Best comboTop ranked

Henry V · Saladin · Oliver

Mixed #7
Henry V Rise of Castles heroHenry V
Saladin Rise of Castles heroSaladin
Oliver Rise of Castles heroOliver

Henry V — what the skills grant

Totalled from Henry V'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
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion
Damage Taken
-75% hero's squad
Troop Power Recovery
+408% hero's squad
Damage
+15% hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +200%, skill 8 — +310%.

About Henry V

Henry V is an Archer hero in Rise of Castles. On ROCMeta, Henry V appears in 17 ranked combos spanning Archer and Mixed lineups. Henry V's highest-ranked appearance is Henry V · Saladin · Oliver, which currently sits at Mixed #7.

Across Henry V's skills, the hero's own squad gains +65% Resistance, +65% Might, -75% Damage Taken, +408% Troop Power Recovery, and +15% Damage. The wider legion gains +40% Might.

Henry V's strongest recorded skill hits for 310% damage.

Henry V is most often ranked alongside Frederick I, Al-Hawra, and Helsingen — the heroes that share the most ranked combos with Henry V. The full list of partners is further down the page.

Why Henry V ranks where it does

Henry V is built around healing and damage reduction — stronger there than 99% of the roster.

Pairs best with Al-Hawra, Cyrus and Frederick I. Al-Hawra feeds Henry V; Henry V feeds Al-Hawra

Adds little alongside Achilles, Gustav and Hector. both are sustains — the second adds little the first does not

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

Heroes that pair well with Henry V

The heroes most often ranked alongside Henry V.

Best Archer combos with Henry V

Henry V appears in 13 ranked Archer combos.

  1. 16 Henry V, front rowHelsingen, middle rowFrederick I, back row Henry V · Helsingen · Frederick I
    Henry V (X17), Helsingen (X28) and Frederick I (X16) score 78.85 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 brings a second damage line worth 25% 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 sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 58% 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 Henry V’s Wildfire of Wales produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow and Frederick I’s Frenzy War both wait on; Henry V produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Frederick I swings into a line that cannot answer. What you give up: raw damage reaches only about 41% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 78.85/100 out of 100
  2. 24 Henry V, front rowHelsingen, middle rowHenry II, back row Henry V · Helsingen · Henry II
    Henry V (X17), Helsingen (X28) and Henry II (X20) score 77.53 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 brings a second damage line worth 22% 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 sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 62% 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 46% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 77.53/100 out of 100
  3. 27 Henry V, front rowSeraphina, middle rowHenry II, back row Henry V · Seraphina · Henry II
    Henry V (X17), Seraphina (X28) and Henry II (X20) score 77.38 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 brings a second damage line worth 23% 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. Henry II is the win condition, bringing 62% 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 46% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 77.38/100 out of 100
  4. 28 Henry V, front rowNicolas Flamel, middle rowFrederick I, back row Henry V · Nicolas Flamel · Frederick I
    Henry V (X17), Nicolas Flamel (X18) and Frederick I (X16) score 77.06 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. Nicolas Flamel brings a second damage line worth 38% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 47% 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 Henry V’s Wildfire of Wales produces burns, the exact trigger Nicolas Flamel’s Eternal Flame and Frederick I’s Frenzy War both wait on; Henry V produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Frederick I swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 50% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation. How these scores work →

    Current meta 77.06/100 out of 100
  5. 53 Henry V, front rowPoison Master, middle rowWarden, back row Henry V · Poison Master · Warden
    Henry V (X17), Poison Master (X10) and Warden (X06) score 74.15 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. 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. 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 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 Henry V and Poison Master both wait on; Henry V 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 Henry V swings into a line that cannot answer. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Warden (X06) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 74.15/100 out of 100
  6. 69 Henry V, front rowPoison Master, middle rowAl-Hawra, back row Henry V · Poison Master · Al-Hawra
    Henry V (X17), Poison Master (X10) and Al-Hawra (X01 · paid) score 72.31 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. 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Henry V and Poison Master both wait on; Henry V produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison and Al-Hawra’s Desert Phantom both wait on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Henry V swings into a line that cannot answer. What you give up: raw damage reaches only about 9% 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 →

    Current meta 72.31/100 out of 100
  7. 71 Henry V, front rowHellfire, middle rowWarden, back row Henry V · Hellfire · Warden
    Henry V (X17), Hellfire (X09) and Warden (X06) score 72.18 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. 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. 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 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 Henry V and Hellfire both wait on; Hellfire raises Henry V’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Warden (X06) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 72.18/100 out of 100
  8. 80 Henry V, front rowHellfire, middle rowAl-Hawra, back row Henry V · Hellfire · Al-Hawra
    Henry V (X17), Hellfire (X09) and Al-Hawra (X01 · paid) score 70.99 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. 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. Al-Hawra is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 78% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Henry V and Hellfire both wait on; Henry V produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Hellfire raises Henry V’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% 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 →

    Current meta 70.99/100 out of 100
  9. 82 Henry V, front rowRagnar, middle rowHenry II, back row Henry V · Ragnar · Henry II
    Henry V (X17), Ragnar (X12 · paid) and Henry II (X20) score 70.92 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. Ragnar brings a second damage line worth 18% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 66% 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 applies Silence and takes a squad out of the fight for 2 rounds, so Henry II swings into a line that cannot answer; Ragnar 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 43% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 70.92/100 out of 100
  10. 88 Henry V, front rowAl-Hawra, middle rowEselfred, back row Henry V · Al-Hawra · Eselfred
    Henry V (X17), Al-Hawra (X01 · paid) and Eselfred (X14) score 70.56 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. 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. Eselfred is the win condition, bringing 64% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Henry V and Eselfred both wait on; Henry V produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Eselfred swings into a line that cannot answer. What you give up: raw damage reaches only about 24% 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 →

    Current meta 70.56/100 out of 100
  11. 94 Henry V, front rowWitch Hunter, middle rowFrederick I, back row Henry V · Witch Hunter · Frederick I
    Henry V (X17), Witch Hunter (S02) and Frederick I (X16) score 69.76 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. 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 sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 67% 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 Henry V’s Wildfire of Wales produces burns, the exact trigger Frederick I’s Frenzy War waits on; Henry V produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Frederick I swings into a line that cannot answer. What you give up: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 36% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Current meta 69.76/100 out of 100
  12. 105 Henry V, front rowBelisarius, middle rowDarius, back row Henry V · Belisarius · Darius
    Henry V (X17), Belisarius (X12) and Darius (X13) score 67.86 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. Belisarius brings a second damage line worth 31% 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 is the win condition, bringing 41% of the lineup's expected damage: 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; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Darius swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 26% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 67.86/100 out of 100
  13. 117 Henry V, front rowElk, middle rowAl-Hawra, back row Henry V · Elk · Al-Hawra
    Henry V (X17), Elk (X01) and Al-Hawra (X01 · paid) score 64.51 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. Elk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 58% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Al-Hawra is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 78% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Henry V waits on; Henry V produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Elk raises Henry V’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; Elk (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 64.51/100 out of 100

See the full Archer rankings →

Best Mixed combos with Henry V

Henry V appears in 4 ranked Mixed combos.

  1. 7 Henry V, front rowSaladin, middle rowOliver, back row Henry V · Saladin · Oliver
    Henry V (archer · X17), Saladin (cavalry · SP · paid) and Oliver (archer · X24) score 80.57 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 78% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Henry V and Oliver both wait on; 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: raw damage reaches only about 45% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 80.57/100 out of 100
  2. 50 Henry V, front rowHelsingen, middle rowZhao Yun, back row Henry V · Helsingen · Zhao Yun
    Henry V (archer · X17), Helsingen (archer · X28) and Zhao Yun (cavalry · X26) score 74.46 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 brings a second damage line worth 13% 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 sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 78% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all 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 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 Zhao Yun swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 74.46/100 out of 100
  3. 70 Henry V, front rowClovis I, middle rowFrederick I, back row Henry V · Clovis I · Frederick I
    Henry V (archer · X17), Clovis I (footmen · X15) and Frederick I (archer · X16) score 72.47 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. 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 sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 62% 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 Henry V’s Wildfire of Wales produces burns, the exact trigger Frederick I’s Frenzy War waits on; Henry V produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear and Frederick I’s Frenzy War both wait on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Frederick I swings into a line that cannot answer. What you give up: raw damage reaches only about 28% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Henry V (X17). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 72.47/100 out of 100
  4. 80 Henry V, front rowPepin, middle rowFrederick I, back row Henry V · Pepin · Frederick I
    Henry V (archer · X17), Pepin (footmen · X12) and Frederick I (archer · X16) score 71.43 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. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% 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 69% 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 Henry V’s Wildfire of Wales produces burns, the exact trigger Frederick I’s Frenzy War waits on; Henry V produces combat-skill casts, the exact trigger Pepin’s Power of Staff and Frederick I’s Frenzy War both wait on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Frederick I 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; a mid-era lineup anchored by Henry V (X17). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 71.43/100 out of 100

See the full Mixed rankings →

Henry V — skills

All 8 recorded skills for Henry V, 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

Wildfire of Wales

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

When the hero takes damage, a layer of "fire" will be added to the one who deals damage. When the "fire" accumulates to 3 layers, it will immediately silence the target for 2 round(s) and subject it to a burning status, making it take some burning damage (damage rate: 200%, affected by skill bonus) each round, lasting 2 round(s).

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

Chant of Glory

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

The hero takes -80% skill damage. Each time the hero is subject to a normal attack, the hero's skill damage taken will be increased by 10%, while his physical damage taken -5%. This effect can stack for up to 8 layer(s). When the effect stacks up to 8 layers, the hero will immediately restore some troop power (recovery rate: 408%).

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

Wildfire Rhapsody

Combat Skill · 2 random enemy squads within effective range · Range 3 · Archer

60% chance to deal some burning damage to 2 enemy squad(s) within the valid range (damage rate: 310%, affected by the skill bonus). If the skill "Chant of Glory" reaches its maximum number of layers, it will be cast one more time.

Which Henry V combos can YOU play?

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