Hector — what the skills grant
Totalled from Hector's own skill descriptions. Squad buffs apply to the hero's own squad; legion buffs apply to the whole legion — they stack differently in game, so they are counted separately.
Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 5 — +200%, skill 8 — +145% x3 (+435% total).
About Hector
Hector is an Archer hero in Rise of Castles. On ROCMeta, Hector appears in 18 ranked combos spanning Archer and Mixed lineups. Hector's highest-ranked appearance is Hector · Penthesilea · Oliver, which currently sits at Archer #56.
Across Hector's skills, the hero's own squad gains +35% Fatal Blow Rate, +35% Destructive Strike Rate, +65% Resistance, +65% Might, and +15% Damage. The wider legion gains +40% Might.
Hector's strongest recorded skill hits for 200% damage.
Hector is most often ranked alongside Oliver, Thorvi, and Nicolas Flamel — the heroes that share the most ranked combos with Hector. The full list of partners is further down the page.
Why Hector ranks where it does
Hector is built around healing and enemy debuffs — stronger there than 98% of the roster.
Pairs best with Al-Hawra, Cyrus and El Cid. Al-Hawra's Desert Phantom supplies the trigger-rate boosts; Hector's Apollo's Judgment feeds on them. Hector supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them.
Adds little alongside Achilles, Gustav and Henry V. both are sustains — the second adds little the first does not
Read from Hector's eight skills and compared against every other published hero — not an editorial opinion.
Most often ranked with Hector
Counted from the published lists: the partners who appear beside Hector in the most ranked lineups.
Proven synergies
A different question from the grid above: not who Hector is listed with, but whose kit the skill text says Hector 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.
Al-Hawra
2 shared lineupsAl-Hawra's Desert Phantom supplies the trigger-rate boosts; Hector's Apollo's Judgment feeds on them. Hector supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them.
Cyrus
2 shared lineupsCyrus's Tolerance supplies the trigger-rate boosts; Hector's Apollo's Judgment feeds on them. Hector supplies the combat-skill casts; Cyrus's Strategy to Victory feeds on them.
Roland
2 shared lineupsHector supplies the combat-skill casts; Roland's Paladins feeds on them. Roland's Song of Roland supplies the trigger-rate boosts; Hector's Apollo's Judgment feeds on them.
Frederick I
2 shared lineupsHector supplies the combat-skill casts; Frederick I's Frenzy War feeds on them.
Saladin
1 shared lineupSaladin's Whirlwind Slash supplies the trigger-rate boosts; Hector's Apollo's Judgment feeds on them.
La Hire
1 shared lineupLa Hire's Tenacity supplies the trigger-rate boosts; Hector's Apollo's Judgment feeds on them.
Best Archer combos with Hector
Hector appears in 11 ranked Archer combos.
- 56
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B Hector · Penthesilea · Oliver Current meta Beats 7 of 8 reference lineups 83.57/100 out of 100 Hector (X15 · paid), Penthesilea (SP · paid) and Oliver (X24) score 83.57 out of 100 together, and each of the three has a job.
Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Penthesilea raises Oliver’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; the trigger chain is thin — the three lean on one link rather than several.
- 74
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B Hector · Al-Hawra · Oliver Current meta Beats 6 of 8 reference lineups 85.53/100 out of 100 Hector (X15 · paid), Al-Hawra (X01 · paid) and Oliver (X24) score 85.53 out of 100 together, and each of the three has a job.
Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Hector’s Apollo's Judgment and Oliver’s Paladin's Resilience both wait on; Hector produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Oliver’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; a mid-era lineup anchored by Oliver (X24).
- 81
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B Hector · Zhuge Liang · Oliver Current meta Beats 5 of 8 reference lineups 83.78/100 out of 100 Hector (X15 · paid), Zhuge Liang (X26) and Oliver (X24) score 83.78 out of 100 together, and each of the three has a job.
Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Zhuge Liang raises Oliver’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; the trigger chain is thin — the three lean on one link rather than several.
- 106
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B Boudica · Hector · Al-Hawra developer pick Current meta Beats 4 of 8 reference lineups 73.91/100 out of 100 Boudica (X01 · paid), Hector (X15 · paid) and Al-Hawra (X01 · paid) score 73.91 out of 100 together, and each of the three has a job.
Boudica brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and takes the front as the sturdiest of the three. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Boudica’s Celtic Alliance and Hector’s Apollo's Judgment both wait on; Boudica produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Hector’s output directly rather than adding a number of its own. What you give up: Boudica (X01) is the era weak point -- the enemy will aim at the oldest squad; no one hero clearly carries, so the damage is easier to interrupt. 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.
- 110
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B Frederick I · Oliver · Hector Current meta Beats 4 of 8 reference lineups 80.27/100 out of 100 Frederick I (X16), Oliver (X24) and Hector (X15 · paid) score 80.27 out of 100 together, and each of the three has a job.
Frederick I brings a second damage line worth 17% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and takes the front as the sturdiest of the three. 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 sits in the middle, where the support reaches both the front and the back. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% 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 Oliver produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; a current-era lineup with no legacy weak point.
- 125
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B Hector · Nicolas Flamel · Oliver Current meta Beats 3 of 8 reference lineups 79.57/100 out of 100 Hector (X15 · paid), Nicolas Flamel (X18) and Oliver (X24) score 79.57 out of 100 together, and each of the three has a job.
Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Nicolas Flamel brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. 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 Nicolas Flamel’s Shadow of Star applies Disarm and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; the damage runs off different engines, so the three do not compound.
- 138
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B Hector · Ramses II · Oliver Current meta Beats 3 of 8 reference lineups 81.67/100 out of 100 Hector (X15 · paid), Ramses II (SP · paid) and Oliver (X24) score 81.67 out of 100 together, and each of the three has a job.
Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver waits on; Ramses II raises Oliver’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; little here disrupts the enemy plan, so the fight is decided on raw output.
- 186
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B Helsingen · Hector · Nicolas Flamel Current meta Beats 2 of 8 reference lineups 80.73/100 out of 100 Helsingen (X28), Hector (X15 · paid) and Nicolas Flamel (X18) score 80.73 out of 100 together, and each of the three has a job.
Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage 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 44% 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. What you give up: no one hero clearly carries, so the damage is easier to interrupt; the damage runs off different engines, so the three do not compound.
- 188
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B Hector · Julian · Oliver Current meta Beats 2 of 8 reference lineups 81.89/100 out of 100 Hector (X15 · paid), Julian (X25) and Oliver (X24) score 81.89 out of 100 together, and each of the three has a job.
Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.
- 189
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B Hector · Frederick I · Nicolas Flamel Current meta Beats 2 of 8 reference lineups 79.55/100 out of 100 Hector (X15 · paid), Frederick I (X16) and Nicolas Flamel (X18) score 79.55 out of 100 together, and each of the three has a job.
Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Frederick I brings a second damage line worth 32% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 39% 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 Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Hector produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; a current-era lineup with no legacy weak point.
- 201
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B Seraphina · Hector · Nicolas Flamel Current meta Beats 1 of 8 reference lineups 80.07/100 out of 100 Seraphina (X28), Hector (X15 · paid) and Nicolas Flamel (X18) score 80.07 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. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage 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 43% 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 Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 40% of the hardest-hitting trio in the roster.
Best Mixed combos with Hector
Hector appears in 7 ranked Mixed combos.
- 65
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B Hector · Roland · Attila Current meta Beats 6 of 8 reference lineups 84.42/100 out of 100 Hector (archer · X15 · paid), Roland (cavalry · X18) and Attila (cavalry · X27 · paid) score 84.42 out of 100 together, and each of the three has a job.
Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Roland doubles the healing, which turns a slow loss into a stalemate you win: 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 64% 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 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 and Hector’s Apollo's Judgment both wait on; Hector produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; Hector, Roland, Attila only reaches its own squad, not the whole team.
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B Hector · Roland · Thorvi Current meta Beats 6 of 8 reference lineups 85.37/100 out of 100 Hector (archer · X15 · paid), Roland (cavalry · X18) and Thorvi (cavalry · X29) score 85.37 out of 100 together, and each of the three has a job.
Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Roland doubles the healing, which turns a slow loss into a stalemate you win: 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 86% 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Hector’s Apollo's Judgment and Thorvi’s Thunderlance Thrust both wait on; Hector produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland raises Thorvi’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; raw damage reaches only about 46% of the hardest-hitting trio in the roster.
- 116
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B Hector · Cyrus · Thorvi Current meta Beats 3 of 8 reference lineups 85.61/100 out of 100 Hector (archer · X15 · paid), Cyrus (cavalry · SP · paid) and Thorvi (cavalry · X29) score 85.61 out of 100 together, and each of the three has a job.
Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 81% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Hector’s Apollo's Judgment and Thorvi’s Thunderlance Thrust both wait on; Hector produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; Hector, Cyrus, Thorvi only reaches its own squad, not the whole team.
- 149
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B Hector · Hannibal · Thorvi Current meta Beats 2 of 8 reference lineups 86.52/100 out of 100 Hector (archer · X15 · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 86.52 out of 100 together, and each of the three has a job.
Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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 86% 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; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: Hector, Hannibal, Thorvi only reaches its own squad, not the whole team; raw damage reaches only about 46% of the hardest-hitting trio in the roster.
- 155
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B Hector · Saladin · Thorvi Current meta Beats 2 of 8 reference lineups 86.43/100 out of 100 Hector (archer · X15 · paid), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 86.43 out of 100 together, and each of the three has a job.
Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 80% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hector’s Apollo's Judgment and Thorvi’s Thunderlance Thrust both wait 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.
- 184
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B Hector · La Hire · Thorvi Current meta Beats 1 of 8 reference lineups 83.97/100 out of 100 Hector (archer · X15 · paid), La Hire (footmen · X22) and Thorvi (cavalry · X29) score 83.97 out of 100 together, and each of the three has a job.
Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. La Hire 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, where the support reaches both the front and the back. Thorvi is the win condition, bringing 81% 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 La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Hector’s Apollo's Judgment and Thorvi’s Thunderlance Thrust both wait on; La Hire’s Shield Breaker applies Disarm and takes a squad out of the fight for 1 round, so Thorvi swings into a line that cannot answer. What you give up: Hector, La Hire, Thorvi only reaches its own squad, not the whole team; the damage runs off different engines, so the three do not compound.
- 210
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B Hector · Cyrus · Oliver Current meta Beats 1 of 8 reference lineups 85.11/100 out of 100 Hector (archer · X15 · paid), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 85.11 out of 100 together, and each of the three has a job.
Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Hector’s Apollo's Judgment and Oliver’s Paladin's Resilience both wait on; Hector produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: raw damage reaches only about 39% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.
Hector — skills
All 8 recorded skills for Hector, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Thick Wall of Troy
All friendly squads gain the Thick Wall of Troy effect for 3 round(s). While it's in effect, Hector is immune to control effects the first time taking fatal damage , and can continue fighting for 1 round, with the Chained Fate effect triggered at the same time: chance of Fatal Blow and Destructive Strike +35% (lasting till the battle ends), and restores some troop power for all your squads (recovery rate: 400%) (if the 2nd effect is not triggered during the 1st effect, it can be triggered upon the end of the Thick Wall of Troy effect).
3 Archer Defensive Formation II
Archers in the hero's squad have 50% more Resistance.
4 Archer Offensive Formation II
Archers in the hero's squad have 50% more Might.
5 Apollo's Judgment
70% chance to deal 200% Skill Damage to all enemy squads, reducing their Fatal Blow Immunity and Destructive Strike Immunity by 30% (effect not stackable), lasting 2 round(s). When in the Chained Fate status, this skill's damage increases to 400%, with its immunity reduction adjusted to 45% .
6 Archer Awakened
Archer in Hero's squad has +15% Might and Resistance, and +15% Damage. 250% bonus to the skill "Dictator".
7 Discipline - Archer
Archer's Might in the hero's legion is increased by 40%.
8 Underworld Spear
100% chance to deal 145% Physical Damage 3 times in a row to the enemy squad with the lowest troop power. When Hector makes a Fatal Blow, the Resistance of the enemy squad with the lowest troop power will be reduced by 100%, stackable for up to 4 layers, lasting 3 round(s).
Which Hector lineups can you field?
Select the heroes you own and the generator returns every ranked Hector 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


