Best comboTop ranked

Hector · Cyrus · Oliver

Mixed #17
Hector Rise of Castles heroHector
Cyrus Rise of Castles heroCyrus
Oliver Rise of Castles heroOliver

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.

Fatal Blow Rate
+35% hero's squad
Destructive Strike Rate
+35% hero's squad
Troop Power Recovery
+400% friendly squads
Resistance
+65% hero's squad
-100% enemy squads
Might
+65% hero's squad
+40% hero's legion
Immunity
-30% enemy squads
Damage
+15% hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 5 — +200%, skill 8 — +145% x3 (+435% total).

About Hector

Hector is an Archer hero in Rise of Castles. On ROCMeta, Hector appears in 23 ranked combos spanning Archer and Mixed lineups. Hector's highest-ranked appearance is Hector · Cyrus · Oliver, which currently sits at Mixed #17.

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 Al-Hawra, Warden, and Frederick I — 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 Saladin. Al-Hawra feeds Hector; Hector feeds Al-Hawra

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.

Heroes that pair well with Hector

The heroes most often ranked alongside Hector.

Best Archer combos with Hector

Hector appears in 17 ranked Archer combos.

  1. 23 Hector, front rowWarden, middle rowFrederick I, back row Hector · Warden · Frederick I
    Hector (X15 · paid), Warden (X06) and Frederick I (X16) score 77.70 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 in total, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction 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 59% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hector and Frederick I both wait on; Hector produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Warden raises Frederick I’s output directly rather than adding a number of its own. What you give up: Warden (X06) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 40% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 77.70/100 out of 100
  2. 25 Hector, front rowAl-Hawra, middle rowOliver, back row Hector · Al-Hawra · Oliver
    Hector (X15 · paid), Al-Hawra (X01 · paid) and Oliver (X24) score 77.53 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 in total, 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 win condition, bringing 75% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Hector and Oliver 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: damage is spread across the enemy line rather than focused on one squad; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 77.53/100 out of 100
  3. 30 Helsingen, front rowHector, middle rowFrederick I, back row Helsingen · Hector · Frederick I
    Helsingen (X28), Hector (X15 · paid) and Frederick I (X16) score 76.70 out of 100 together, and each of the three has a job.

    Helsingen brings a second damage line worth 21% 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. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 49% 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 Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Helsingen produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 48% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 76.70/100 out of 100
  4. 35 Hector, front rowAl-Hawra, middle rowFrederick I, back row Hector · Al-Hawra · Frederick I
    Hector (X15 · paid), Al-Hawra (X01 · paid) and Frederick I (X16) score 76.33 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 in total, 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. Frederick I is the win condition, bringing 60% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Hector and Frederick I both wait on; Hector produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom and Frederick I’s Frenzy War both wait on; Al-Hawra raises Frederick I’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 40% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 76.33/100 out of 100
  5. 56 Helsingen, front rowHector, middle rowNicolas Flamel, back row Helsingen · Hector · Nicolas Flamel
    Helsingen (X28), Hector (X15 · paid) and Nicolas Flamel (X18) score 73.97 out of 100 together, and each of the three has a job.

    Helsingen brings a second damage line worth 23% 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. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 73.97/100 out of 100
  6. 57 Seraphina, front rowHector, middle rowNicolas Flamel, back row Seraphina · Hector · Nicolas Flamel
    Seraphina (X28), Hector (X15 · paid) and Nicolas Flamel (X18) score 73.89 out of 100 together, and each of the three has a job.

    Seraphina brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain 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. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 73.89/100 out of 100
  7. 76 Helsingen, front rowSeraphina, middle rowHector, back row Helsingen · Seraphina · Hector
    Helsingen (X28), Seraphina (X28) and Hector (X15 · paid) score 71.36 out of 100 together, and each of the three has a job.

    Helsingen brings a second damage line worth 29% 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. Seraphina brings a second damage line worth 30% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad on a 70% roll, 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 in total, 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 Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; no one hero clearly carries, so the damage is easier to interrupt. How these scores work →

    Current meta 71.36/100 out of 100
  8. 85 Hector, front rowZhuge Liang, middle rowAshen Verdict, back row Hector · Zhuge Liang · Ashen Verdict
    Hector (X15 · paid), Zhuge Liang (X26) and Ashen Verdict (X05) score 70.60 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 in total, 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. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Ashen Verdict waits on; Zhuge Liang raises Hector’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; Ashen Verdict (X05) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 70.60/100 out of 100
  9. 86 Hector, front rowJulian, middle rowAshen Verdict, back row Hector · Julian · Ashen Verdict
    Hector (X15 · paid), Julian (X25) and Ashen Verdict (X05) score 70.57 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 in total, 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. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Ashen Verdict waits on; Ashen Verdict’s Righteous Fervor applies Disarm and takes a squad out of the fight, so Hector swings into a line that cannot answer. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; Ashen Verdict (X05) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 70.57/100 out of 100
  10. 130 Hector, front rowWarden, middle rowAshen Verdict, back row Hector · Warden · Ashen Verdict
    Hector (X15 · paid), Warden (X06) and Ashen Verdict (X05) score 75.55 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 in total, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hector and Ashen Verdict both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Ashen Verdict waits on; Ashen Verdict’s Righteous Fervor applies Disarm and takes a squad out of the fight, so Hector swings into a line that cannot answer. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; Ashen Verdict (X05) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 75.55/100 out of 100
  11. 134 Hector, front rowAl-Hawra, middle rowBoudica, back row Hector · Al-Hawra · Boudica
    Hector (X15 · paid), Al-Hawra (X01 · paid) and Boudica (X01 · paid) score 73.18 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 in total, 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. 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Hector and Boudica both wait on; Hector 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: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 22% of the hardest-hitting trio in the roster. 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 →

    Mid progression 73.18/100 out of 100
  12. 135 Hector, front rowPoison Master, middle rowBelisarius, back row Hector · Poison Master · Belisarius
    Hector (X15 · paid), Poison Master (X10) and Belisarius (X12) score 73.05 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 in total, and takes the front, able to both absorb the opening rounds and heal through them. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Belisarius brings a second damage line worth 36% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all 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 Poison Master’s Spreading Poison produces dot, the exact trigger Belisarius’s Hunting Down waits on; Hector produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Hector 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; a mid-era lineup anchored by Hector (X15). How these scores work →

    Mid progression 73.05/100 out of 100
  13. 146 Hector, front rowBelisarius, middle rowDarius, back row Hector · Belisarius · Darius
    Hector (X15 · paid), Belisarius (X12) and Darius (X13) score 69.74 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 in total, and takes the front, able to both absorb the opening rounds and heal through them. Belisarius brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius brings a second damage line worth 32% of the expected output, so no single silence stops the plan: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 33% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 69.74/100 out of 100
  14. 147 Hector, front rowPoison Master, middle rowDarius, back row Hector · Poison Master · Darius
    Hector (X15 · paid), Poison Master (X10) and Darius (X13) score 69.50 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 in total, and takes the front, able to both absorb the opening rounds and heal through them. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Darius brings a second damage line worth 42% of the expected output, so no single silence stops the plan: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Darius’s King of all Kings waits on; Hector produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Hector 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Mid progression 69.50/100 out of 100
  15. 164 Hector, front rowInquisitor, middle rowWitch Hunter, back row Hector · Inquisitor · Witch Hunter
    Hector (X15 · paid), Inquisitor (S02) and Witch Hunter (S02) score 62.57 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 in total, 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. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% 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 Witch Hunter’s Purifying Flame produces burns, the exact trigger Inquisitor’s Atonement waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Hector swings into a line that cannot answer. What you give up: Inquisitor (S02) 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. How these scores work →

    Mid progression 62.57/100 out of 100
  16. 172 Kublai, front rowNorth's Rage, middle rowHector, back row Kublai · North's Rage · Hector
    Kublai (S00), North's Rage (S00) and Hector (X15 · paid) score 60.14 out of 100 together, and each of the three has a job.

    Kublai is the flex piece -- modest alone, but covering what the other two leave open: Sentencing puts 357.5% into one enemy squad on a 55% roll, and takes the front because those range-2 skills only connect from there. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, 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 North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Hector swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Kublai (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 60.14/100 out of 100
  17. 176 Hector, front rowQueen Anne, middle rowWilliam Wallace, back row Hector · Queen Anne · William Wallace
    Hector (X15 · paid), Queen Anne (S00) and William Wallace (S00) score 59.05 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 in total, and takes the front, able to both absorb the opening rounds and heal through them. Queen Anne is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Slaughter applies Suppress on a 30% roll, and sits in the middle, where the support reaches both the front and the back. William Wallace brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Eye of the Storm puts 667% into one enemy squad on a 50% 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 Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Hector swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Queen Anne (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 59.05/100 out of 100

See the full Archer rankings →

Best Mixed combos with Hector

Hector appears in 6 ranked Mixed combos.

  1. 17 Hector, front rowCyrus, middle rowOliver, back row Hector · Cyrus · Oliver
    Hector (archer · X15 · paid), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 78.92 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 win condition, bringing 70% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Hector and Oliver 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: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 50% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 78.92/100 out of 100
  2. 94 Hellfire, front rowCyrus, middle rowHector, back row Hellfire · Cyrus · Hector
    Hellfire (archer · X09), Cyrus (cavalry · SP · paid) and Hector (archer · X15 · paid) score 69.88 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. 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. Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery 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 Hellfire and Hector both wait on; Hellfire produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Hector deals stays dealt. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 69.88/100 out of 100
  3. 107 Hector, front rowWarden, middle rowKing Cnut, back row Hector · Warden · King Cnut
    Hector (archer · X15 · paid), Warden (archer · X06) and King Cnut (footmen · X17) score 68.74 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. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. King Cnut 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hector and King Cnut both wait on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Hector swings into a line that cannot answer; Warden raises Hector’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 68.74/100 out of 100
  4. 131 War Lord, front rowNorth's Rage, middle rowHector, back row War Lord · North's Rage · Hector
    War Lord (cavalry · S03), North's Rage (archer · S00) and Hector (archer · X15 · paid) score 70.23 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery 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 War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Hector both wait on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Hector swings into a line that cannot answer. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 14% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 70.23/100 out of 100
  5. 137 Hector, front rowAl-Hawra, middle rowWarhammer, back row Hector · Al-Hawra · Warhammer
    Hector (archer · X15 · paid), Al-Hawra (archer · X01 · paid) and Warhammer (cavalry · X06) score 67.61 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. 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, 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 and Warhammer both wait on; Hector produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Warhammer shuts off enemy recovery, so what Hector deals stays dealt. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 67.61/100 out of 100
  6. 166 Hector, front rowYukimura Sanada, middle rowJiguang Qi, back row Hector · Yukimura Sanada · Jiguang Qi
    Hector (archer · X15 · paid), Yukimura Sanada (archer · S00) and Jiguang Qi (footmen · S01) score 59.48 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. 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. Jiguang Qi 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Hector produces combat-skill casts, the exact trigger Jiguang Qi’s Unyelding waits on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Hector swings into a line that cannot answer. What you give up: Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 15% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 59.48/100 out of 100

See the full Mixed rankings →

Hector — skills

All 8 recorded skills for Hector, 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

Thick Wall of Troy

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

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

Leadership Skill · Hero's Squad

Archers in the hero's squad have 50% more Resistance.

4

Archer Offensive Formation II

Leadership Skill · Hero's Squad

Archers in the hero's squad have 50% more Might.

5

Apollo's Judgment

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

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

Leadership Skill · Hero's Squad

Archer in Hero's squad has +15% Might and Resistance, and +15% Damage. 250% bonus to the skill "Dictator".

7

Discipline - Archer

Leadership Skill · Hero's Legion

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

8

Underworld Spear

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

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 combos can YOU play?

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