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Immortal Guardian · Charles the Great · Jade Eagle

Archer #317
Immortal Guardian Rise of Castles heroImmortal Guardian
Charles the Great Rise of Castles heroCharles the Great
Jade Eagle Rise of Castles heroJade Eagle

Immortal Guardian — what the skills grant

Totalled from Immortal Guardian'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 Taken
-30% hero's squad
-20% friendly squads
Resistance
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion
Damage
-5% enemy squads
HP
+15% hero's squad
Troop Power Recovery
+45% friendly squads

About Immortal Guardian

Immortal Guardian is an Archer hero in Rise of Castles. On ROCMeta, Immortal Guardian appears in 16 ranked combos in Archer lineups. Immortal Guardian's highest-ranked appearance is Immortal Guardian · Charles the Great · Jade Eagle, which currently sits at Archer #317.

Across Immortal Guardian's skills, the hero's own squad gains -30% Damage Taken, +65% Resistance, +65% Might, and +15% HP. The wider legion gains +40% Might.

Immortal Guardian is most often ranked alongside Leonidas, Isabella I, and Divine Arrow — the heroes that share the most ranked combos with Immortal Guardian. The full list of partners is further down the page.

Why Immortal Guardian ranks where it does

Immortal Guardian is built around damage reduction and healing — stronger there than 82% of the roster.

Pairs best with Geraint, Gustav and Hannibal. Geraint's Undying Will supplies the taunts; Immortal Guardian's Immortal Warrior feeds on them. No lineup around this pair clears the era and composition gates.

Adds little alongside Galahad, Hellfire and King Arthur. both are tanks — the second adds little the first does not

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

Most often ranked with Immortal Guardian

Counted from the published lists: the partners who appear beside Immortal Guardian in the most ranked lineups.

Proven synergies

A different question from the grid above: not who Immortal Guardian is listed with, but whose kit the skill text says Immortal Guardian actually feeds — or feeds on. Each claim names the effect and, wherever the card records one, the skill producing it, so you can check it against the cards further down. Some of these pairs share no ranked lineup at all; each one says why.

Wind Walker portrait

Wind Walker

Not yet listed

Wind Walker's Kick their !@$%! supplies the taunts; Immortal Guardian's Immortal Warrior feeds on them. Their strongest lineup together (Fortuneteller completing it) scores 72.66, below the last ranked seat in its tier (78.57).

Harald III portrait

Harald III

Not yet listed

Harald III's Absolute Authority supplies the taunts; Immortal Guardian's Immortal Warrior feeds on them. No lineup around this pair clears the era and composition gates.

Tomyris portrait

Tomyris

Not yet listed

Tomyris's Vanguard Defense supplies the taunts; Immortal Guardian's Immortal Warrior feeds on them. No lineup around this pair clears the era and composition gates.

Geraint portrait

Geraint

Not yet listed

Geraint's Undying Will supplies the taunts; Immortal Guardian's Immortal Warrior feeds on them. No lineup around this pair clears the era and composition gates.

Gustav portrait

Gustav

Not yet listed

Gustav's Aligned Force supplies the taunts; Immortal Guardian's Immortal Warrior feeds on them. No lineup around this pair clears the era and composition gates.

Hannibal portrait

Hannibal

Not yet listed

Hannibal's Rear Escort supplies the taunts; Immortal Guardian's Immortal Warrior feeds on them. No lineup around this pair clears the era and composition gates.

Best Archer combos with Immortal Guardian

Immortal Guardian appears in 16 ranked Archer combos.

  1. 1 Immortal Guardian, front rowCharles the Great, middle rowJade Eagle, back row Immortal Guardian · Charles the Great · Jade Eagle developer pick Starter Beats 5 of 8 reference lineups 59.85/100 out of 100
    Immortal Guardian (S04), Charles the Great (S01) and Jade Eagle (S04) score 59.85 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jade Eagle is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rapid Throw applies Silence 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 Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt; Charles the Great raises Jade Eagle’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Jade Eagle (S04) 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.

  2. 3 Immortal Guardian, front rowDivine Arrow, middle rowJade Eagle, back row Immortal Guardian · Divine Arrow · Jade Eagle developer pick Starter Beats 2 of 8 reference lineups 58.83/100 out of 100
    Immortal Guardian (S04), Divine Arrow (S04) and Jade Eagle (S04) score 58.83 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Jade Eagle adds a second source of control, so the lock rarely has an off round: Rapid Throw applies Silence 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 Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Jade Eagle swings into a line that cannot answer; Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt. What you give up: no hero here feeds another one's trigger; Jade Eagle (S04) 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.

  3. 6 Immortal Guardian, front rowLeonidas, middle rowCharles the Great, back row Immortal Guardian · Leonidas · Charles the Great Starter Beats 1 of 8 reference lineups 68.23/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Charles the Great (S01) score 68.23 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. 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 sits in the middle, where the support reaches both the front and the back. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; 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.

  4. 8 Immortal Guardian, front rowLeonidas, middle rowWitch Hunter, back row Immortal Guardian · Leonidas · Witch Hunter Starter Beats 0 of 8 reference lineups 67.73/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Witch Hunter (S02) score 67.73 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. 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 sits in the middle, where the support reaches both the front and the back. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Witch Hunter swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; 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.

  5. 9 Immortal Guardian, front rowIsabella I, middle rowWitch Hunter, back row Immortal Guardian · Isabella I · Witch Hunter Starter Beats 0 of 8 reference lineups 67.31/100 out of 100
    Immortal Guardian (S04), Isabella I (S01) and Witch Hunter (S02) score 67.31 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. 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. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Witch Hunter’s Purifying Flame produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Isabella I 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; Witch Hunter (S02) 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.

  6. 10 Inquisitor, front rowImmortal Guardian, middle rowIsabella I, back row Inquisitor · Immortal Guardian · Isabella I Starter Beats 0 of 8 reference lineups 72.42/100 out of 100
    Inquisitor (S02), Immortal Guardian (S04) and Isabella I (S01) score 72.42 out of 100 together, and each of the three has a job.

    Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and takes the front as the sturdiest of the three. Immortal Guardian 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. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Inquisitor’s Atonement produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm produces burns, the exact trigger Inquisitor’s Atonement waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: Inquisitor (S02) 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.

  7. 11 Immortal Guardian, front rowLeonidas, middle rowWilliam the Conqueror, back row Immortal Guardian · Leonidas · William the Conqueror Starter Beats 0 of 8 reference lineups 67.03/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and William the Conqueror (S00) score 67.03 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. 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 sits in the middle, where the support reaches both the front and the back. William the Conqueror is the flex piece -- modest alone, but covering what the other two leave open: 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. What you give up: no hero here feeds another one's trigger; William the Conqueror (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.

  8. 12 Immortal Guardian, front rowLeonidas, middle rowInquisitor, back row Immortal Guardian · Leonidas · Inquisitor Starter Beats 0 of 8 reference lineups 67.84/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Inquisitor (S02) score 67.84 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. 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 sits in the middle, where the support reaches both the front and the back. Inquisitor adds a second source of control, so the lock rarely has an off round: Judgement of Justice applies Disarm on a 35% 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 Inquisitor swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; 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.

  9. 14 Immortal Guardian, front rowLeonidas, middle rowSky Breaker, back row Immortal Guardian · Leonidas · Sky Breaker Starter Beats 0 of 8 reference lineups 67.80/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Sky Breaker (S03) score 67.80 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. 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 sits in the middle, where the support reaches both the front and the back. Sky Breaker adds a second source of control, so the lock rarely has an off round: Soul of the Mountain applies Disarm, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Sky Breaker (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.

  10. 24 Immortal Guardian, front rowLeonidas, middle rowIsabella I, back row Immortal Guardian · Leonidas · Isabella I Starter Beats 0 of 8 reference lineups 69.22/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Isabella I (S01) score 69.22 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. 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 sits in the middle, where the support reaches both the front and the back. 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 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 Isabella I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; 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.

  11. 25 Immortal Guardian, front rowDivine Arrow, middle rowSky Breaker, back row Immortal Guardian · Divine Arrow · Sky Breaker Starter Beats 0 of 8 reference lineups 66.70/100 out of 100
    Immortal Guardian (S04), Divine Arrow (S04) and Sky Breaker (S03) score 66.70 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Sky Breaker adds a second source of control, so the lock rarely has an off round: Soul of the Mountain applies Disarm, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; 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.

  12. 27 Immortal Guardian, front rowDivine Arrow, middle rowIsabella I, back row Immortal Guardian · Divine Arrow · Isabella I Starter Beats 0 of 8 reference lineups 68.22/100 out of 100
    Immortal Guardian (S04), Divine Arrow (S04) and Isabella I (S01) score 68.22 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; 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.

  13. 28 Immortal Guardian, front rowEdward the Confessor, middle rowSky Breaker, back row Immortal Guardian · Edward the Confessor · Sky Breaker Starter Beats 0 of 8 reference lineups 67.98/100 out of 100
    Immortal Guardian (S04), Edward the Confessor (S01) and Sky Breaker (S03) score 67.98 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer; Edward the Confessor raises Sky Breaker’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 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  14. 29 Immortal Guardian, front rowEdward the Confessor, middle rowIsabella I, back row Immortal Guardian · Edward the Confessor · Isabella I Starter Beats 0 of 8 reference lineups 68.92/100 out of 100
    Immortal Guardian (S04), Edward the Confessor (S01) and Isabella I (S01) score 68.92 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Edward the Confessor raises Isabella I’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 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  15. 32 Immortal Guardian, front rowDivine Arrow, middle rowLeonidas, back row Immortal Guardian · Divine Arrow · Leonidas Starter Beats 0 of 8 reference lineups 66.95/100 out of 100
    Immortal Guardian (S04), Divine Arrow (S04) and Leonidas (S00) score 66.95 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Leonidas adds a second source of control, so the lock rarely has an off round: Sharp Spear applies Silence on a 40% 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 Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Leonidas swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 3% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  16. 36 Immortal Guardian, front rowAl Faith, middle rowIsabella I, back row Immortal Guardian · Al Faith · Isabella I Starter Beats 0 of 8 reference lineups 66.95/100 out of 100
    Immortal Guardian (S04), Al Faith (S01) and Isabella I (S01) score 66.95 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. Al Faith is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 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 Faith raises Isabella I’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 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

See the full Archer rankings →

Immortal Guardian — skills

All 8 recorded skills for Immortal Guardian, 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

No Return

Status Skill · 1 random friendly squad within effective range · Range 0 · Archer

Hero's squad damage taken -30%

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

Desert's Wrath

Pre-Battle Skill · 2 random enemy squads within effective range · Range 5 · Archer

In battles, when 2 random enemy squads within the valid range cast combat skills or launch normal attacks, they will deal -5% damage (the effect is stackable for up to 8 layers).

6

Archer Awakened

Leadership Skill · Hero's Squad

Archers in the hero's squad gain +15% Might and Resistance, HP +15%, 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

Immortal Warrior

Pre-Battle Skill · 3 random friendly squads within effective range · Range 2 · Archer

First 3 turns, all friendly units damage taken -20%, 50% chance to recover units when taking damage (45% recovery rate).

Which Immortal Guardian lineups can you field?

Select the heroes you own and the generator returns every ranked Immortal Guardian lineup you can field today, the ones you are one hero short of, and the single unlock that opens the most.

Open the Combo Generator