Best comboTop ranked

War Lord · Isabella I · El Cid

Cavalry #134
War Lord Rise of Castles heroWar Lord
Isabella I Rise of Castles heroIsabella I
El Cid Rise of Castles heroEl Cid

Isabella I — what the skills grant

Totalled from Isabella I'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.

Resistance
+45% hero's squad
Might
+45% hero's squad
+40% hero's legion
Damage
-20% enemy squads
HP
+7 hero's squad
Damage Taken
-50% hero's squad
Troop Power Recovery
+304% friendly squads

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +83% x6 (+498% total), skill 5 — +236%.

About Isabella I

Isabella I is a Cavalry / Archer / Footmen hero in Rise of Castles. On ROCMeta, Isabella I appears in 46 ranked combos spanning Cavalry, Archer, Footmen, and Mixed lineups. Isabella I's highest-ranked appearance is War Lord · Isabella I · El Cid, which currently sits at Cavalry #134.

Across Isabella I's skills, the hero's own squad gains +45% Resistance, +45% Might, +7 HP, and -50% Damage Taken. The wider legion gains +40% Might.

Isabella I's strongest recorded skill hits for 236% damage.

Isabella I is most often ranked alongside Inquisitor, Lionheart, and Witch Hunter — the heroes that share the most ranked combos with Isabella I. The full list of partners is further down the page.

Why Isabella I ranks where it does

Isabella I is built around healing and damage reduction — stronger there than 95% of the roster.

Pairs best with Al-Hawra, Alexander and Arslan. Al-Hawra feeds Isabella I; Isabella I feeds Al-Hawra

Adds little alongside Achilles, Gustav and Hector. both are sustains — the second adds little the first does not

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

Heroes that pair well with Isabella I

The heroes most often ranked alongside Isabella I.

Best Cavalry combos with Isabella I

Isabella I appears in 9 ranked Cavalry combos.

  1. 134 War Lord, front rowIsabella I, middle rowEl Cid, back row War Lord · Isabella I · El Cid
    War Lord (S03), Isabella I (S01) and El Cid (X12) score 70.40 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. 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. El Cid is the win condition, bringing 70% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so El Cid 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 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 70.40/100 out of 100
  2. 154 Isabella I, front rowHeroine of Courage, middle rowSundiata, back row Isabella I · Heroine of Courage · Sundiata
    Isabella I (S01), Heroine of Courage (S00) and Sundiata (X15) score 59.49 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 71% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Heroine of Courage raises Sundiata’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 59.49/100 out of 100
  3. 163 Beast Queen, front rowIsabella I, middle rowAvalanche, back row Beast Queen · Isabella I · Avalanche
    Beast Queen (S02), Isabella I (S01) and Avalanche (X02) score 58.08 out of 100 together, and each of the three has a job.

    Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Avalanche swings into a line that cannot answer; Beast Queen raises Avalanche’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 58.08/100 out of 100
  4. 176 Isabella I, front rowWarhammer, middle rowLionheart, back row Isabella I · Warhammer · Lionheart
    Isabella I (S01), Warhammer (X06) and Lionheart (S01) score 56.41 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, 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 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; Warhammer shuts off enemy recovery, so what Lionheart deals stays dealt. What you give up: no hero here feeds another one's trigger; Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 56.41/100 out of 100
  5. 187 War Lord, front rowIsabella I, middle rowMary Tudor, back row War Lord · Isabella I · Mary Tudor
    War Lord (S03), Isabella I (S01) and Mary Tudor (S00) score 69.64 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. 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. Mary Tudor is the win condition, bringing 70% 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 trigger-rate boosts, the exact trigger Isabella I and Mary Tudor both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor 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 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 69.64/100 out of 100
  6. 208 Isabella I, front rowRoku Boshuten, middle rowLionheart, back row Isabella I · Roku Boshuten · Lionheart
    Isabella I (S01), Roku Boshuten (S03) and Lionheart (S01) 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. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 62% 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 Isabella I produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo 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; Roku Boshuten raises Lionheart’s output directly rather than adding a number of its own. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 57.48/100 out of 100
  7. 211 Isabella I, front rowThe Brave, middle rowMary Tudor, back row Isabella I · The Brave · Mary Tudor
    Isabella I (S01), The Brave (S04) and Mary Tudor (S00) score 56.83 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. Mary Tudor is the win condition, bringing 70% 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 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; The Brave raises Mary Tudor’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 56.83/100 out of 100
  8. 212 Isabella I, front rowConstantine the Great, middle rowLionheart, back row Isabella I · Constantine the Great · Lionheart
    Isabella I (S01), Constantine the Great (S01) and Lionheart (S01) score 56.67 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. Constantine the Great is the multiplier, raising what the other two put out rather than adding a number of its own: carries 40% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 62% 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 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; Constantine the Great raises Lionheart’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 56.67/100 out of 100
  9. 213 Isabella I, front rowBlack Prince, middle rowLionheart, back row Isabella I · Black Prince · Lionheart
    Isabella I (S01), Black Prince (S01) and Lionheart (S01) score 56.51 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds 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 63% 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 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: no hero here feeds another one's trigger; Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 56.51/100 out of 100

See the full Cavalry rankings →

Best Archer combos with Isabella I

Isabella I appears in 15 ranked Archer combos.

  1. 142 Isabella I, front rowAl-Hawra, middle rowLilith, back row Isabella I · Al-Hawra · Lilith
    Isabella I (S01), Al-Hawra (X01 · paid) and Lilith (X09) score 70.63 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 70% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Isabella I and Lilith both wait on; Isabella I produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Isabella I produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. 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 17% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 70.63/100 out of 100
  2. 154 Isabella I, front rowInquisitor, middle rowEselfred, back row Isabella I · Inquisitor · Eselfred
    Isabella 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 →

    Mid progression 67.41/100 out of 100
  3. 156 Isabella I, front rowInquisitor, middle rowLilith, back row Isabella I · Inquisitor · Lilith
    Isabella 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 →

    Mid progression 67.11/100 out of 100
  4. 159 Isabella I, front rowSakura Blossom, middle rowEselfred, back row Isabella I · Sakura Blossom · Eselfred
    Isabella I (S01), Sakura Blossom (X01) and Eselfred (X14) score 64.58 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. Sakura Blossom is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 74% 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 Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Eselfred’s Fortified Line of Attack 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; Sakura Blossom raises Eselfred’s output directly rather than adding a number of its own. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 21% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 64.58/100 out of 100
  5. 160 Isabella I, front rowWitch Hunter, middle rowEselfred, back row Isabella I · Witch Hunter · Eselfred
    Isabella I (S01), Witch Hunter (S02) and Eselfred (X14) score 63.92 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. 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 sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 65% 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 Witch Hunter’s Purifying Flame produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so 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 24% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 63.92/100 out of 100
  6. 162 Isabella I, front rowInquisitor, middle rowDarius, back row Isabella I · Inquisitor · Darius
    Isabella 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 →

    Mid progression 63.64/100 out of 100
  7. 185 Immortal Guardian, front rowIsabella I, middle rowInquisitor, back row Immortal Guardian · Isabella I · Inquisitor
    Immortal 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 →

    Starter 60.17/100 out of 100
  8. 186 Isabella I, front rowAl Faith, middle rowInquisitor, back row Isabella I · Al Faith · Inquisitor
    Isabella 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 →

    Starter 60.16/100 out of 100
  9. 187 Isabella I, front rowInquisitor, middle rowJade Eagle, back row Isabella I · Inquisitor · Jade Eagle
    Isabella 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 →

    Starter 58.27/100 out of 100
  10. 188 Isabella I, front rowAl Faith, middle rowWitch Hunter, back row Isabella I · Al Faith · Witch Hunter
    Isabella I (S01), Al Faith (S01) and Witch Hunter (S02) score 57.75 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. 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Witch Hunter swings into a line that cannot answer; Al Faith raises Witch Hunter’s output directly rather than adding a number of its own. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 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 →

    Starter 57.75/100 out of 100
  11. 189 Isabella I, front rowInquisitor, middle rowWilliam the Conqueror, back row Isabella I · Inquisitor · William the Conqueror
    Isabella 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 →

    Starter 57.63/100 out of 100
  12. 191 Isabella I, front rowInquisitor, middle rowHeaven's Justice, back row Isabella I · Inquisitor · Heaven's Justice
    Isabella 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 →

    Starter 56.24/100 out of 100
  13. 197 Isabella I, front rowWitch Hunter, middle rowJade Eagle, back row Isabella I · Witch Hunter · Jade Eagle
    Isabella I (S01), Witch Hunter (S02) and Jade Eagle (S04) score 54.78 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. 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 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 Witch Hunter’s Purifying Flame produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so 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: 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 →

    Starter 54.78/100 out of 100
  14. 204 Isabella I, front rowWitch Hunter, middle rowWilliam Wallace, back row Isabella I · Witch Hunter · William Wallace
    Isabella I (S01), Witch Hunter (S02) and William Wallace (S00) score 53.14 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. 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 sits in the middle, where the support reaches both the front and the back. William Wallace is the win condition, bringing 40% of the lineup's expected damage: Eye of the Storm puts 667% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Witch Hunter’s Purifying Flame produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so William Wallace 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 →

    Starter 53.14/100 out of 100
  15. 209 Isabella I, front rowSky Breaker, middle rowWitch Hunter, back row Isabella I · Sky Breaker · Witch Hunter
    Isabella I (S01), Sky Breaker (S03) and Witch Hunter (S02) score 51.61 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. 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 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 Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Witch Hunter 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; 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 →

    Starter 51.61/100 out of 100

See the full Archer rankings →

Best Footmen combos with Isabella I

Isabella I appears in 13 ranked Footmen combos.

  1. 136 Isabella I, front rowYukimura Sanada, middle rowScarlet Reaver, back row Isabella I · Yukimura Sanada · Scarlet Reaver
    Isabella I (S01), Yukimura Sanada (S00) and Scarlet Reaver (X07) score 66.25 out of 100 together, and each of the three has a job.

    Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. Yukimura Sanada adds a second source of control, so the lock rarely has an off round: Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Scarlet Reaver is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Scarlet Reaver’s Flames of Truth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Scarlet Reaver swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 22% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 66.25/100 out of 100
  2. 137 Isabella I, front rowRough Rider, middle rowScarlet Reaver, back row Isabella I · Rough Rider · Scarlet Reaver
    Isabella I (S01), Rough Rider (S00) and Scarlet Reaver (X07) score 65.79 out of 100 together, and each of the three has a job.

    Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. Rough Rider brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Scarlet Reaver is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Scarlet Reaver’s Flames of Truth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Scarlet Reaver swings into a line that cannot answer. 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 →

    Mid progression 65.79/100 out of 100
  3. 143 Isabella I, front rowHeroine of Courage, middle rowScarlet Reaver, back row Isabella I · Heroine of Courage · Scarlet Reaver
    Isabella I (S01), Heroine of Courage (S00) and Scarlet Reaver (X07) score 64.95 out of 100 together, and each of the three has a job.

    Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Scarlet Reaver’s Flames of Truth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Scarlet Reaver swings into a line that cannot answer; Heroine of Courage raises Scarlet Reaver’s output directly rather than adding a number of its own. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 22% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 64.95/100 out of 100
  4. 145 Isabella I, front rowKublai, middle rowScarlet Reaver, back row Isabella I · Kublai · Scarlet Reaver
    Isabella I (S01), Kublai (S00) and Scarlet Reaver (X07) score 64.00 out of 100 together, and each of the three has a job.

    Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. Kublai brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Scarlet Reaver is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Scarlet Reaver’s Flames of Truth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Scarlet Reaver swings into a line that cannot answer. 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 →

    Mid progression 64.00/100 out of 100
  5. 147 Arslan, front rowIsabella I, middle rowJiguang Qi, back row Arslan · Isabella I · Jiguang Qi
    Arslan (X11), Isabella I (S01) and Jiguang Qi (S01) score 63.67 out of 100 together, and each of the three has a job.

    Arslan is the win condition, bringing 65% 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 lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Arslan’s Ice and Fire produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I produces combat-skill casts, the exact trigger Jiguang Qi’s Unyelding waits 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 19% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 63.67/100 out of 100
  6. 149 Arslan, front rowChen Liu, middle rowIsabella I, back row Arslan · Chen Liu · Isabella I
    Arslan (X11), Chen Liu (X01) and Isabella I (S01) score 63.52 out of 100 together, and each of the three has a job.

    Arslan is the win condition, bringing 63% 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. 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. Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and 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 waits 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; Chen Liu raises Arslan’s output directly rather than adding a number of its own. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 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 →

    Mid progression 63.52/100 out of 100
  7. 157 Arslan, front rowKublai, middle rowIsabella I, back row Arslan · Kublai · Isabella I
    Arslan (X11), Kublai (S00) and Isabella I (S01) score 61.37 out of 100 together, and each of the three has a job.

    Arslan is the win condition, bringing 59% 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. Kublai brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and 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 waits 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: Kublai (S00) 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. How these scores work →

    Mid progression 61.37/100 out of 100
  8. 196 Isabella I, front rowDesert Storm, middle rowWilliam Wallace, back row Isabella I · Desert Storm · William Wallace
    Isabella I (S01), Desert Storm (S04) and William Wallace (S00) score 54.33 out of 100 together, and each of the three has a job.

    Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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. William Wallace is the win condition, bringing 47% of the lineup's expected damage: Eye of the Storm puts 667% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Desert Storm’s Endless Scorched Earth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so William Wallace 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 →

    Starter 54.33/100 out of 100
  9. 199 Isabella I, front rowKublai, middle rowDesert Storm, back row Isabella I · Kublai · Desert Storm
    Isabella I (S01), Kublai (S00) and Desert Storm (S04) score 53.08 out of 100 together, and each of the three has a job.

    Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. Kublai is the win condition, bringing 44% of the lineup's expected damage: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Desert Storm’s Endless Scorched Earth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Kublai 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 11% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 53.08/100 out of 100
  10. 201 Theodora, front rowIsabella I, middle rowJade Rakshasa, back row Theodora · Isabella I · Jade Rakshasa
    Theodora (S04 · paid), Isabella I (S01) and Jade Rakshasa (S02) score 52.76 out of 100 together, and each of the three has a job.

    Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% 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 lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Jade Rakshasa is the win condition, bringing 56% of the lineup's expected damage: Jade Lotus puts 162% x6 into one enemy squad on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Jade Rakshasa swings into a line that cannot answer; Theodora raises Jade Rakshasa’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 52.76/100 out of 100
  11. 204 Isabella I, front rowNorth's Rage, middle rowHeroine of Courage, back row Isabella I · North's Rage · Heroine of Courage
    Isabella I (S01), North's Rage (S00) and Heroine of Courage (S00) score 51.10 out of 100 together, and each of the three has a job.

    Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. North's Rage adds a second source of control, so the lock rarely has an off round: For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so North's Rage swings into a line that cannot answer; Heroine of Courage raises North's Rage’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 51.10/100 out of 100
  12. 206 Isabella I, front rowRough Rider, middle rowJade Rakshasa, back row Isabella I · Rough Rider · Jade Rakshasa
    Isabella I (S01), Rough Rider (S00) and Jade Rakshasa (S02) score 51.00 out of 100 together, and each of the three has a job.

    Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. Rough Rider brings a second damage line worth 34% of the expected output, so no single silence stops the plan: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Jade Rakshasa is the win condition, bringing 39% of the lineup's expected damage: Jade Lotus puts 162% x6 into one enemy squad on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Jade Rakshasa swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 51.00/100 out of 100
  13. 213 Isabella I, front rowKublai, middle rowHeaven's Justice, back row Isabella I · Kublai · Heaven's Justice
    Isabella I (S01), Kublai (S00) and Heaven's Justice (S00) score 49.00 out of 100 together, and each of the three has a job.

    Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. Kublai brings a second damage line worth 36% of the expected output, so no single silence stops the plan: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heaven's Justice is the win condition, bringing 37% 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 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: no hero here feeds another one's trigger; Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 49.00/100 out of 100

See the full Footmen rankings →

Best Mixed combos with Isabella I

Isabella I appears in 9 ranked Mixed combos.

  1. 155 Arslan, front rowIsabella I, middle rowInquisitor, back row Arslan · Isabella I · Inquisitor
    Arslan (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 →

    Mid progression 62.71/100 out of 100
  2. 156 Hunk, front rowIsabella I, middle rowLilith, back row Hunk · Isabella I · Lilith
    Hunk (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 →

    Mid progression 62.27/100 out of 100
  3. 158 Isabella I, front rowInquisitor, middle rowJohn I, back row Isabella I · Inquisitor · John I
    Isabella 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 →

    Mid progression 61.73/100 out of 100
  4. 161 Beast Queen, front rowIsabella I, middle rowScarlet Reaver, back row Beast Queen · Isabella I · Scarlet Reaver
    Beast Queen (cavalry · S02), Isabella I (cavalry · S01) and Scarlet Reaver (footmen · X07) score 61.12 out of 100 together, and each of the three has a job.

    Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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. Scarlet Reaver is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Scarlet Reaver’s Flames of Truth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Scarlet Reaver swings into a line that cannot answer; Beast Queen raises Scarlet Reaver’s output directly rather than adding a number of its own. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 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 →

    Mid progression 61.12/100 out of 100
  5. 171 War Lord, front rowIsabella I, middle rowWilliam the Conqueror, back row War Lord · Isabella I · William the Conqueror
    War Lord (cavalry · S03), Isabella I (cavalry · S01) and William the Conqueror (archer · S00) score 67.52 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. 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. William the Conqueror is the win condition, bringing 61% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I and William the Conqueror both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger William the Conqueror 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 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 67.52/100 out of 100
  6. 182 Isabella I, front rowInquisitor, middle rowLionheart, back row Isabella I · Inquisitor · Lionheart
    Isabella 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 →

    Starter 61.02/100 out of 100
  7. 185 Isabella I, front rowInquisitor, middle rowMary Tudor, back row Isabella I · Inquisitor · Mary Tudor
    Isabella 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 →

    Starter 58.08/100 out of 100
  8. 186 Isabella I, front rowThe Brave, middle rowInquisitor, back row Isabella I · The Brave · Inquisitor
    Isabella 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 →

    Starter 57.48/100 out of 100
  9. 189 Isabella I, front rowWitch Hunter, middle rowLionheart, back row Isabella I · Witch Hunter · Lionheart
    Isabella I (archer · S01), Witch Hunter (archer · S02) and Lionheart (cavalry · S01) score 56.73 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. 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 sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 59% 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 Witch Hunter’s Purifying Flame produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so 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 →

    Starter 56.73/100 out of 100

See the full Mixed rankings →

Isabella I — skills

All 8 recorded skills for Isabella I, 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

Queen of the Storm

Combat Skill · 1 random enemy squad within effective range · Range 4 · Any

70% chance each round to breathe dragon's fire onto 1 random enemy squad at a time for 6 time(s), dealing 83% burning Damage; if all enemy squads are hit in a round, 1 random friendly squad(s) will stay sober, immune to the Suppressing/Silencing/Disarming/Confusing effects for 1 round(s).

3

Legion Defensive Formation IV

Leadership Skill · Hero's Squad

Hero's squad has +30% resistance.

4

Legion Offensive Formation IV

Leadership Skill · Hero's Squad

Hero's squad has +30% might.

5

Blood & Fire

Pre-Battle Skill · 2 random enemy squads within effective range · Range 4 · Any

Starting from round 3, at the price of remaining on fire permanently, the hero's squad has 70% chance each round to deal 236% burning Damage to 2 random enemy squad(s), whose combat skill damage will then -20%.

6

Awakened Life

Leadership Skill · Hero's Squad

Hero's squad has 15% Might and Resistance, +7 HP, and 250% bonus to the skill "Dictator".

7

Offense

Leadership Skill · Hero's Legion

Hero's formation has +40% Might.

8

Everlasting Flame

Status Skill · 1 random friendly squad within effective range · Range 4 · Any

Bestows a shield to your squad(s) that stay(s) sober due to the skill "Queen of the Storm" and the damage the squad(s) take(s) -50% for the subsequent 2 time(s); when being on fire for the first time, the hero will recover a large amount of troop power for your front-row squad (recovery rate: 304%) and suppress 1-2 random enemy squads within the valid range in the subsequent 1 round(s).

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