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 17 ranked combos spanning Archer and Mixed lineups. Inquisitor's highest-ranked appearance is Warden · Inquisitor · Eselfred, which currently sits at Archer #261.
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, Warden, and Witch Hunter — 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's Desert Phantom supplies the trigger-rate boosts; Inquisitor's Judgement of Justice feeds on them. Inquisitor supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.
Read from Inquisitor's eight skills and compared against every other published hero — not an editorial opinion.
Most often ranked with Inquisitor
Counted from the published lists: the partners who appear beside Inquisitor in the most ranked lineups.
Proven synergies
A different question from the grid above: not who Inquisitor is listed with, but whose kit the skill text says Inquisitor 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.
Frederick I
Not yet listedFrederick I's Eagle on Fire supplies the burns; Inquisitor's Atonement feeds on them. Inquisitor supplies the combat-skill casts; Frederick I's Frenzy War feeds on them. Inquisitor's Atonement supplies the burns; Frederick I's Frenzy War feeds on them. No lineup around this pair clears the era and composition gates.
Isabella I
8 shared lineupsInquisitor's Atonement supplies the burns; Isabella I's Everlasting Flame feeds on them. Isabella I's Queen of the Storm supplies the burns; Inquisitor's Atonement feeds on them.
Helsingen
Not yet listedHelsingen's Nightshadow Scorching Arrow supplies the burns; Inquisitor's Atonement feeds on them. Inquisitor's Atonement supplies the burns; Helsingen's Nightshadow Scorching Arrow feeds on them. No lineup around this pair clears the era and composition gates.
Al-Hawra
Not yet listedAl-Hawra's Desert Phantom supplies the trigger-rate boosts; Inquisitor's Judgement of Justice feeds on them. Inquisitor supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.
Cyrus
Not yet listedCyrus's Tolerance supplies the trigger-rate boosts; Inquisitor's Judgement of Justice feeds on them. Inquisitor supplies the combat-skill casts; Cyrus's Strategy to Victory feeds on them. No lineup around this pair clears the era and composition gates.
Seraphina
Not yet listedInquisitor's Atonement supplies the burns; Seraphina's Crimson Tide Fire Rain feeds on them. Seraphina's Crimson Tide Fire Rain supplies the burns; Inquisitor's Atonement feeds on them. No lineup around this pair clears the era and composition gates.
Best Archer combos with Inquisitor
Inquisitor appears in 15 ranked Archer combos.
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B Warden · Inquisitor · Eselfred Mid progression Beats 2 of 8 reference lineups 83.86/100 out of 100 Warden (X06), Inquisitor (S02) and Eselfred (X14) score 83.86 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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 73% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Inquisitor’s Judgement of Justice both wait on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 21% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Warden · Inquisitor · Lilith Mid progression Beats 0 of 8 reference lineups 82.67/100 out of 100 Warden (X06), Inquisitor (S02) and Lilith (X09) score 82.67 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Inquisitor’s Judgement of Justice and Lilith’s Poison Needle both wait on; Inquisitor produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Lilith 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, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.
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B Warden · Inquisitor · Tarantula Mid progression Beats 0 of 8 reference lineups 81.87/100 out of 100 Warden (X06), Inquisitor (S02) and Tarantula (X02) score 81.87 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Tarantula is the win condition, bringing 63% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Inquisitor’s Judgement of Justice and Tarantula’s Plundering Charge both wait on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Warden raises Tarantula’s output directly rather than adding a number of its own. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Warden · Inquisitor · Darius Mid progression Beats 0 of 8 reference lineups 81.69/100 out of 100 Warden (X06), Inquisitor (S02) and Darius (X13) score 81.69 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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 63% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Darius’s Disdain and Inquisitor’s Judgement of Justice both wait on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Darius swings into a line that cannot answer; Warden raises Darius’s output directly rather than adding a number of its own. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Hellfire · Warden · Inquisitor Mid progression Beats 0 of 8 reference lineups 80.58/100 out of 100 Hellfire (X09), Warden (X06) and Inquisitor (S02) score 80.58 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. Warden is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 65% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Inquisitor’s Judgement of Justice both wait on; Hellfire raises Inquisitor’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Inquisitor (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.
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B Warden · Poison Master · Inquisitor Mid progression Beats 0 of 8 reference lineups 80.27/100 out of 100 Warden (X06), Poison Master (X10) and Inquisitor (S02) score 80.27 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Inquisitor’s Judgement of Justice and Poison Master’s Deadly Virus both wait on; Inquisitor produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Inquisitor 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; Inquisitor (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.
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B Sky Breaker · Inquisitor · Witch Hunter developer pick Starter Beats 5 of 8 reference lineups 58.01/100 out of 100 Sky Breaker (S03), Inquisitor (S02) and Witch Hunter (S02) score 58.01 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; Inquisitor’s Judgement of Justice 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 one hero clearly carries, so the damage is easier to interrupt; 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. 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.
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B Inquisitor · Isabella I · Jade Eagle Starter Beats 2 of 8 reference lineups 67.50/100 out of 100 Inquisitor (S02), Isabella I (S01) and Jade Eagle (S04) score 67.50 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. 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. 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; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Jade Eagle swings into a line that cannot answer. What you give up: Jade Eagle (S04) is the era weak point -- the enemy will aim at the oldest squad; 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.
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B Isabella I · Inquisitor · Witch Hunter Starter Beats 0 of 8 reference lineups 67.81/100 out of 100 Isabella I (S01), Inquisitor (S02) and Witch Hunter (S02) score 67.81 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. 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 Inquisitor’s Atonement produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; 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 Isabella I swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; 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.
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B 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.
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B 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.
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B Inquisitor · Isabella I · Leonidas Starter Beats 0 of 8 reference lineups 68.63/100 out of 100 Inquisitor (S02), Isabella I (S01) and Leonidas (S00) score 68.63 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. 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. 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 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: no one hero clearly carries, so the damage is easier to interrupt; Inquisitor (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.
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B Inquisitor · Edward the Confessor · Isabella I Starter Beats 0 of 8 reference lineups 69.99/100 out of 100 Inquisitor (S02), Edward the Confessor (S01) and Isabella I (S01) score 69.99 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. Edward the Confessor is the multiplier, raising what the other two put out rather than adding a number of its own: 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 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; no one hero clearly carries, so the damage is easier to interrupt. Budget note: every hero in this lineup can be completed without spending.
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B Inquisitor · Divine Arrow · Isabella I Starter Beats 0 of 8 reference lineups 69.85/100 out of 100 Inquisitor (S02), Divine Arrow (S04) and Isabella I (S01) score 69.85 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. Divine Arrow adds a second source of control, so the lock rarely has an off round: 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 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 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Inquisitor · Al Faith · Isabella I Starter Beats 0 of 8 reference lineups 72.12/100 out of 100 Inquisitor (S02), Al Faith (S01) and Isabella I (S01) score 72.12 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. 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. 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.
Best Mixed combos with Inquisitor
Inquisitor appears in 2 ranked Mixed combos.
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B Inquisitor · Ashoka · Isabella I Mid progression Beats 1 of 8 reference lineups 79.88/100 out of 100 Inquisitor (archer · S02), Ashoka (footmen · X14) and Isabella I (archer · S01) score 79.88 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. Ashoka is the win condition, bringing 70% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% 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 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 produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: Inquisitor (S02) 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.
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B War Lord · Inquisitor · Mary Tudor Starter Beats 0 of 8 reference lineups 73.52/100 out of 100 War Lord (cavalry · S03), Inquisitor (archer · S02) and Mary Tudor (cavalry · S00) score 73.52 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. 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 72% 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 War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Inquisitor’s Judgement of Justice and Mary Tudor’s Reign of Sorrow both wait on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer. What you give up: Mary Tudor (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.
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 lineups can you field?
Select the heroes you own and the generator returns every ranked Inquisitor 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


