Best comboTop ranked

War Lord · Heroine of Courage · Avalanche

Cavalry #135
War Lord Rise of Castles heroWar Lord
Heroine of Courage Rise of Castles heroHeroine of Courage
Avalanche Rise of Castles heroAvalanche

Heroine of Courage — what the skills grant

Totalled from Heroine of Courage'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.

Damage
+35% hero's squad
+35% friendly squads
Resistance
+50% hero's squad
Might
+50% hero's squad
+30% hero's legion
Combat Speed
+10 hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 5 — +420%, skill 8 — +230%.

About Heroine of Courage

Heroine of Courage is a Cavalry / Archer / Footmen hero in Rise of Castles. On ROCMeta, Heroine of Courage appears in 19 ranked combos spanning Cavalry, Archer, Footmen, and Mixed lineups. Heroine of Courage's highest-ranked appearance is War Lord · Heroine of Courage · Avalanche, which currently sits at Cavalry #135.

Across Heroine of Courage's skills, the hero's own squad gains +35% Damage, +50% Resistance, +50% Might, and +10 Combat Speed. The wider legion gains +30% Might.

Heroine of Courage's strongest recorded skill hits for 420% damage.

Heroine of Courage is most often ranked alongside War Lord, Cleopatra VII, and Isabella I — the heroes that share the most ranked combos with Heroine of Courage. The full list of partners is further down the page.

Why Heroine of Courage ranks where it does

Heroine of Courage is built around team buffs — stronger there than 80% of the roster.

Pairs best with Al-Hawra, Cyrus and Jeanne d'Arc. Al-Hawra feeds Heroine of Courage; Heroine of Courage feeds Al-Hawra

Read from Heroine of Courage's eight skills and compared against every other published hero — not an editorial opinion.

Heroes that pair well with Heroine of Courage

The heroes most often ranked alongside Heroine of Courage.

Best Cavalry combos with Heroine of Courage

Heroine of Courage appears in 6 ranked Cavalry combos.

  1. 135 War Lord, front rowHeroine of Courage, middle rowAvalanche, back row War Lord · Heroine of Courage · Avalanche
    War Lord (S03), Heroine of Courage (S00) and Avalanche (X02) score 70.13 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Heroine of Courage and Avalanche both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Heroine of Courage and Avalanche both wait on; War Lord raises Avalanche’s output directly rather than adding a number of its own. What you give up: Heroine of Courage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 70.13/100 out of 100
  2. 154 Isabella I, front rowHeroine of Courage, middle rowSundiata, back row Isabella I · Heroine of Courage · Sundiata
    Isabella I (S01), Heroine of Courage (S00) and Sundiata (X15) score 59.49 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 71% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad on a 40% 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 Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Heroine of Courage raises Sundiata’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Isabella I (S01) 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 →

    Mid progression 59.49/100 out of 100
  3. 173 Lawman, front rowHeroine of Courage, middle rowJane, back row Lawman · Heroine of Courage · Jane
    Lawman (X03), Heroine of Courage (S00) and Jane (S03) score 56.52 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% 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. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 66% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Jane shuts off enemy recovery, so what Jane deals stays dealt; Heroine of Courage raises Jane’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heroine of Courage (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. How these scores work →

    Mid progression 56.52/100 out of 100
  4. 194 War Lord, front rowNorth's Rage, middle rowHeroine of Courage, back row War Lord · North's Rage · Heroine of Courage
    War Lord (S03), North's Rage (S00) and Heroine of Courage (S00) score 67.79 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Heroine of Courage both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage and Heroine of Courage both wait on; War Lord raises North's Rage’s output directly rather than adding a number of its own. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 67.79/100 out of 100
  5. 196 War Lord, front rowYukimura Sanada, middle rowHeroine of Courage, back row War Lord · Yukimura Sanada · Heroine of Courage
    War Lord (S03), Yukimura Sanada (S00) and Heroine of Courage (S00) score 67.21 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Yukimura Sanada and Heroine of Courage both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Heroine of Courage waits on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Heroine of Courage swings into a line that cannot answer. What you give up: Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 67.21/100 out of 100
  6. 221 Heroine of Courage, front rowQueen Anne, middle rowWilliam Wallace, back row Heroine of Courage · Queen Anne · William Wallace
    Heroine of Courage (S00), Queen Anne (S00) and William Wallace (S00) score 41.04 out of 100 together, and each of the three has a job.

    Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and takes the front as the sturdiest of the three. Queen Anne is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Slaughter applies Suppress on a 30% roll, and sits in the middle, where the support reaches both the front and the back. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: Eye of the Storm puts 667% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so William Wallace swings into a line that cannot answer; Heroine of Courage raises William Wallace’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heroine of Courage holds the front, but nothing here heals. 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 →

    Starter 41.04/100 out of 100

See the full Cavalry rankings →

Best Archer combos with Heroine of Courage

Heroine of Courage appears in 5 ranked Archer combos.

  1. 150 Tarantula, front rowAl-Hawra, middle rowHeroine of Courage, back row Tarantula · Al-Hawra · Heroine of Courage
    Tarantula (X02), Al-Hawra (X01 · paid) and Heroine of Courage (S00) score 68.56 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 64% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% 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 Tarantula and Heroine of Courage both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Tarantula’s output directly rather than adding a number of its own. What you give up: Heroine of Courage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 16% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 68.56/100 out of 100
  2. 179 Tarantula, front rowYukimura Sanada, middle rowHeroine of Courage, back row Tarantula · Yukimura Sanada · Heroine of Courage
    Tarantula (X02), Yukimura Sanada (S00) and Heroine of Courage (S00) score 58.01 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 57% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% 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 Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Heroine of Courage raises Tarantula’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Yukimura Sanada (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. How these scores work →

    Mid progression 58.01/100 out of 100
  3. 211 Leonidas, front rowHeroine of Courage, middle rowWilliam the Conqueror, back row Leonidas · Heroine of Courage · William the Conqueror
    Leonidas (S00), Heroine of Courage (S00) and William the Conqueror (S00) score 49.75 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. William the Conqueror is the win condition, bringing 47% of the lineup's expected damage: One Arrow One Kill puts 641% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer; Heroine of Courage raises William the Conqueror’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (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. How these scores work →

    Starter 49.75/100 out of 100
  4. 216 Cleopatra VII, front rowRough Rider, middle rowHeroine of Courage, back row Cleopatra VII · Rough Rider · Heroine of Courage
    Cleopatra VII (S03 · paid), Rough Rider (S00) and Heroine of Courage (S00) score 47.80 out of 100 together, and each of the three has a job.

    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 takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% 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 Heroine of Courage raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 47.80/100 out of 100
  5. 219 Cleopatra VII, front rowHeroine of Courage, middle rowQueen Anne, back row Cleopatra VII · Heroine of Courage · Queen Anne
    Cleopatra VII (S03 · paid), Heroine of Courage (S00) and Queen Anne (S00) score 46.41 out of 100 together, and each of the three has a job.

    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 takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Queen Anne adds a second source of control, so the lock rarely has an off round: Slaughter applies Suppress on a 30% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; Heroine of Courage raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heroine of Courage (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 46.41/100 out of 100

See the full Archer rankings →

Best Footmen combos with Heroine of Courage

Heroine of Courage appears in 6 ranked Footmen combos.

  1. 143 Isabella I, front rowHeroine of Courage, middle rowScarlet Reaver, back row Isabella I · Heroine of Courage · Scarlet Reaver
    Isabella I (S01), Heroine of Courage (S00) and Scarlet Reaver (X07) score 64.95 out of 100 together, and each of the three has a job.

    Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Scarlet Reaver’s Flames of Truth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Scarlet Reaver swings into a line that cannot answer; Heroine of Courage raises Scarlet Reaver’s output directly rather than adding a number of its own. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 22% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 64.95/100 out of 100
  2. 144 Ashoka, front rowNorth's Rage, middle rowHeroine of Courage, back row Ashoka · North's Rage · Heroine of Courage
    Ashoka (X14), North's Rage (S00) and Heroine of Courage (S00) score 64.77 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 69% 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% 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 North's Rage produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer; Heroine of Courage raises Ashoka’s output directly rather than adding a number of its own. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest 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 →

    Mid progression 64.77/100 out of 100
  3. 150 Hellfire, front rowHeroine of Courage, middle rowClovis I, back row Hellfire · Heroine of Courage · Clovis I
    Hellfire (X09), Heroine of Courage (S00) and Clovis I (X15) score 63.48 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. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because 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 12% of the hardest-hitting trio in the roster; Heroine of Courage (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. How these scores work →

    Mid progression 63.48/100 out of 100
  4. 204 Isabella I, front rowNorth's Rage, middle rowHeroine of Courage, back row Isabella I · North's Rage · Heroine of Courage
    Isabella I (S01), North's Rage (S00) and Heroine of Courage (S00) score 51.10 out of 100 together, and each of the three has a job.

    Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. North's Rage adds a second source of control, so the lock rarely has an off round: For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% 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 Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so North's Rage swings into a line that cannot answer; Heroine of Courage raises North's Rage’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Isabella I (S01) 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 →

    Starter 51.10/100 out of 100
  5. 210 Cleopatra VII, front rowYukimura Sanada, middle rowHeroine of Courage, back row Cleopatra VII · Yukimura Sanada · Heroine of Courage
    Cleopatra VII (S03 · paid), Yukimura Sanada (S00) and Heroine of Courage (S00) score 49.80 out of 100 together, and each of the three has a job.

    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 takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Yukimura Sanada adds a second source of control, so the lock rarely has an off round: Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% 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 Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; Heroine of Courage raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 49.80/100 out of 100
  6. 212 Cleopatra VII, front rowRough Rider, middle rowHeroine of Courage, back row Cleopatra VII · Rough Rider · Heroine of Courage
    Cleopatra VII (S03 · paid), Rough Rider (S00) and Heroine of Courage (S00) score 49.09 out of 100 together, and each of the three has a job.

    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 takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider brings a second damage line worth 32% of the expected output, so no single silence stops the plan: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% 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 Heroine of Courage raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 49.09/100 out of 100

See the full Footmen rankings →

Best Mixed combos with Heroine of Courage

Heroine of Courage appears in 2 ranked Mixed combos.

  1. 164 Clovis I, front rowAl Faith, middle rowHeroine of Courage, back row Clovis I · Al Faith · Heroine of Courage
    Clovis I (footmen · X15), Al Faith (archer · S01) and Heroine of Courage (footmen · S00) score 59.90 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. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% 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 Faith produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Al Faith raises Clovis I’s output directly rather than adding a number of its own. What you give up: Al Faith (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 8% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 59.90/100 out of 100
  2. 175 War Lord, front rowEdward the Confessor, middle rowHeroine of Courage, back row War Lord · Edward the Confessor · Heroine of Courage
    War Lord (cavalry · S03), Edward the Confessor (archer · S01) and Heroine of Courage (archer · S00) score 67.19 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Edward the Confessor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Edward the Confessor and Heroine of Courage both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Heroine of Courage waits on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Heroine of Courage swings into a line that cannot answer. What you give up: Edward the Confessor (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 4% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 67.19/100 out of 100

See the full Mixed rankings →

Heroine of Courage — skills

All 8 recorded skills for Heroine of Courage, 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

Dauntless Bravery

Combat Skill · Range 2 · Any

40% chance to make the hero's squad and a random ally squad to deal +35% damage for 2 turns.

3

Legion Defensive Formation IV

Leadership Skill · Hero's Squad

Hero's squad has +30% Resistance.

4

Legion Offensive Formation IV

Leadership Skill · Hero's Squad

Hero's squad has +30% Might.

5

Fearless Soul

Combat Skill · Range 4 · Any

50% chance to deal 420% damage to a random enemy squad within the valid range.

6

Awaken

Leadership Skill · Hero's Squad

Hero's squad gains +20% Might, +20% Resistance, +10 Combat Speed and 250% bonus to the skill "Dictator".

7

Offense

Leadership Skill · Hero's Legion

Hero's formation has +30% Might.

8

The Heroine

Combat Skill · Range 4 · Any

With 1 turn prep, 50% chance to deal 230% damage to all enemy squads within range.

Which Heroine of Courage combos can YOU play?

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