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.
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.
- 135
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B War Lord · Heroine of Courage · Avalanche Mid progression 70.13/100 out of 100War 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 →
- 154
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B Isabella I · Heroine of Courage · Sundiata Mid progression 59.49/100 out of 100Isabella 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 →
- 173
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B Lawman · Heroine of Courage · Jane Mid progression 56.52/100 out of 100Lawman (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 →
- 194
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B War Lord · North's Rage · Heroine of Courage Starter 67.79/100 out of 100War 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 →
- 196
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B War Lord · Yukimura Sanada · Heroine of Courage Starter 67.21/100 out of 100War 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 →
- 221
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B Heroine of Courage · Queen Anne · William Wallace Starter 41.04/100 out of 100Heroine 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 →
Best Archer combos with Heroine of Courage
Heroine of Courage appears in 5 ranked Archer combos.
- 150
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B Tarantula · Al-Hawra · Heroine of Courage Mid progression 68.56/100 out of 100Tarantula (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 →
- 179
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B Tarantula · Yukimura Sanada · Heroine of Courage Mid progression 58.01/100 out of 100Tarantula (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 →
- 211
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B Leonidas · Heroine of Courage · William the Conqueror Starter 49.75/100 out of 100Leonidas (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 →
- 216
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B Cleopatra VII · Rough Rider · Heroine of Courage Starter 47.80/100 out of 100Cleopatra 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 →
- 219
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B Cleopatra VII · Heroine of Courage · Queen Anne Starter 46.41/100 out of 100Cleopatra 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 →
Best Footmen combos with Heroine of Courage
Heroine of Courage appears in 6 ranked Footmen combos.
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B Isabella I · Heroine of Courage · Scarlet Reaver Mid progression 64.95/100 out of 100Isabella 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 →
- 144
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B Ashoka · North's Rage · Heroine of Courage Mid progression 64.77/100 out of 100Ashoka (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 →
- 150
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B Hellfire · Heroine of Courage · Clovis I Mid progression 63.48/100 out of 100Hellfire (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 →
- 204
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B Isabella I · North's Rage · Heroine of Courage Starter 51.10/100 out of 100Isabella 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 →
- 210
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B Cleopatra VII · Yukimura Sanada · Heroine of Courage Starter 49.80/100 out of 100Cleopatra 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 →
- 212
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B Cleopatra VII · Rough Rider · Heroine of Courage Starter 49.09/100 out of 100Cleopatra 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 →
Best Mixed combos with Heroine of Courage
Heroine of Courage appears in 2 ranked Mixed combos.
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B Clovis I · Al Faith · Heroine of Courage Mid progression 59.90/100 out of 100Clovis 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 →
- 175
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B War Lord · Edward the Confessor · Heroine of Courage Starter 67.19/100 out of 100War 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 →
Heroine of Courage — skills
All 8 recorded skills for Heroine of Courage, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Dauntless Bravery
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
Hero's squad has +30% Resistance.
4 Legion Offensive Formation IV
Hero's squad has +30% Might.
5 Fearless Soul
50% chance to deal 420% damage to a random enemy squad within the valid range.
6 Awaken
Hero's squad gains +20% Might, +20% Resistance, +10 Combat Speed and 250% bonus to the skill "Dictator".
7 Offense
Hero's formation has +30% Might.
8 The Heroine
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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