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Penthesilea · Henry II · Oliver

Archer #70
Penthesilea Rise of Castles heroPenthesilea
Henry II Rise of Castles heroHenry II
Oliver Rise of Castles heroOliver

Henry II — what the skills grant

Totalled from Henry II's own skill descriptions. Squad buffs apply to the hero's own squad; legion buffs apply to the whole legion — they stack differently in game, so they are counted separately.

Resistance
+115% hero's squad
-50% enemy squads
Might
+115% hero's squad
-50% enemy squads
+40% hero's legion
Fatal Blow Rate
+20% hero's squad
Damage
+65% hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +260% x4 (+1,040% total).

About Henry II

Henry II is an Archer hero in Rise of Castles. On ROCMeta, Henry II appears in 32 ranked combos spanning Archer and Mixed lineups. Henry II's highest-ranked appearance is Penthesilea · Henry II · Oliver, which currently sits at Archer #70.

Across Henry II's skills, the hero's own squad gains +115% Resistance, +115% Might, +20% Fatal Blow Rate, and +65% Damage. The wider legion gains +40% Might.

Henry II's strongest recorded skill hits for 260% damage.

Henry II is most often ranked alongside Oliver, Beowulf, and Helsingen — the heroes that share the most ranked combos with Henry II. The full list of partners is further down the page.

Why Henry II ranks where it does

Henry II is built around enemy debuffs and burst damage — stronger there than 84% of the roster.

Adds little alongside Alfred, Arslan and Attila. both are carrys — the second adds little the first does not

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

Most often ranked with Henry II

Counted from the published lists: the partners who appear beside Henry II in the most ranked lineups.

Proven synergies

A different question from the grid above: not who Henry II is listed with, but whose kit the skill text says Henry II 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 portrait

Al-Hawra

4 shared lineups

Henry II supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them.

Frederick I portrait

Frederick I

1 shared lineup

Henry II supplies the combat-skill casts; Frederick I's Frenzy War feeds on them.

Thorven portrait

Thorven

1 shared lineup

Henry II supplies the combat-skill casts; Thorven's Spiral Edge feeds on them.

King Arthur portrait

King Arthur

Not yet listed

Henry II supplies the combat-skill casts; King Arthur's Sword in the Stone feeds on them. Their strongest lineup together (Hannibal completing it) scores 81.41, below the last ranked seat in its tier (83.96).

Jeanne d'Arc portrait

Jeanne d'Arc

Not yet listed

Henry II supplies the combat-skill casts; Jeanne d'Arc's Siege of Orleans feeds on them. Their strongest lineup together (Thorven completing it) scores 76.32, below the last ranked seat in its tier (83.96).

Alberich portrait

Alberich

Not yet listed

Henry II supplies the combat-skill casts; Alberich's Treasure Holder feeds on them. Their strongest lineup together (Geraint completing it) scores 80.80, below the last ranked seat in its tier (83.96).

Best Archer combos with Henry II

Henry II appears in 31 ranked Archer combos — showing the top 24.

  1. 70 Penthesilea, front rowHenry II, middle rowOliver, back row Penthesilea · Henry II · Oliver Current meta Beats 6 of 8 reference lineups 83.13/100 out of 100
    Penthesilea (SP · paid), Henry II (X20) and Oliver (X24) score 83.13 out of 100 together, and each of the three has a job.

    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 takes the front as the sturdiest of the three. Henry II brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, 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; a focused finisher and spread pressure both present.

  2. 75 Al-Hawra, front rowHenry II, middle rowOliver, back row Al-Hawra · Henry II · Oliver Current meta Beats 6 of 8 reference lineups 83.45/100 out of 100
    Al-Hawra (X01 · paid), Henry II (X20) and Oliver (X24) score 83.45 out of 100 together, and each of the three has a job.

    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 takes the front as the one built to survive the opening exchange. Henry II brings a second damage line worth 28% of the expected output, so no single silence stops the plan: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, 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 Oliver’s Paladin's Resilience waits on; Henry II 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: a mid-era lineup anchored by Oliver (X24); the damage runs off different engines, so the three do not compound.

  3. 87 Beowulf, front rowPenthesilea, middle rowHenry II, back row Beowulf · Penthesilea · Henry II Current meta Beats 5 of 8 reference lineups 81.85/100 out of 100
    Beowulf (SP · paid), Penthesilea (SP · paid) and Henry II (X20) score 81.85 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, 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. Henry II is the win condition, bringing 88% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Beowulf raises Henry II’s output directly rather than adding a number of its own. What you give up: attacks converge on the same squads, with no spread pressure across the line; the trigger chain is thin — the three lean on one link rather than several.

  4. 95 Helsingen, front rowSeraphina, middle rowHenry II, back row Helsingen · Seraphina · Henry II Current meta Beats 4 of 8 reference lineups 80.41/100 out of 100
    Helsingen (X28), Seraphina (X28) and Henry II (X20) score 80.41 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. 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 sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 58% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on. What you give up: Helsingen holds the front, but nothing here heals; raw damage reaches only about 44% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  5. 104 Zhuge Liang, front rowHenry II, middle rowOliver, back row Zhuge Liang · Henry II · Oliver Current meta Beats 4 of 7 reference lineups 84.69/100 out of 100
    Zhuge Liang (X26), Henry II (X20) and Oliver (X24) score 84.69 out of 100 together, and each of the three has a job.

    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 takes the front as the one built to survive the opening exchange. Henry II brings a second damage line worth 27% of the expected output, so no single silence stops the plan: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, 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 trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  6. 112 Galahad, front rowPenthesilea, middle rowHenry II, back row Galahad · Penthesilea · Henry II Current meta Beats 3 of 8 reference lineups 79.79/100 out of 100
    Galahad (X23), Penthesilea (SP · paid) and Henry II (X20) score 79.79 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% 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. 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. Henry II is the win condition, bringing 88% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Galahad waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Penthesilea raises Henry II’s output directly rather than adding a number of its own. What you give up: attacks converge on the same squads, with no spread pressure across the line; the damage runs off different engines, so the three do not compound.

  7. 120 Penthesilea, front rowCleopatra VII, middle rowHenry II, back row Penthesilea · Cleopatra VII · Henry II Current meta Beats 3 of 8 reference lineups 79.72/100 out of 100
    Penthesilea (SP · paid), Cleopatra VII (S03 · paid) and Henry II (X20) score 79.72 out of 100 together, and each of the three has a job.

    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 takes the front as the sturdiest of the three. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 82% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Cleopatra VII waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Penthesilea raises Henry II’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Penthesilea (SP); a focused finisher and spread pressure both present.

  8. 122 Henry V, front rowHenry II, middle rowOliver, back row Henry V · Henry II · Oliver Current meta Beats 3 of 8 reference lineups 79.16/100 out of 100
    Henry V (X17), Henry II (X20) and Oliver (X24) score 79.16 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Henry II brings a second damage line worth 28% of the expected output, so no single silence stops the plan: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, 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 Henry V’s Wildfire of Wales applies Silence 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. Budget note: every hero in this lineup can be completed without spending.

  9. 132 Henry V, front rowSeraphina, middle rowHenry II, back row Henry V · Seraphina · Henry II Current meta Beats 3 of 8 reference lineups 81.83/100 out of 100
    Henry V (X17), Seraphina (X28) and Henry II (X20) score 81.83 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 57% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Henry II swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Henry II deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 45% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  10. 133 Al-Hawra, front rowHenry II, middle rowHelsingen, back row Al-Hawra · Henry II · Helsingen Current meta Beats 3 of 8 reference lineups 79.06/100 out of 100
    Al-Hawra (X01 · paid), Henry II (X20) and Helsingen (X28) score 79.06 out of 100 together, and each of the three has a job.

    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 takes the front as the one built to survive the opening exchange. Henry II is the win condition, bringing 59% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. 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 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 Helsingen’s Nightshadow Scorching Arrow waits on; Henry II produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Henry II’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Helsingen (X28); Al-Hawra holds the front, but nothing here heals.

  11. 137 Henry V, front rowHelsingen, middle rowHenry II, back row Henry V · Helsingen · Henry II Current meta Beats 3 of 8 reference lineups 82.76/100 out of 100
    Henry V (X17), Helsingen (X28) and Henry II (X20) score 82.76 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 58% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry V’s Wildfire of Wales produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Henry II 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 44% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  12. 148 Beowulf, front rowHenry II, middle rowOliver, back row Beowulf · Henry II · Oliver Current meta Beats 3 of 8 reference lineups 79.06/100 out of 100
    Beowulf (SP · paid), Henry II (X20) and Oliver (X24) score 79.06 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Henry II brings a second damage line worth 30% of the expected output, so no single silence stops the plan: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, 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 Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Beowulf raises Oliver’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; the damage runs off different engines, so the three do not compound.

  13. 158 Beowulf, front rowHelsingen, middle rowHenry II, back row Beowulf · Helsingen · Henry II Current meta Beats 3 of 8 reference lineups 79.00/100 out of 100
    Beowulf (SP · paid), Helsingen (X28) and Henry II (X20) score 79.00 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 68% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Beowulf raises Henry II’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 38% of the hardest-hitting trio in the roster.

  14. 160 Beowulf, front rowZhuge Liang, middle rowHenry II, back row Beowulf · Zhuge Liang · Henry II Current meta Beats 3 of 8 reference lineups 83.49/100 out of 100
    Beowulf (SP · paid), Zhuge Liang (X26) and Henry II (X20) score 83.49 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, 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. Henry II is the win condition, bringing 64% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Beowulf raises Henry II’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 40% of the hardest-hitting trio in the roster.

  15. 162 Zhuge Liang, front rowCleopatra VII, middle rowHenry II, back row Zhuge Liang · Cleopatra VII · Henry II Current meta Beats 3 of 8 reference lineups 80.13/100 out of 100
    Zhuge Liang (X26), Cleopatra VII (S03 · paid) and Henry II (X20) score 80.13 out of 100 together, and each of the three has a job.

    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 takes the front as the one built to survive the opening exchange. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 61% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Cleopatra VII waits on; Zhuge Liang raises Henry II’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Zhuge Liang (X26); the trigger chain is thin — the three lean on one link rather than several.

  16. 175 Tomyris, front rowHenry II, middle rowSeraphina, back row Tomyris · Henry II · Seraphina Current meta Beats 2 of 8 reference lineups 82.84/100 out of 100
    Tomyris (X28), Henry II (X20) and Seraphina (X28) score 82.84 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Henry II is the win condition, bringing 55% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Seraphina’s Redflame Curse waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Henry II swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Henry II deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 46% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  17. 176 Ramses II, front rowHenry II, middle rowOliver, back row Ramses II · Henry II · Oliver Current meta Beats 2 of 8 reference lineups 81.98/100 out of 100
    Ramses II (SP · paid), Henry II (X20) and Oliver (X24) score 81.98 out of 100 together, and each of the three has a job.

    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 takes the front, able to both absorb the opening rounds and heal through them. Henry II brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, 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.

  18. 198 Ramses II, front rowRagnar, middle rowHenry II, back row Ramses II · Ragnar · Henry II developer pick Current meta Beats 2 of 8 reference lineups 71.99/100 out of 100
    Ramses II (SP · paid), Ragnar (X12 · paid) and Henry II (X20) score 71.99 out of 100 together, and each of the three has a job.

    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 takes the front, able to both absorb the opening rounds and heal through them. Ragnar 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. Henry II is the win condition, bringing 79% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II raises Henry II’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; little here disrupts the enemy plan, so the fight is decided on raw output. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation.

  19. 200 Al-Hawra, front rowZhuge Liang, middle rowHenry II, back row Al-Hawra · Zhuge Liang · Henry II developer pick Current meta Beats 1 of 8 reference lineups 70.34/100 out of 100
    Al-Hawra (X01 · paid), Zhuge Liang (X26) and Henry II (X20) score 70.34 out of 100 together, and each of the three has a job.

    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 takes the front as the one built to survive the opening exchange. Zhuge Liang is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 56% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Henry II produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Henry II’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; a mid-era lineup anchored by Zhuge Liang (X26). 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.

  20. 203 Tomyris, front rowHelsingen, middle rowHenry II, back row Tomyris · Helsingen · Henry II Current meta Beats 1 of 8 reference lineups 83.76/100 out of 100
    Tomyris (X28), Helsingen (X28) and Henry II (X20) score 83.76 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 56% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Helsingen’s Blackflame Curse waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Henry II swings into a line that cannot answer; Tomyris raises Henry II’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; no one hero clearly carries, so the damage is easier to interrupt. Budget note: every hero in this lineup can be completed without spending.

  21. 208 Tomyris, front rowCleopatra VII, middle rowHenry II, back row Tomyris · Cleopatra VII · Henry II Current meta Beats 1 of 8 reference lineups 80.93/100 out of 100
    Tomyris (X28), Cleopatra VII (S03 · paid) and Henry II (X20) score 80.93 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 61% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Cleopatra VII’s Dazzling Shield waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Henry II swings into a line that cannot answer; Tomyris raises Henry II’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Tomyris (X28); a focused finisher and spread pressure both present.

  22. 212 Julian, front rowHenry II, middle rowOliver, back row Julian · Henry II · Oliver Current meta Beats 1 of 8 reference lineups 81.98/100 out of 100
    Julian (X25), Henry II (X20) and Oliver (X24) score 81.98 out of 100 together, and each of the three has a job.

    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 takes the front as the sturdiest of the three. Henry II brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, 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. Budget note: every hero in this lineup can be completed without spending.

  23. 214 Al-Hawra, front rowHenry II, middle rowHenry V, back row Al-Hawra · Henry II · Henry V Current meta Beats 1 of 8 reference lineups 80.90/100 out of 100
    Al-Hawra (X01 · paid), Henry II (X20) and Henry V (X17) score 80.90 out of 100 together, and each of the three has a job.

    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 takes the front as the one built to survive the opening exchange. Henry II is the win condition, bringing 59% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% of recovery across its kit, 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 Henry V’s Wildfire Rhapsody waits on; Henry II produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Henry II’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Henry V (X17); raw damage reaches only about 44% of the hardest-hitting trio in the roster.

  24. 216 Ramses II, front rowBeowulf, middle rowHenry II, back row Ramses II · Beowulf · Henry II Current meta Beats 1 of 8 reference lineups 81.26/100 out of 100
    Ramses II (SP · paid), Beowulf (SP · paid) and Henry II (X20) score 81.26 out of 100 together, and each of the three has a job.

    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 takes the front, able to both absorb the opening rounds and heal through them. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 89% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Ramses II raises Henry II’s output directly rather than adding a number of its own. What you give up: attacks converge on the same squads, with no spread pressure across the line; the trigger chain is thin — the three lean on one link rather than several.

See the full Archer rankings →

Best Mixed combos with Henry II

Henry II appears in 1 ranked Mixed combo.

  1. 174 Thorven, front rowHenry II, middle rowHelsingen, back row Thorven · Henry II · Helsingen Current meta Beats 1 of 8 reference lineups 84.04/100 out of 100
    Thorven (cavalry · X29), Henry II (archer · X20) and Helsingen (archer · X28) score 84.04 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Henry II is the win condition, bringing 74% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Helsingen’s Blackflame Curse waits on; Henry II produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Henry II swings into a line that cannot answer. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Thorven, Henry II, Helsingen only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.

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Henry II — skills

All 8 recorded skills for Henry II, 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

Spear of the Dynasty

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

Deals 260% Damage against a random enemy squad for 3-5 times repeatedly.

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

Repentance

Pre-Battle Skill · 1 random enemy squad within effective range · Range 5 · Archer

Gains 20% chance of "Fatal Blow". Every time dealing damage to a target, steals 50% Might and Resistance from the target, lasting till this round ends.

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

Plantagenet

Pre-Battle Skill · 1 random enemy squad within effective range · Range 5 · Archer

100% chance to select 1 random enemy squad and make the hero deal 50% more Damage against the squad; the squad will be more likely to be chosen as the target of skill and normal attacks; if the same squad is selected in both the previous and ongoing rounds, this effect will be enhanced to 100% .

Which Henry II lineups can you field?

Select the heroes you own and the generator returns every ranked Henry II 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