Hellfire — what the skills grant
Totalled from Hellfire'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.
About Hellfire
Hellfire is a Cavalry / Archer / Footmen hero in Rise of Castles. On ROCMeta, Hellfire appears in 17 ranked combos spanning Cavalry, Archer, Footmen, and Mixed lineups. Hellfire's best-placed appearance is Hellfire · Warden · Eselfred, which currently sits at #22 in the Archer list’s Mid progression tier.
Across Hellfire's skills, the hero's own squad gains +65% Evasion Rate, -8% Damage, -35% Damage Taken, +65% Resistance, +65% Might, and +15% HP. The wider legion gains +40% Resistance.
Hellfire is most often ranked alongside El Cid, Warden, and Ashoka — the heroes that share the most ranked combos with Hellfire. The full list of partners is further down the page.
Why Hellfire ranks where it does
Hellfire is built around evasion and healing — 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; Hellfire's Heroic Inspiration feeds on them. Hellfire supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.
Adds little alongside Galahad, Immortal Guardian and Liberator. both are tanks — the second adds little the first does not
Read from Hellfire's eight skills and compared against every other published hero — not an editorial opinion.
Most often ranked with Hellfire
Counted from the published lists: the partners who appear beside Hellfire in the most ranked lineups.
Proven synergies
A different question from the grid above: not who Hellfire is listed with, but whose kit the skill text says Hellfire 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
Not yet listedAl-Hawra's Desert Phantom supplies the trigger-rate boosts; Hellfire's Heroic Inspiration feeds on them. Hellfire supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.
Cyrus
Not yet listedCyrus's Tolerance supplies the trigger-rate boosts; Hellfire's Heroic Inspiration feeds on them. Hellfire supplies the combat-skill casts; Cyrus's Strategy to Victory feeds on them. No lineup around this pair clears the era and composition gates.
Roland
Not yet listedHellfire supplies the combat-skill casts; Roland's Paladins feeds on them. Roland's Song of Roland supplies the trigger-rate boosts; Hellfire's Heroic Inspiration feeds on them. No lineup around this pair clears the era and composition gates.
El Cid
8 shared lineupsEl Cid's Song of El Cid supplies the trigger-rate boosts; Hellfire's Heroic Inspiration feeds on them.
Warden
5 shared lineupsWarden's Aspect of the Eagle supplies the trigger-rate boosts; Hellfire's Heroic Inspiration feeds on them.
Ashoka
3 shared lineupsHellfire supplies the combat-skill casts; Ashoka's Bloodthirsty Ashoka feeds on them.
Best Cavalry combos with Hellfire
Hellfire appears in 6 ranked Cavalry combos.
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B Hellfire · Black Prince · El Cid 0/8 81.04/100 out of 100 Hellfire (X09), Black Prince (S01) and El Cid (X12) score 81.04 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front as the sturdiest of the three. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and sits in the middle, where the support reaches both the front and the back. El Cid is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Black Prince’s Dragon Siege and Hellfire’s Heroic Inspiration both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so El Cid swings into a line that cannot answer; Hellfire raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Hellfire (X09). Budget note: every hero in this lineup can be completed without spending.
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B Hellfire · The Brave · El Cid 0/8 80.96/100 out of 100 Hellfire (X09), The Brave (S04) and El Cid (X12) score 80.96 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front as the sturdiest of the three. 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. El Cid is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so El Cid swings into a line that cannot answer; Hellfire raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained. Budget note: every hero in this lineup can be completed without spending.
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B Hellfire · Roku Boshuten · El Cid 0/8 81.00/100 out of 100 Hellfire (X09), Roku Boshuten (S03) and El Cid (X12) score 81.00 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front as the sturdiest of the three. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Roku Boshuten’s Gou both wait on; Hellfire 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 El Cid swings into a line that cannot answer. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Hellfire (X09). Budget note: every hero in this lineup can be completed without spending.
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B Hellfire · Rozen Blade · El Cid 0/8 81.08/100 out of 100 Hellfire (X09), Rozen Blade (S03) and El Cid (X12) score 81.08 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front as the sturdiest of the three. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. El Cid is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so El Cid swings into a line that cannot answer; Hellfire raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained. Budget note: every hero in this lineup can be completed without spending.
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B Hellfire · Warhammer · El Cid 0/8 80.15/100 out of 100 Hellfire (X09), Warhammer (X06) and El Cid (X12) score 80.15 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front as the sturdiest of the three. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Warhammer’s Reflecting Armor both wait on; Warhammer shuts off enemy recovery, so what El Cid deals stays dealt; Hellfire raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Hellfire (X09). Budget note: every hero in this lineup can be completed without spending.
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B Hellfire · The Boneless · El Cid 0/8 80.20/100 out of 100 Hellfire (X09), The Boneless (S00) and El Cid (X12) score 80.20 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front as the sturdiest of the three. The Boneless is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Disarm on a 50% roll, and sits in the middle, where the support reaches both the front and the back. El Cid is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and The Boneless’s Hanashi both wait on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so El Cid swings into a line that cannot answer; Hellfire raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; The Boneless (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.
Best Archer combos with Hellfire
Hellfire appears in 5 ranked Archer combos.
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B Hellfire · Warden · Eselfred 0/8 81.38/100 out of 100 Hellfire (X09), Warden (X06) and Eselfred (X14) score 81.38 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warden is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 90% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Hellfire’s Heroic Inspiration both wait on; Hellfire raises Eselfred’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 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Hellfire · Warden · Lilith 0/8 81.54/100 out of 100 Hellfire (X09), Warden (X06) and Lilith (X09) score 81.54 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warden is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Lilith’s Poison Needle both wait on; Hellfire raises Lilith’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.
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B Hellfire · Warden · Witch Hunter 0/8 80.31/100 out of 100 Hellfire (X09), Warden (X06) and Witch Hunter (S02) score 80.31 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warden is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Witch Hunter’s Purifying Flame both wait on; Hellfire raises Witch Hunter’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Witch Hunter (S02) 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.
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B Hellfire · Warden · Poison Master 0/8 79.00/100 out of 100 Hellfire (X09), Warden (X06) and Poison Master (X10) score 79.00 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warden is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 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 Hellfire’s Heroic Inspiration and Poison Master’s Deadly Virus both wait on; Hellfire produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Hellfire raises Poison Master’s output directly rather than adding a number of its own. What you give up: no damaging skill to aim; raw damage reaches only about 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Hellfire · Warden · Inquisitor 0/8 80.41/100 out of 100 Hellfire (X09), Warden (X06) and Inquisitor (S02) score 80.41 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warden is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Inquisitor’s Judgement of Justice both wait on; Hellfire raises Inquisitor’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Inquisitor (S02) 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.
Best Footmen combos with Hellfire
Hellfire appears in 4 ranked Footmen combos.
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B Ashoka · Hellfire · Fortuneteller 1/8 80.50/100 out of 100 Ashoka (X14), Hellfire (X09) and Fortuneteller (X08) score 80.50 out of 100 together, and each of the three has a job.
Ashoka is the win condition, bringing 67% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ashoka produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on; Hellfire produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Fortuneteller’s Soul Sacrifice applies Suppress and takes a squad out of the fight, so Ashoka 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained. Budget note: every hero in this lineup can be completed without spending.
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B Clovis I · Hellfire · Ashoka 1/8 81.63/100 out of 100 Clovis I (X15), Hellfire (X09) and Ashoka (X14) score 81.63 out of 100 together, and each of the three has a job.
Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and takes the front as the sturdiest of the three. Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 72% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Hellfire produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Ashoka 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; raw damage reaches only about 26% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Ashoka · Hellfire · Pepin 0/8 79.56/100 out of 100 Ashoka (X14), Hellfire (X09) and Pepin (X12) score 79.56 out of 100 together, and each of the three has a job.
Ashoka is the win condition, bringing 86% 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. Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 169% of enemy Might, Resistance and damage across its kit, 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 Ashoka produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Hellfire produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Hellfire raises Ashoka’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.
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B Clovis I · Hellfire · Pepin 0/8 78.90/100 out of 100 Clovis I (X15), Hellfire (X09) and Pepin (X12) score 78.90 out of 100 together, and each of the three has a job.
Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and takes the front as the sturdiest of the three. Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 169% of enemy Might, Resistance and damage across its kit, 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 Clovis I produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Hellfire produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Hellfire raises Clovis I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending.
Best Mixed combos with Hellfire
Hellfire appears in 2 ranked Mixed combos.
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B Hellfire · Inquisitor · El Cid 0/8 78.38/100 out of 100 Hellfire (archer · X09), Inquisitor (archer · S02) and El Cid (cavalry · X12) score 78.38 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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. El Cid is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Inquisitor’s Judgement of Justice both wait on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so El Cid swings into a line that cannot answer; Hellfire raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Inquisitor (S02) 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.
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B Hellfire · Pepin · El Cid 0/8 78.34/100 out of 100 Hellfire (footmen · X09), Pepin (footmen · X12) and El Cid (cavalry · X12) score 78.34 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 169% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Pepin’s Thunderstruck both wait on; Hellfire produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Hellfire raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.
Hellfire — skills
All 8 recorded skills for Hellfire, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Blood Pact
Different effects: Footmen: Damage received by your squad -35% . Cavalry: When two random enemy squads launch combat skills and common attacks, the damage dealt by the squad is reduced by -8% and the effect can be stacked up to 8 layers. Archers: In the first three rounds, when your squad takes Damage, there is a 65% Evasion Chance.
3 Defensive Formation
Hero's squad has +50% Resistance.
4 Offensive Formation
Hero's squad has +50% Might.
5 Heroic Inspiration
50% chance to Recover the team with the lowest value of our troops ( Recovery Rate 270% ), and Remove debuff state of two random teams on our side (Cannot remove pre-battle debuffs).
6 Awaken
Hero's squad gains 15% Might and Resistance, 15% HP, and 250% bonus to the skill "Dictator".
7 Defend
Hero's formation has +40% Resistance.
8 Rising from Ashes
All Friendly Squads Unit Countering -10% . Starting from the 4th round, the damage dealt by our other two squads is +40% .
Questions about Hellfire
What is the best combo for Hellfire in Rise of Castles?
Hellfire's best ranked combo is Hellfire · Warden · Eselfred: #22 in the Archer list’s Mid progression tier.
How many combos include Hellfire?
Hellfire appears in 17 ranked combos on ROCMeta.com, across 4 of the four lists.
Which Hellfire lineups can you field?
Select the heroes you own and the generator returns every ranked Hellfire 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


