Best comboTop ranked

War Lord · Heaven's Justice · Avalanche

Cavalry #139
War Lord Rise of Castles heroWar Lord
Heaven's Justice Rise of Castles heroHeaven's Justice
Avalanche Rise of Castles heroAvalanche

Heaven's Justice — what the skills grant

Totalled from Heaven's Justice'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.

Resistance
+40% hero's squad
-30% enemy squads
Might
+50% hero's squad
+30% hero's legion

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +450%, skill 5 — +200%, skill 8 — +506%.

About Heaven's Justice

Heaven's Justice is a Cavalry / Archer / Footmen hero in Rise of Castles. On ROCMeta, Heaven's Justice appears in 17 ranked combos spanning Cavalry, Archer, Footmen, and Mixed lineups. Heaven's Justice's highest-ranked appearance is War Lord · Heaven's Justice · Avalanche, which currently sits at Cavalry #139.

Across Heaven's Justice's skills, the hero's own squad gains +40% Resistance and +50% Might. The wider legion gains +30% Might.

Heaven's Justice's strongest recorded skill hits for 506% damage.

Heaven's Justice is most often ranked alongside War Lord, Roku Boshuten, and Yukimura Sanada — the heroes that share the most ranked combos with Heaven's Justice. The full list of partners is further down the page.

Why Heaven's Justice ranks where it does

Heaven's Justice is built around burst damage — stronger there than 84% of the roster.

Pairs best with Al-Hawra, Cyrus and Jeanne d'Arc. Al-Hawra feeds Heaven's Justice; Heaven's Justice feeds Al-Hawra

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

Heroes that pair well with Heaven's Justice

The heroes most often ranked alongside Heaven's Justice.

Best Cavalry combos with Heaven's Justice

Heaven's Justice appears in 6 ranked Cavalry combos.

  1. 139 War Lord, front rowHeaven's Justice, middle rowAvalanche, back row War Lord · Heaven's Justice · Avalanche
    War Lord (S03), Heaven's Justice (S00) and Avalanche (X02) score 69.85 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: Mortal Coil puts 506% into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Heaven's Justice and Avalanche both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Heaven's Justice and Avalanche both wait on; War Lord raises Avalanche’s output directly rather than adding a number of its own. What you give up: Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 11% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 69.85/100 out of 100
  2. 159 John I, front rowRoku Boshuten, middle rowHeaven's Justice, back row John I · Roku Boshuten · Heaven's Justice
    John I (X13), Roku Boshuten (S03) and Heaven's Justice (S00) score 58.41 out of 100 together, and each of the three has a job.

    John I is the win condition, bringing 74% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: Mortal Coil puts 506% into one enemy squad 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 John I produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer; Roku Boshuten raises John I’s output directly rather than adding a number of its own. What you give up: Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad; 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 →

    Mid progression 58.41/100 out of 100
  3. 171 Army Breaker, front rowHeaven's Justice, middle rowLionheart, back row Army Breaker · Heaven's Justice · Lionheart
    Army Breaker (X02), Heaven's Justice (S00) and Lionheart (S01) score 57.06 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: Mortal Coil puts 506% into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 71% of the lineup's expected damage: Lionheart's Charge puts 343% 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Army Breaker raises Lionheart’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 57.06/100 out of 100
  4. 195 War Lord, front rowThe Brave, middle rowHeaven's Justice, back row War Lord · The Brave · Heaven's Justice
    War Lord (S03), The Brave (S04) and Heaven's Justice (S00) score 67.56 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: Mortal Coil puts 506% into one enemy squad 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Heaven's Justice waits on; War Lord’s War God Descends produces prep-skips, the exact trigger The Brave and Heaven's Justice both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer. What you give up: Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 4% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 67.56/100 out of 100
  5. 214 Octavius, front rowBeast Queen, middle rowHeaven's Justice, back row Octavius · Beast Queen · Heaven's Justice
    Octavius (S02 · paid), Beast Queen (S02) and Heaven's Justice (S00) score 56.39 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: Mortal Coil puts 506% into one enemy squad 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 Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer; Octavius raises Heaven's Justice’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 56.39/100 out of 100
  6. 220 Yukimura Sanada, front rowNorth's Rage, middle rowHeaven's Justice, back row Yukimura Sanada · North's Rage · Heaven's Justice
    Yukimura Sanada (S00), North's Rage (S00) and Heaven's Justice (S00) score 41.78 out of 100 together, and each of the three has a job.

    Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and takes the front because those range-2 skills only connect from there. North's Rage adds a second source of control, so the lock rarely has an off round: For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: Mortal Coil puts 506% into one enemy squad 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 Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Yukimura Sanada holds the front, but nothing here heals. 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 →

    Starter 41.78/100 out of 100

See the full Cavalry rankings →

Best Archer combos with Heaven's Justice

Heaven's Justice appears in 4 ranked Archer combos.

  1. 178 Leonidas, front rowHeaven's Justice, middle rowLilith, back row Leonidas · Heaven's Justice · Lilith
    Leonidas (S00), Heaven's Justice (S00) and Lilith (X09) score 58.25 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Heaven's Justice brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Mortal Coil puts 506% into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 62% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 Leonidas produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 58.25/100 out of 100
  2. 191 Isabella I, front rowInquisitor, middle rowHeaven's Justice, back row Isabella I · Inquisitor · Heaven's Justice
    Isabella I (S01), Inquisitor (S02) and Heaven's Justice (S00) score 56.24 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the win condition, bringing 39% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad 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 Inquisitor’s Atonement produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm produces burns, the exact trigger Inquisitor’s Atonement waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; 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 →

    Starter 56.24/100 out of 100
  3. 202 Immortal Guardian, front rowYukimura Sanada, middle rowHeaven's Justice, back row Immortal Guardian · Yukimura Sanada · Heaven's Justice
    Immortal Guardian (S04), Yukimura Sanada (S00) and Heaven's Justice (S00) score 54.20 out of 100 together, and each of the three has a job.

    Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heaven's Justice is the win condition, bringing 58% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad 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 Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 54.20/100 out of 100
  4. 205 Leonidas, front rowAl Faith, middle rowHeaven's Justice, back row Leonidas · Al Faith · Heaven's Justice
    Leonidas (S00), Al Faith (S01) and Heaven's Justice (S00) score 53.08 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the win condition, bringing 69% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer; Al Faith raises Heaven's Justice’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 53.08/100 out of 100

See the full Archer rankings →

Best Footmen combos with Heaven's Justice

Heaven's Justice appears in 5 ranked Footmen combos.

  1. 177 Cicero, front rowBleeding Steed, middle rowHeaven's Justice, back row Cicero · Bleeding Steed · Heaven's Justice
    Cicero (X01), Bleeding Steed (S03) and Heaven's Justice (S00) score 56.25 out of 100 together, and each of the three has a job.

    Cicero is the saboteur, stripping the enemy's stats before the blows land: strips 126% of enemy Might, Resistance and damage in total, and takes the front as the one built to survive the opening exchange. 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. Heaven's Justice is the win condition, bringing 71% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Heaven's Justice swings into a line that cannot answer; Bleeding Steed raises Heaven's Justice’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 56.25/100 out of 100
  2. 179 Vikram, front rowTheodora, middle rowHeaven's Justice, back row Vikram · Theodora · Heaven's Justice
    Vikram (X04), Theodora (S04 · paid) and Heaven's Justice (S00) score 54.89 out of 100 together, and each of the three has a job.

    Vikram is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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. Heaven's Justice is the win condition, bringing 66% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad 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 Vikram’s Alluring Arm applies Suppress and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer; Theodora raises Heaven's Justice’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 54.89/100 out of 100
  3. 194 Soaring Hawk, front rowBleeding Steed, middle rowHeaven's Justice, back row Soaring Hawk · Bleeding Steed · Heaven's Justice
    Soaring Hawk (S04), Bleeding Steed (S03) and Heaven's Justice (S00) score 55.11 out of 100 together, and each of the three has a job.

    Soaring Hawk 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 takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the win condition, bringing 68% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Heaven's Justice swings into a line that cannot answer; Bleeding Steed raises Heaven's Justice’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 55.11/100 out of 100
  4. 211 Peace Bringer, front rowDemon Spear, middle rowHeaven's Justice, back row Peace Bringer · Demon Spear · Heaven's Justice
    Peace Bringer (S02), Demon Spear (S00) and Heaven's Justice (S00) score 49.21 out of 100 together, and each of the three has a job.

    Peace Bringer is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 74% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Demon Spear is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Tamashi kari applies Silence for 1 round on a 85% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heaven's Justice is the win condition, bringing 51% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad 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 Demon Spear’s Tamashi kari applies Silence and takes a squad out of the fight for 1 round, so Heaven's Justice swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Demon Spear (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 49.21/100 out of 100
  5. 213 Isabella I, front rowKublai, middle rowHeaven's Justice, back row Isabella I · Kublai · Heaven's Justice
    Isabella I (S01), Kublai (S00) and Heaven's Justice (S00) score 49.00 out of 100 together, and each of the three has a job.

    Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. Kublai brings a second damage line worth 36% of the expected output, so no single silence stops the plan: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heaven's Justice is the win condition, bringing 37% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad 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 Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 49.00/100 out of 100

See the full Footmen rankings →

Best Mixed combos with Heaven's Justice

Heaven's Justice appears in 2 ranked Mixed combos.

  1. 163 Ashoka, front rowRoku Boshuten, middle rowHeaven's Justice, back row Ashoka · Roku Boshuten · Heaven's Justice
    Ashoka (footmen · X14), Roku Boshuten (cavalry · S03) and Heaven's Justice (cavalry · S00) score 60.75 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 69% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: Mortal Coil puts 506% into one enemy squad 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 Ashoka produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so Ashoka swings into a line that cannot answer. What you give up: Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 20% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 60.75/100 out of 100
  2. 195 Immortal Guardian, front rowDemon Spear, middle rowHeaven's Justice, back row Immortal Guardian · Demon Spear · Heaven's Justice
    Immortal Guardian (archer · S04), Demon Spear (footmen · S00) and Heaven's Justice (archer · S00) score 53.25 out of 100 together, and each of the three has a job.

    Immortal Guardian is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 64% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Demon Spear is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Tamashi kari applies Silence for 1 round on a 85% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: Mortal Coil puts 506% into one enemy squad 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 Demon Spear’s Tamashi kari applies Silence and takes a squad out of the fight for 1 round, so Heaven's Justice swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Demon Spear (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 53.25/100 out of 100

See the full Mixed rankings →

Heaven's Justice — skills

All 8 recorded skills for Heaven's Justice, 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

Heaven's Justice

Combat Skill · 1 random enemy squad within effective range · Range 5 · Any

45% Chance to deal 450% damage to single enemy target.

3

Legion Defensive Formation IV

Leadership Skill · Hero's Squad

Hero's squad has +30% Resistance.

4

Legion Offensive Formation IV

Leadership Skill · Hero's Squad

Hero's squad has +30% Might.

5

Earth's Punishment

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

1 turns prep, 35% chance to deal 200% damage to 3 enemy squads within range, causing Pierced Armor effect, lowering 30% resistance for 2 turns.

6

Attach Awaken

Leadership Skill · Hero's Squad

Hero's squad has +20% Might, +10% Resistance, and 250% bonus to the skill "Dictator".

7

Offense

Leadership Skill · Hero's Legion

Hero's formation has +30% Might.

8

Mortal Coil

Combat Skill · 2 random enemy squads within effective range · Range 5 · Any

55% chance to deal 506% damage to 2 enemy targets on turn 3, 5, and 8.

Which Heaven's Justice combos can YOU play?

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