Best comboTop ranked

Gustav · Saladin · Tura Cartel

Mixed #30
Gustav Rise of Castles heroGustav
Saladin Rise of Castles heroSaladin
Tura Cartel Rise of Castles heroTura Cartel

Gustav — what the skills grant

Totalled from Gustav'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.

Damage
-10% enemy squads
+5% friendly squads
+15% hero's squad
Resistance
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion
Damage Taken
-35% hero's squad
Troop Power Recovery
+200% friendly squads

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 5 — +350%.

About Gustav

Gustav is a Footmen hero in Rise of Castles. On ROCMeta, Gustav appears in 20 ranked combos spanning Footmen and Mixed lineups. Gustav's highest-ranked appearance is Gustav · Saladin · Tura Cartel, which currently sits at Mixed #30.

Across Gustav's skills, the hero's own squad gains +15% Damage, +65% Resistance, +65% Might, and -35% Damage Taken. The wider legion gains +40% Might.

Gustav's strongest recorded skill hits for 350% damage.

Gustav is most often ranked alongside Alexander, Harald III, and Ragnar — the heroes that share the most ranked combos with Gustav. The full list of partners is further down the page.

Why Gustav ranks where it does

Gustav is built around healing and damage reduction — stronger there than 92% of the roster.

Pairs best with Lilith. Gustav feeds Lilith

Adds little alongside Achilles, Genghis Khan and Hector. both are sustains — the second adds little the first does not

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

Heroes that pair well with Gustav

The heroes most often ranked alongside Gustav.

Best Footmen combos with Gustav

Gustav appears in 15 ranked Footmen combos.

  1. 38 Gustav, front rowClovis I, middle rowAshoka, back row Gustav · Clovis I · Ashoka
    Gustav (X20), Clovis I (X15) and Ashoka (X14) score 71.34 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, able to both absorb the opening rounds and heal through them. Clovis I adds a second source of control, so the lock rarely has an off round: Territory Expansion applies Silence 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 67% 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 Clovis I’s Frankish Spear waits on; Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 30% 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 →

    Current meta 71.34/100 out of 100
  2. 59 Alexander, front rowHarald III, middle rowGustav, back row Alexander · Harald III · Gustav
    Alexander (SP · paid), Harald III (X19) and Gustav (X20) score 67.60 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. Harald III is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Authority applies Taunt on a 55% roll, 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 Harald III swings into a line that cannot answer; 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 14% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 67.60/100 out of 100
  3. 62 Gustav, front rowRagnar, middle rowAshoka, back row Gustav · Ragnar · Ashoka
    Gustav (X20), Ragnar (X12 · paid) and Ashoka (X14) score 66.93 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, able to both absorb the opening rounds and heal through them. Ragnar brings a second damage line worth 26% 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 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 Ragnar produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer; Gustav raises Ashoka’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 30% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 66.93/100 out of 100
  4. 66 Harald III, front rowHasdrubal, middle rowGustav, back row Harald III · Hasdrubal · Gustav
    Harald III (X19), Hasdrubal (X23) and Gustav (X20) score 65.96 out of 100 together, and each of the three has a job.

    Harald III is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Authority applies Taunt on a 55% 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. 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 Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Harald III swings into a line that cannot answer; 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 12% 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 →

    Current meta 65.96/100 out of 100
  5. 70 Alexander, front rowGustav, middle rowLa Hire, back row Alexander · Gustav · La Hire
    Alexander (SP · paid), Gustav (X20) and La Hire (X22) score 65.72 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. Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Uprising applies Suppress, and sits in the middle, where the support reaches both the front and the back. La Hire is the win condition, bringing 62% 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 Gustav’s Uprising applies Suppress and takes a squad out of the fight, so La Hire swings into a line that cannot answer; Gustav raises La Hire’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 11% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 65.72/100 out of 100
  6. 72 Geraint, front rowGustav, middle rowHarald III, back row Geraint · Gustav · Harald III
    Geraint (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 →

    Current meta 65.62/100 out of 100
  7. 76 Alexander, front rowArslan, middle rowGustav, back row Alexander · Arslan · Gustav
    Alexander (SP · paid), Arslan (X11) and Gustav (X20) score 65.29 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. Arslan is the win condition, bringing 76% of the lineup's expected damage: 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. Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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 Arslan swings into a line that cannot answer; Gustav raises Arslan’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 17% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 65.29/100 out of 100
  8. 79 Harald III, front rowGustav, middle rowLagertha, back row Harald III · Gustav · Lagertha
    Harald III (X19), Gustav (X20) and Lagertha (X27) score 65.00 out of 100 together, and each of the three has a job.

    Harald III is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Authority applies Taunt on a 55% roll, 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. 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 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 Harald III swings into a line that cannot answer; 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 13% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 65.00/100 out of 100
  9. 81 Alexander, front rowGustav, middle rowRagnar, back row Alexander · Gustav · Ragnar
    Alexander (SP · paid), Gustav (X20) and Ragnar (X12 · paid) score 64.73 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. Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Uprising applies Suppress, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 66% 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 Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Gustav raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 12% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 64.73/100 out of 100
  10. 88 Hellfire, front rowHealer, middle rowGustav, back row Hellfire · Healer · Gustav
    Hellfire (X09), Healer (X10) and Gustav (X20) score 63.51 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. Healer is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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 Hellfire raises Gustav’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 2% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 63.51/100 out of 100
  11. 91 Gustav, front rowHealer, middle rowRagnar, back row Gustav · Healer · Ragnar
    Gustav (X20), Healer (X10) and Ragnar (X12 · paid) score 63.33 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, able to both absorb the opening rounds and heal through them. 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 78% 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 Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Gustav raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 10% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 63.33/100 out of 100
  12. 108 Gustav, front rowLa Hire, middle rowNevsky, back row Gustav · La Hire · Nevsky
    Gustav (X20), La Hire (X22) and Nevsky (X27) score 61.35 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, able to both absorb the opening rounds and heal through them. La Hire brings a second damage line worth 26% 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. Nevsky is the win condition, bringing 65% of the lineup's expected damage: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% 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 La Hire produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Nevsky swings into a line that cannot answer; Gustav raises Nevsky’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 →

    Current meta 61.35/100 out of 100
  13. 119 Geraint, front rowLagertha, middle rowGustav, back row Geraint · Lagertha · Gustav
    Geraint (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 →

    Current meta 58.49/100 out of 100
  14. 123 Hunk, front rowDach Tengri, middle rowGustav, back row Hunk · Dach Tengri · Gustav
    Hunk (X01), Dach Tengri (X02) and Gustav (X20) score 57.07 out of 100 together, and each of the three has a job.

    Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, 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. 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 Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Gustav swings into a line that cannot answer; Dach Tengri raises Gustav’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. How these scores work →

    Current meta 57.07/100 out of 100
  15. 127 Gustav, front rowBleeding Steed, middle rowKing Cnut, back row Gustav · Bleeding Steed · King Cnut
    Gustav (X20), Bleeding Steed (S03) and King Cnut (X17) score 52.61 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, able to both absorb the opening rounds and heal through them. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. King Cnut is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 60% 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 Uprising applies Suppress and takes a squad out of the fight, so King Cnut swings into a line that cannot answer; Gustav raises King Cnut’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 -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Current meta 52.61/100 out of 100

See the full Footmen rankings →

Best Mixed combos with Gustav

Gustav appears in 5 ranked Mixed combos.

  1. 30 Gustav, front rowSaladin, middle rowTura Cartel, back row Gustav · Saladin · Tura Cartel
    Gustav (footmen · X20), Saladin (cavalry · SP · paid) and Tura Cartel (cavalry · X21) score 77.08 out of 100 together, and each of the three has a job.

    Gustav is the lifeline: that healing decides whether this lineup is still standing in round five — carries 200% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 73% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Tura Cartel 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; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 77.08/100 out of 100
  2. 44 Seraphina, front rowGustav, middle rowFrederick I, back row Seraphina · Gustav · Frederick I
    Seraphina (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 →

    Current meta 74.91/100 out of 100
  3. 64 Helsingen, front rowGustav, middle rowNicolas Flamel, back row Helsingen · Gustav · Nicolas Flamel
    Helsingen (archer · X28), Gustav (footmen · X20) and Nicolas Flamel (archer · X18) score 72.99 out of 100 together, and each of the three has a job.

    Helsingen brings a second damage line worth 32% 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. 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. Nicolas Flamel is the win condition, bringing 61% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: raw damage reaches only about 23% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 72.99/100 out of 100
  4. 102 Geraint, front rowGustav, middle rowHenry II, back row Geraint · Gustav · Henry II
    Geraint (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 →

    Current meta 69.18/100 out of 100
  5. 105 Robin Hood, front rowGustav, middle rowHenry II, back row Robin Hood · Gustav · Henry II
    Robin Hood (archer · X21), Gustav (footmen · X20) and Henry II (archer · X20) score 68.79 out of 100 together, and each of the three has a job.

    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 takes the front, able to both absorb the opening rounds and heal through them. 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 68% 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 Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Robin Hood raises Henry II’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 30% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 68.79/100 out of 100

See the full Mixed rankings →

Gustav — skills

All 8 recorded skills for Gustav, 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

Aligned Force

Pre-Battle Skill · 1 random friendly squad within effective range · Range 5 · Footmen

When the hero is present, all enemies have a 80% chance to target the hero in their normal attacks; every time the hero is hit by a normal attack, makes the damage the attacker deals -10% for 2 round(s) (stackable for up to 5 times); when being hit by the same attacker for a total of 4 times, immediately stops the target from dealing any damage, lasting till this round ends (after which the damage count will start all over again).

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

Uprising

Pre-Battle Skill · 1 random friendly squad within effective range · Range 5 · Footmen

Every time being hit by a normal attack, increases the hero's Damage by 5% (stackable for up to 15 times); in round 5, deals some damage to all enemy squads based on the stacked layers (damage rate: 350% +30% *stacked layers), and Suppresses them for 1 round(s).

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

Favored by Fate

Pre-Battle Skill · 1 random friendly squad within effective range · Range 5 · Footmen

The damage taken by the hero -35%; restores some troop power each round (recovery rate: 200%).

Which Gustav combos can YOU play?

Select the heroes you own in the free combo generator and instantly see every Gustav lineup you can field — plus the best heroes to unlock next.

Open the combo generator