Eternity waits on; Theodora raises Zhao Yun’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  20. 70 Geraint, front rowAchilles, middle rowCleopatra VII, back row Geraint · Achilles · Cleopatra VII Current meta Beats 6 of 8 reference lineups 78.62/100 out of 100
    Geraint (X24), Achilles (SP · paid) and Cleopatra VII (S03 · paid) score 78.62 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Achilles is the win condition, bringing 71% of the lineup's expected damage: Blade of Judgment puts 625% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Cleopatra VII adds a second source of control, so the lock rarely has an off round: Mesmerizing Posture applies Confuse on a 50% 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 Geraint’s Undying Will produces draws_fire, the exact trigger Cleopatra VII’s Dazzling Shield waits on. What you give up: a mid-era lineup anchored by Geraint (X24); the trigger chain is thin — the three lean on one link rather than several.

  21. 75 Gustav, front rowAlexander, middle rowGeraint, back row Gustav · Alexander · Geraint Current meta Beats 6 of 8 reference lineups 84.56/100 out of 100
    Gustav (X20), Alexander (SP · paid) and Geraint (X24) score 84.56 out of 100 together, and each of the three has a job.

    Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Uprising applies Suppress, and takes the front to pull enemy attacks inward -- exactly where that belongs. Alexander is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 325% across its kit, and sits in the middle, where the support reaches both the front and the back. Geraint adds a second source of control, so the lock rarely has an off round: Deadly Roar puts 300% into 2 enemy squads on a 70% 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 Gustav’s Aligned Force produces draws_fire, the exact trigger Geraint’s Resilience waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Alexander swings into a line that cannot answer; Gustav raises Alexander’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the trigger chain is thin — the three lean on one link rather than several.

  22. 77 Geraint, front rowHarald III, middle rowAchilles, back row Geraint · Harald III · Achilles Current meta Beats 6 of 8 reference lineups 82.33/100 out of 100
    Geraint (X24), Harald III (X19) and Achilles (SP · paid) score 82.33 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 sits in the middle, where the support reaches both the front and the back. Achilles is the win condition, bringing 63% of the lineup's expected damage: Blade of Judgment puts 625% into one enemy squad on a 80% 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 Geraint’s Undying Will produces draws_fire, the exact trigger Harald III’s Eternal Black Sail waits on. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 28% of the hardest-hitting trio in the roster.

  23. 80 Geraint, front rowHasdrubal, middle rowLagertha, back row Geraint · Hasdrubal · Lagertha Current meta Beats 6 of 8 reference lineups 78.81/100 out of 100
    Geraint (X24), Hasdrubal (X23) and Lagertha (X27) score 78.81 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, 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. Lagertha is the multiplier, raising what the other two put out rather than adding a number of its own: carries 64% 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 Geraint’s Undying Will produces draws_fire, the exact trigger Lagertha’s Counterattack Tactics waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; 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.

  24. 82 Geraint, front rowHasdrubal, middle rowHarald III, back row Geraint · Hasdrubal · Harald III Current meta Beats 6 of 8 reference lineups 80.70/100 out of 100
    Geraint (X24), Hasdrubal (X23) and Harald III (X19) score 80.70 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, 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 Geraint’s Undying Will produces draws_fire, the exact trigger Harald III’s Eternal Black Sail waits on. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

See the full Footmen rankings →

Best Mixed combos with Geraint

Geraint appears in 14 ranked Mixed combos.

  1. 1 Thorven, front rowGeraint, middle rowThorvi, back row Thorven · Geraint · Thorvi Current meta Beats 28 of 29 in battle 87.78/100 out of 100
    Thorven (cavalry · X29), Geraint (footmen · X24) and Thorvi (cavalry · X29) score 87.78 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 98% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Geraint’s Resilience waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 41% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  2. 5 Geraint, front rowHannibal, middle rowThorvi, back row Geraint · Hannibal · Thorvi Current meta Beats 24 of 29 in battle 88.72/100 out of 100
    Geraint (footmen · X24), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 88.72 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hannibal adds a second source of control, so the lock rarely has an off round: Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 98% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 41% of the hardest-hitting trio in the roster.

  3. 36 Thorven, front rowGeraint, middle rowZhao Yun, back row Thorven · Geraint · Zhao Yun Current meta Beats 8 of 8 reference lineups 87.18/100 out of 100
    Thorven (cavalry · X29), Geraint (footmen · X24) and Zhao Yun (footmen · X26) score 87.18 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 97% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Geraint’s Resilience waits on; Zhao Yun produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 28% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  4. 40 Geraint, front rowRoland, middle rowAttila, back row Geraint · Roland · Attila Current meta Beats 8 of 8 reference lineups 84.18/100 out of 100
    Geraint (footmen · X24), Roland (cavalry · X18) and Attila (cavalry · X27 · paid) score 84.18 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 93% 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 Geraint’s Undying Will produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Roland’s Paladins produces prep-skips, the exact trigger Attila waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; Geraint, Roland, Attila only reaches its own squad, not the whole team.

  5. 53 Geraint, front rowRoland, middle rowThorvi, back row Geraint · Roland · Thorvi Current meta Beats 7 of 8 reference lineups 87.00/100 out of 100
    Geraint (footmen · X24), Roland (cavalry · X18) and Thorvi (cavalry · X29) score 87.00 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 98% 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 Geraint’s Undying Will produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Thorvi produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 41% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  6. 66 Geraint, front rowRoland, middle rowOliver, back row Geraint · Roland · Oliver Current meta Beats 6 of 8 reference lineups 85.92/100 out of 100
    Geraint (footmen · X24), Roland (cavalry · X18) and Oliver (cavalry · X24) score 85.92 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage 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 Geraint’s Undying Will produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; 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.

  7. 73 Thorven, front rowGeraint, middle rowOliver, back row Thorven · Geraint · Oliver Current meta Beats 6 of 8 reference lineups 85.88/100 out of 100
    Thorven (cavalry · X29), Geraint (footmen · X24) and Oliver (cavalry · X24) score 85.88 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Geraint’s Resilience waits on; Oliver produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; 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.

  8. 85 Geraint, front rowHannibal, middle rowOliver, back row Geraint · Hannibal · Oliver Current meta Beats 5 of 8 reference lineups 86.92/100 out of 100
    Geraint (footmen · X24), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 86.92 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hannibal adds a second source of control, so the lock rarely has an off round: Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 30% of the hardest-hitting trio in the roster.

  9. 86 Geraint, front rowSaladin, middle rowLancelot, back row Geraint · Saladin · Lancelot Current meta Beats 5 of 8 reference lineups 85.75/100 out of 100
    Geraint (footmen · X24), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 85.75 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 73% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% 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 Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; Geraint, Saladin, Lancelot only reaches its own squad, not the whole team.

  10. 88 Thorven, front rowAttila, middle rowGeraint, back row Thorven · Attila · Geraint Current meta Beats 5 of 8 reference lineups 84.52/100 out of 100
    Thorven (cavalry · X29), Attila (cavalry · X27 · paid) and Geraint (footmen · X24) score 84.52 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Attila is the win condition, bringing 93% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Geraint’s Resilience waits on; Attila produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; Thorven, Attila, Geraint only reaches its own squad, not the whole team.

  11. 113 Geraint, front rowSaladin, middle rowAttila, back row Geraint · Saladin · Attila Current meta Beats 3 of 8 reference lineups 84.20/100 out of 100
    Geraint (footmen · X24), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 84.20 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 75% 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 Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 16% of the hardest-hitting trio in the roster.

  12. 117 Geraint, front rowAlberich, middle rowOliver, back row Geraint · Alberich · Oliver Current meta Beats 3 of 8 reference lineups 85.83/100 out of 100
    Geraint (footmen · X24), Alberich (footmen · X18 · paid) and Oliver (archer · X24) score 85.83 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage 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 Geraint’s Undying Will produces draws_fire, the exact trigger Alberich’s Treasure Holder waits on; Oliver produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on. What you give up: raw damage reaches only about 35% of the hardest-hitting trio in the roster; Geraint, Alberich, Oliver only reaches its own squad, not the whole team.

  13. 125 Geraint, front rowKing Arthur, middle rowOliver, back row Geraint · King Arthur · Oliver Current meta Beats 3 of 8 reference lineups 86.54/100 out of 100
    Geraint (footmen · X24), King Arthur (footmen · SP · paid) and Oliver (archer · X24) score 86.54 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage 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 Geraint’s Undying Will produces draws_fire, the exact trigger King Arthur’s Wheel of Fortune waits on; Oliver produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: raw damage reaches only about 34% of the hardest-hitting trio in the roster; Geraint, King Arthur, Oliver only reaches its own squad, not the whole team.

  14. 131 Thorven, front rowDon Quixote, middle rowGeraint, back row Thorven · Don Quixote · Geraint Current meta Beats 3 of 8 reference lineups 84.11/100 out of 100
    Thorven (cavalry · X29), Don Quixote (cavalry · X22) and Geraint (footmen · X24) score 84.11 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Don Quixote is the win condition, bringing 94% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Don Quixote’s Fight or Die and Geraint’s Resilience both wait on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer; Thorven raises Don Quixote’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; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

See the full Mixed rankings →

Geraint — skills

All 8 recorded skills for Geraint, 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

Resilience

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

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

Leadership Skill · Hero's Squad

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

4

Footmen Offensive Formation II

Leadership Skill · Hero's Squad

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

5

Deadly Roar

Pre-Battle Skill · 2 random enemy squads within effective range · Range 4 · Footmen

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

Leadership Skill · Hero's Squad

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

Leadership Skill · Hero's Legion

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

8

Undying Will

Status Skill · 1 random friendly squad within effective range · Range 0 · Footmen

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 lineups can you field?

Select the heroes you own and the generator returns every ranked Geraint lineup you can field today, the ones you are one hero short of, and the single unlock that opens the most.

Open the Combo Generator