Inquisitor — what the skills grant
Totalled from Inquisitor'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 2 — +246%, skill 8 — +342%.
About Inquisitor
Inquisitor is an Archer hero in Rise of Castles. On ROCMeta, Inquisitor appears in 15 ranked combos spanning Archer and Mixed lineups. Inquisitor's highest-ranked appearance is Isabella I · Inquisitor · Eselfred, which currently sits at Archer #154.
Across Inquisitor's skills, the hero's own squad gains +65% Resistance, +65% Might, and +15% Damage. The wider legion gains +40% Might.
Inquisitor's strongest recorded skill hits for 342% damage.
Inquisitor is most often ranked alongside Isabella I, Witch Hunter, and Eselfred — the heroes that share the most ranked combos with Inquisitor. The full list of partners is further down the page.
Why Inquisitor ranks where it does
Inquisitor is built around enemy debuffs — stronger there than 82% of the roster.
Pairs best with Al-Hawra, Alexander and Arslan. Al-Hawra feeds Inquisitor; Inquisitor feeds Al-Hawra
Read from Inquisitor's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Inquisitor
The heroes most often ranked alongside Inquisitor.
Best Archer combos with Inquisitor
Inquisitor appears in 10 ranked Archer combos.
- 154
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B Isabella I · Inquisitor · Eselfred Mid progression 67.41/100 out of 100Isabella I (S01), Inquisitor (S02) and Eselfred (X14) score 67.41 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. 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 sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 67% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Eselfred 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 23% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 156
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B Isabella I · Inquisitor · Lilith Mid progression 67.11/100 out of 100Isabella I (S01), Inquisitor (S02) and Lilith (X09) score 67.11 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. 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 sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 60% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 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; Isabella I produces control effects, the exact trigger Lilith’s Pandora's Box waits on. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; 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 →
- 162
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B Isabella I · Inquisitor · Darius Mid progression 63.64/100 out of 100Isabella I (S01), Inquisitor (S02) and Darius (X13) score 63.64 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. 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 sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 58% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Darius 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; 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 →
- 164
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B Hector · Inquisitor · Witch Hunter Mid progression 62.57/100 out of 100Hector (X15 · paid), Inquisitor (S02) and Witch Hunter (S02) score 62.57 out of 100 together, and each of the three has a job.
Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. 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 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 Witch Hunter’s Purifying Flame 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 Hector 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 185
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B Immortal Guardian · Isabella I · Inquisitor Starter 60.17/100 out of 100Immortal Guardian (S04), Isabella I (S01) and Inquisitor (S02) score 60.17 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. 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 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Inquisitor 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 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 →
- 186
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B Isabella I · Al Faith · Inquisitor Starter 60.16/100 out of 100Isabella I (S01), Al Faith (S01) and Inquisitor (S02) score 60.16 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. 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. 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 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Inquisitor 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 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 →
- 187
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B Isabella I · Inquisitor · Jade Eagle Starter 58.27/100 out of 100Isabella I (S01), Inquisitor (S02) and Jade Eagle (S04) score 58.27 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. 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 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 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Jade Eagle 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; 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 →
- 189
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B Isabella I · Inquisitor · William the Conqueror Starter 57.63/100 out of 100Isabella I (S01), Inquisitor (S02) and William the Conqueror (S00) score 57.63 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. 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 sits in the middle, where the support reaches both the front and the back. William the Conqueror is the win condition, bringing 41% 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 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so William the Conqueror 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 13% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 191
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B Isabella I · Inquisitor · Heaven's Justice Starter 56.24/100 out of 100Isabella I (S01), Inquisitor (S02) and Heaven's Justice (S00) score 56.24 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. 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 sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the win condition, bringing 39% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad on a 55% 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 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Heaven's Justice 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 13% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 218
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B Sky Breaker · Inquisitor · Witch Hunter Starter 47.26/100 out of 100Sky Breaker (S03), Inquisitor (S02) and Witch Hunter (S02) score 47.26 out of 100 together, and each of the three has a job.
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 takes the front as the sturdiest of the three. 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 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 Witch Hunter’s Purifying Flame produces burns, the exact trigger Inquisitor’s Atonement waits on; Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Witch Hunter swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; no one hero clearly carries, so the damage is easier to interrupt. 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 Inquisitor
Inquisitor appears in 5 ranked Mixed combos.
- 155
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B Arslan · Isabella I · Inquisitor Mid progression 62.71/100 out of 100Arslan (footmen · X11), Isabella I (archer · S01) and Inquisitor (archer · S02) score 62.71 out of 100 together, and each of the three has a job.
Arslan is the win condition, bringing 61% of the lineup's expected damage: Ice and Fire puts 350% into 2 enemy squads every time it fires, 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. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Arslan’s Ice and Fire produces burns, the exact trigger Isabella I’s Everlasting Flame and Inquisitor’s Atonement both wait on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Arslan 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 14% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 158
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B Isabella I · Inquisitor · John I Mid progression 61.73/100 out of 100Isabella I (archer · S01), Inquisitor (archer · S02) and John I (cavalry · X13) score 61.73 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. 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 sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 76% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads 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 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so John I 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; 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 →
- 182
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B Isabella I · Inquisitor · Lionheart Starter 61.02/100 out of 100Isabella I (archer · S01), Inquisitor (archer · S02) and Lionheart (cavalry · S01) score 61.02 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. 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 sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 61% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad 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 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Lionheart 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; 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 →
- 185
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B Isabella I · Inquisitor · Mary Tudor Starter 58.08/100 out of 100Isabella I (archer · S01), Inquisitor (archer · S02) and Mary Tudor (cavalry · S00) score 58.08 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. 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 sits in the middle, where the support reaches both the front and the back. Mary Tudor is the win condition, bringing 52% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads 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 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Mary Tudor 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 →
- 186
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B Isabella I · The Brave · Inquisitor Starter 57.48/100 out of 100Isabella I (archer · S01), The Brave (cavalry · S04) and Inquisitor (archer · S02) score 57.48 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% 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 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Inquisitor 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 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 →
Inquisitor — skills
All 8 recorded skills for Inquisitor, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Judgement of Justice
1 turns prep, 35% chance to attack all squad for 246% damage within the range and give the disarm status to the enemy squad, enemy unable to perform a normal attack, last for 2 turn.
3 Archer Defensive Formation II
Archers in the hero's squad have 50% more Resistance.
4 Archer Offensive Formation II
Archers in the hero's squad have 50% more Might.
5 Born Evil
Increase damage taken from archers by 50% to all enemy squads.
6 Archer Awakened
Archer in Hero's squad has +15% Might and Resistance, and +15% Damage. 250% bonus to the skill "Dictator".
7 Discipline - Archer
Archer's Might in the hero's legion is increased by 40%.
8 Atonement
35% chance to deal 342% damage to 2 random squads within range, if the target is in flammable status, there is 50% chance put it into suppress states, unable to move.
Which Inquisitor combos can YOU play?
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