Hunk — what the skills grant
Totalled from Hunk'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 8 — +469%.
About Hunk
Hunk is a Footmen hero in Rise of Castles. On ROCMeta, Hunk appears in 15 ranked combos spanning Footmen and Mixed lineups. Hunk's highest-ranked appearance is Hannibal · Chen Liu · Hunk, which currently sits at Footmen #43.
Across Hunk's skills, the hero's own squad gains +25% Evasion Rate, +50% Damage, +65% Resistance, +65% Might, and +15% HP. The wider legion gains +40% Resistance.
Hunk's strongest recorded skill hits for 469% damage.
Hunk is most often ranked alongside Genghis Khan, Dach Tengri, and Ragnar — the heroes that share the most ranked combos with Hunk. The full list of partners is further down the page.
Why Hunk ranks where it does
Hunk is built around evasion and enemy debuffs — stronger there than 95% of the roster.
Pairs best with Al-Hawra, Cyrus and Frederick I. Al-Hawra feeds Hunk; Hunk feeds Al-Hawra
Read from Hunk's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Hunk
The heroes most often ranked alongside Hunk.
Best Footmen combos with Hunk
Hunk appears in 13 ranked Footmen combos.
- 43
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B Hannibal · Chen Liu · Hunk Current meta 70.41/100 out of 100Hannibal (X28 · paid), Chen Liu (X01) and Hunk (X01) score 70.41 out of 100 together, and each of the three has a job.
Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. Chen Liu is the multiplier, raising what the other two put out rather than adding a number of its own: carries 190% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Hunk adds a second source of control, so the lock rarely has an off round: Yeet! applies Confuse on a 30% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Chen Liu waits on; Chen Liu produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Chen Liu swings into a line that cannot answer. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Chen Liu (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 48
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B King Arthur · Julian · Hunk Current meta 69.80/100 out of 100King Arthur (SP · paid), Julian (X25) and Hunk (X01) score 69.80 out of 100 together, and each of the three has a job.
King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Julian is the saboteur, stripping the enemy's stats before the blows land: strips 34% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger King Arthur waits on; Hunk produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so King Arthur 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; Hunk (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 104
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B Alberich · Arslan · Hunk Current meta 61.70/100 out of 100Alberich (X18 · paid), Arslan (X11) and Hunk (X01) score 61.70 out of 100 together, and each of the three has a job.
Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Arslan is the win condition, bringing 70% of the lineup's expected damage: Ice and Fire puts 350% into 2 enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% 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 Hunk produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Arslan 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 18% of the hardest-hitting trio in the roster. How these scores work →
- 110
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B Hunk · Dach Tengri · Achilles Current meta 60.89/100 out of 100Hunk (X01), Dach Tengri (X02) and Achilles (SP · paid) score 60.89 out of 100 together, and each of the three has a job.
Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Dach Tengri is the multiplier, raising what the other two put out rather than adding a number of its own: carries 32% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Achilles swings into a line that cannot answer; Dach Tengri raises Achilles’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 16% of the hardest-hitting trio in the roster. How these scores work →
- 111
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B Alexander · Hunk · Ragnar Current meta 60.44/100 out of 100Alexander (SP · paid), Hunk (X01) and Ragnar (X12 · paid) score 60.44 out of 100 together, and each of the three has a job.
Alexander is the saboteur, stripping the enemy's stats before the blows land: strips 325% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 73% of the lineup's expected damage: Pillage puts 640% 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 Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Ragnar swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 11% of the hardest-hitting trio in the roster. How these scores work →
- 118
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B Hunk · King Cnut · Valkyrie Current meta 58.58/100 out of 100Hunk (X01), King Cnut (X17) and Valkyrie (X03) score 58.58 out of 100 together, and each of the three has a job.
Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. King Cnut 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. Valkyrie is the win condition, bringing 64% of the lineup's expected damage: Apocalyptic Prayer puts 310% into one enemy squad on a 45% 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 Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Valkyrie swings into a line that cannot answer; King Cnut raises Valkyrie’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 12% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 123
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B Hunk · Dach Tengri · Gustav Current meta 57.07/100 out of 100Hunk (X01), Dach Tengri (X02) and Gustav (X20) score 57.07 out of 100 together, and each of the three has a job.
Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Dach Tengri is the multiplier, raising what the other two put out rather than adding a number of its own: carries 32% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Gustav adds a second source of control, so the lock rarely has an off round: Uprising applies Suppress, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Gustav swings into a line that cannot answer; Dach Tengri raises Gustav’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; 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 →
- 125
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B Vikram · Hunk · Nevsky Current meta 55.56/100 out of 100Vikram (X04), Hunk (X01) and Nevsky (X27) score 55.56 out of 100 together, and each of the three has a job.
Vikram is the shield: the damage reduction and staying power buy the rounds the plan needs — 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. Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Nevsky is the win condition, bringing 83% of the lineup's expected damage: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% 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 Vikram produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on; Vikram’s Alluring Arm applies Suppress and takes a squad out of the fight, so Nevsky 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 20% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 163
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B Hunk · Desert Storm · Ragnar Mid progression 58.92/100 out of 100Hunk (X01), Desert Storm (S04) and Ragnar (X12 · paid) score 58.92 out of 100 together, and each of the three has a job.
Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Desert Storm adds a second source of control, so the lock rarely has an off round: strips 18% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 67% of the lineup's expected damage: Pillage puts 640% 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 Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Ragnar swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 12% of the hardest-hitting trio in the roster. How these scores work →
- 169
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B Hunk · Jiguang Qi · Genghis Khan Mid progression 57.41/100 out of 100Hunk (X01), Jiguang Qi (S01) and Genghis Khan (S01) score 57.41 out of 100 together, and each of the three has a job.
Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Jiguang Qi is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Genghis Khan is the win condition, bringing 59% of the lineup's expected damage: Hunting Wolf puts 213% into all enemy squads 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 Hunk produces combat-skill casts, the exact trigger Jiguang Qi’s Unyelding and Genghis Khan’s Fortune's Favor both wait on; Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Genghis Khan swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Jiguang Qi (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 →
- 170
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B Hunk · Demon Spear · Genghis Khan Mid progression 57.33/100 out of 100Hunk (X01), Demon Spear (S00) and Genghis Khan (S01) score 57.33 out of 100 together, and each of the three has a job.
Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Demon Spear adds a second source of control, so the lock rarely has an off round: Tamashi kari applies Silence for 1 round on a 85% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Genghis Khan is the win condition, bringing 64% of the lineup's expected damage: Hunting Wolf puts 213% into all enemy squads 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 Hunk produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Genghis Khan swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Demon Spear (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 →
- 172
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B Soaring Hawk · Hunk · Genghis Khan Mid progression 57.25/100 out of 100Soaring Hawk (S04), Hunk (X01) and Genghis Khan (S01) score 57.25 out of 100 together, and each of the three has a job.
Soaring Hawk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% 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. Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Genghis Khan is the win condition, bringing 64% of the lineup's expected damage: Hunting Wolf puts 213% into all enemy squads 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 Soaring Hawk produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Genghis Khan swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Genghis Khan (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 →
- 181
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B Hunk · Bleeding Steed · Valkyrie Mid progression 52.13/100 out of 100Hunk (X01), Bleeding Steed (S03) and Valkyrie (X03) score 52.13 out of 100 together, and each of the three has a job.
Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Valkyrie is the win condition, bringing 87% of the lineup's expected damage: Apocalyptic Prayer puts 310% into one enemy squad on a 45% 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 Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Valkyrie swings into a line that cannot answer; Bleeding Steed raises Valkyrie’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Bleeding Steed (S03) 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. 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 Mixed combos with Hunk
Hunk appears in 2 ranked Mixed combos.
- 108
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B Hunk · Army Breaker · Saladin Current meta 68.73/100 out of 100Hunk (footmen · X01), Army Breaker (cavalry · X02) and Saladin (cavalry · SP · paid) score 68.73 out of 100 together, and each of the three has a job.
Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hunk and Army Breaker both wait on; Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Army Breaker raises Saladin’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Hunk (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 156
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B Hunk · Isabella I · Lilith Mid progression 62.27/100 out of 100Hunk (footmen · X01), Isabella I (archer · S01) and Lilith (archer · X09) score 62.27 out of 100 together, and each of the three has a job.
Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 sits in the middle, where the support reaches both the front and the back. Lilith adds a second source of control, so the lock rarely has an off round: Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hunk’s Yeet! produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Hunk produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Lilith swings into a line that cannot answer. 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 12% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
Hunk — skills
All 8 recorded skills for Hunk, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Head On
When the squad takes damage, 25% chance to evade and immune this damage, 50% chance each turn to increase squad damage by 50%.
3 Footmen Defensive Formation II
Footmen in the hero's squad has 50% more Resistance.
4 Footmen Offensive Formation II
Footmen in the hero's squad has 50% more Might.
5 Yeet!
30% chance to make 2 random enemy squads within range to enter confuse and flammable status, skill and basic attacks target random targets, Take 50% additional burning damage, lasts 2 turns.
6 Footmen Awakened
Footmen in Hero's squad has +15% Might and Resistance, and +15% HP. 250% bonus to the skill "Dictator".
7 Defensive Order - Footmen
Footmen in the hero's squad gain +40% Resistance.
8 Slaughter
In the first six rounds, all your squads gain 37 combat speed; 50% of the damage taken will be settled in round seven (the settlement will be made in advance if the battle ends earlier or the hero dies earlier); in the pre-battle round, deals 469% damage to 2 random enemy squads.
Which Hunk combos can YOU play?
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