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.
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 65 ranked combos spanning Cavalry, Archer, Footmen, and Mixed lineups. Isabella I's highest-ranked appearance is Isabella I · El Cid · Ashoka, which currently sits at Mixed #259.
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 War Lord, Ashoka, and El Cid — 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's Desert Phantom supplies the trigger-rate boosts; Isabella I's Queen of the Storm feeds on them. Isabella I supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.
Adds little alongside Gustav, Hector and Lawman. 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.
Most often ranked with Isabella I
Counted from the published lists: the partners who appear beside Isabella I in the most ranked lineups.
Proven synergies
A different question from the grid above: not who Isabella I is listed with, but whose kit the skill text says Isabella I 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; Isabella I's Everlasting Flame feeds on them. Isabella I supplies the combat-skill casts; Frederick I's Frenzy War feeds on them. Isabella I's Queen of the Storm supplies the burns; Frederick I's Frenzy War feeds on them. No lineup around this pair clears the era and composition gates.
Inquisitor
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; Isabella I's Everlasting Flame feeds on them. Isabella I's Queen of the Storm supplies the burns; Helsingen's Nightshadow Scorching Arrow feeds on them. No lineup around this pair clears the era and composition gates.
Seraphina
Not yet listedIsabella I's Queen of the Storm supplies the burns; Seraphina's Crimson Tide Fire Rain feeds on them. Seraphina's Crimson Tide Fire Rain supplies the burns; Isabella I's Everlasting Flame feeds on them. No lineup around this pair clears the era and composition gates.
Nicolas Flamel
Not yet listedIsabella I's Queen of the Storm supplies the burns; Nicolas Flamel's Eternal Flame feeds on them. Nicolas Flamel's Alchemical Trick supplies the burns; Isabella I's Everlasting Flame 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; Isabella I's Queen of the Storm feeds on them. Isabella I supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.
Best Cavalry combos with Isabella I
Isabella I appears in 13 ranked Cavalry combos.
- 13
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B Isabella I · Army Breaker · El Cid Mid progression Beats 2 of 8 reference lineups 80.43/100 out of 100 Isabella I (S01), Army Breaker (X02) and El Cid (X12) score 80.43 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. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Army Breaker’s Formation: Enigma and Isabella I’s Queen of the Storm both wait 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; Army Breaker raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Army Breaker (X02). Budget note: every hero in this lineup can be completed without spending.
- 39
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B Isabella I · The Brave · El Cid Mid progression Beats 1 of 8 reference lineups 80.69/100 out of 100 Isabella I (S01), The Brave (S04) and El Cid (X12) score 80.69 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. El Cid 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and The Brave’s No Turning Back both wait 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; The Brave raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.
- 40
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B Hellfire · Isabella I · El Cid Mid progression Beats 1 of 8 reference lineups 79.95/100 out of 100 Hellfire (X09), Isabella I (S01) and El Cid (X12) score 79.95 out of 100 together, and each of the three has a job.
Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Isabella I’s Queen of the Storm both wait 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; Hellfire raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Hellfire (X09). Budget note: every hero in this lineup can be completed without spending.
- 41
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B Isabella I · El Cid · John I Mid progression Beats 1 of 8 reference lineups 80.46/100 out of 100 Isabella I (S01), El Cid (X12) and John I (X13) score 80.46 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. El Cid 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. John I is the win condition, bringing 65% 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and John I’s Lord of the Sea both wait 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: a mid-era lineup anchored by John I (X13); raw damage reaches only about 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
- 43
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B Isabella I · Rozen Blade · El Cid Mid progression Beats 1 of 8 reference lineups 80.97/100 out of 100 Isabella I (S01), Rozen Blade (S03) and El Cid (X12) score 80.97 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. El Cid 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Rozen Blade’s Blitz both wait 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: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.
- 44
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B Isabella I · El Cid · Sundiata Mid progression Beats 1 of 8 reference lineups 80.97/100 out of 100 Isabella I (S01), El Cid (X12) and Sundiata (X15) score 80.97 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. El Cid 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. Sundiata is the win condition, bringing 65% 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Sundiata’s Flame of Revenge both wait on; 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. What you give up: a mid-era lineup anchored by Sundiata (X15); raw damage reaches only about 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
- 50
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B War Lord · Isabella I · El Cid Mid progression Beats 0 of 8 reference lineups 79.45/100 out of 100 War Lord (S03), Isabella I (S01) and El Cid (X12) score 79.45 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 second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger El Cid’s Trial of Light and Isabella I’s Queen of the Storm 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: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.
- 13
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B War Lord · Isabella I · Black Prince Starter Beats 0 of 8 reference lineups 75.76/100 out of 100 War Lord (S03), Isabella I (S01) and Black Prince (S01) score 75.76 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. 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 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 Black Prince’s Dragon Siege and Isabella I’s Queen of the Storm both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.
- 15
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B War Lord · Rozen Blade · Isabella I Starter Beats 0 of 8 reference lineups 77.10/100 out of 100 War Lord (S03), Rozen Blade (S03) and Isabella I (S01) score 77.10 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.
- 17
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B War Lord · Isabella I · Roku Boshuten Starter Beats 0 of 8 reference lineups 76.03/100 out of 100 War Lord (S03), Isabella I (S01) and Roku Boshuten (S03) score 76.03 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Roku Boshuten’s Gou both wait on; Isabella I produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so Isabella I swings into a line that cannot answer. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.
- 20
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B War Lord · The Brave · Isabella I Starter Beats 0 of 8 reference lineups 76.89/100 out of 100 War Lord (S03), The Brave (S04) and Isabella I (S01) score 76.89 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. 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. 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; a mid-era lineup anchored by The Brave (S04). Budget note: every hero in this lineup can be completed without spending.
- 23
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B War Lord · Isabella I · Mary Tudor Starter Beats 0 of 8 reference lineups 76.84/100 out of 100 War Lord (S03), Isabella I (S01) and Mary Tudor (S00) score 76.84 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 69% 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’s Queen of the Storm and Mary Tudor’s Reign of Sorrow 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: 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.
- 29
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B War Lord · The Boneless · Isabella I Starter Beats 0 of 8 reference lineups 77.07/100 out of 100 War Lord (S03), The Boneless (S00) and Isabella I (S01) score 77.07 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. The Boneless is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Disarm on a 50% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and The Boneless’s Hanashi both wait on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.
Best Archer combos with Isabella I
Isabella I appears in 23 ranked Archer combos.
- 14
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B Isabella I · Warden · Eselfred Mid progression Beats 0 of 8 reference lineups 83.22/100 out of 100 Isabella I (S01), Warden (X06) and Eselfred (X14) score 83.22 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. 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 sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 71% 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 Isabella I’s Queen of the Storm both wait 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; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Warden (X06); little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.
- 37
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B Isabella I · Warden · Lilith Mid progression Beats 0 of 8 reference lineups 82.63/100 out of 100 Isabella I (S01), Warden (X06) and Lilith (X09) score 82.63 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. 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 sits in the middle, where the support reaches both the front and the back. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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 Isabella I’s Queen of the Storm and Lilith’s Poison Needle both wait on; Isabella I produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
- 62
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B Isabella I · Poison Master · Warden Mid progression Beats 0 of 8 reference lineups 81.19/100 out of 100 Isabella I (S01), Poison Master (X10) and Warden (X06) score 81.19 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. 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. 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 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 Isabella I’s Queen of the Storm and Poison Master’s Deadly Virus both wait on; Isabella I 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 Isabella I swings into a line that cannot answer. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Poison Master (X10). Budget note: every hero in this lineup can be completed without spending.
- 4
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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.
- 5
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B Sky Breaker · Isabella I · Witch Hunter developer pick Starter Beats 1 of 8 reference lineups 62.03/100 out of 100 Sky Breaker (S03), Isabella I (S01) and Witch Hunter (S02) score 62.03 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. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Witch Hunter 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 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.
- 7
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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 Immortal Guardian · Isabella I · Witch Hunter Starter Beats 0 of 8 reference lineups 67.31/100 out of 100 Immortal Guardian (S04), Isabella I (S01) and Witch Hunter (S02) score 67.31 out of 100 together, and each of the three has a job.
Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Witch Hunter’s Purifying Flame produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.
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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 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.
- 18
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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.
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B Divine Arrow · Leonidas · Isabella I Starter Beats 0 of 8 reference lineups 66.93/100 out of 100 Divine Arrow (S04), Leonidas (S00) and Isabella I (S01) score 66.93 out of 100 together, and each of the three has a job.
Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Leonidas adds a second source of control, so the lock rarely has an off round: Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 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 · Isabella I Starter Beats 0 of 8 reference lineups 69.22/100 out of 100 Immortal Guardian (S04), Leonidas (S00) and Isabella I (S01) score 69.22 out of 100 together, and each of the three has a job.
Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Isabella I · Edward the Confessor · Leonidas Starter Beats 0 of 8 reference lineups 66.92/100 out of 100 Isabella I (S01), Edward the Confessor (S01) and Leonidas (S00) score 66.92 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. 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. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Edward the Confessor raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 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 · Divine Arrow · Isabella I Starter Beats 0 of 8 reference lineups 68.22/100 out of 100 Immortal Guardian (S04), Divine Arrow (S04) and Isabella I (S01) score 68.22 out of 100 together, and each of the three has a job.
Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Immortal Guardian · Edward the Confessor · Isabella I Starter Beats 0 of 8 reference lineups 68.92/100 out of 100 Immortal Guardian (S04), Edward the Confessor (S01) and Isabella I (S01) score 68.92 out of 100 together, and each of the three has a job.
Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Edward the Confessor raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Isabella I · Al Faith · Edward the Confessor Starter Beats 0 of 8 reference lineups 68.66/100 out of 100 Isabella I (S01), Al Faith (S01) and Edward the Confessor (S01) score 68.66 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. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Al Faith raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 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 Isabella I · Al Faith · Witch Hunter Starter Beats 0 of 8 reference lineups 67.02/100 out of 100 Isabella I (S01), Al Faith (S01) and Witch Hunter (S02) score 67.02 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. 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; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Al Faith raises Isabella I’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.
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B Divine Arrow · Edward the Confessor · Isabella I Starter Beats 0 of 8 reference lineups 69.21/100 out of 100 Divine Arrow (S04), Edward the Confessor (S01) and Isabella I (S01) score 69.21 out of 100 together, and each of the three has a job.
Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Edward the Confessor raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 7% 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 · Al Faith · Leonidas Starter Beats 0 of 8 reference lineups 68.96/100 out of 100 Isabella I (S01), Al Faith (S01) and Leonidas (S00) score 68.96 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. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Al Faith raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 7% 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 Divine Arrow · Al Faith · Isabella I Starter Beats 0 of 8 reference lineups 67.15/100 out of 100 Divine Arrow (S04), Al Faith (S01) and Isabella I (S01) score 67.15 out of 100 together, and each of the three has a job.
Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Al Faith raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 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 Immortal Guardian · Al Faith · Isabella I Starter Beats 0 of 8 reference lineups 66.95/100 out of 100 Immortal Guardian (S04), Al Faith (S01) and Isabella I (S01) score 66.95 out of 100 together, and each of the three has a job.
Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Al Faith is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Al Faith raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
Best Footmen combos with Isabella I
Isabella I appears in 19 ranked Footmen combos.
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B Ashoka · Isabella I · Genghis Khan Mid progression Beats 2 of 8 reference lineups 78.52/100 out of 100 Ashoka (X14), Isabella I (S01) and Genghis Khan (S01) score 78.52 out of 100 together, and each of the three has a job.
Ashoka is the win condition, bringing 66% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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. Genghis Khan brings a second damage line worth 18% of the expected output, so no single silence stops the plan: Hunting Wolf puts 213% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Ashoka produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; Isabella I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Ashoka (X14); 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.
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B Ashoka · Desert Storm · Isabella I Mid progression Beats 2 of 8 reference lineups 79.34/100 out of 100 Ashoka (X14), Desert Storm (S04) and Isabella I (S01) score 79.34 out of 100 together, and each of the three has a job.
Ashoka is the win condition, bringing 74% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. Desert Storm is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sandstorm puts 243% into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Isabella I adds a second source of control, so the lock rarely has an off round: 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 Desert Storm’s Endless Scorched Earth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Desert Storm produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: a mid-era lineup anchored by Ashoka (X14); raw damage reaches only about 26% 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 Ashoka · Scarlet Reaver · Isabella I Mid progression Beats 1 of 8 reference lineups 78.94/100 out of 100 Ashoka (X14), Scarlet Reaver (X07) and Isabella I (S01) score 78.94 out of 100 together, and each of the three has a job.
Ashoka is the win condition, bringing 54% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. 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 Scarlet Reaver’s Flames of Truth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Scarlet Reaver produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Scarlet Reaver’s Debilitating Explosions applies Disarm and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Ashoka (X14); raw damage reaches only about 36% 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 Clovis I · Isabella I · Ashoka Mid progression Beats 0 of 8 reference lineups 79.11/100 out of 100 Clovis I (X15), Isabella I (S01) and Ashoka (X14) score 79.11 out of 100 together, and each of the three has a job.
Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and takes the front as the sturdiest of the three. Isabella I adds a second source of control, so the lock rarely has an off round: 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. Ashoka is the win condition, bringing 62% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Isabella I produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; a mid-era lineup anchored by Clovis I (X15). Budget note: every hero in this lineup can be completed without spending.
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B Ashoka · Isabella I · Pepin Mid progression Beats 0 of 8 reference lineups 80.35/100 out of 100 Ashoka (X14), Isabella I (S01) and Pepin (X12) score 80.35 out of 100 together, and each of the three has a job.
Ashoka is the win condition, bringing 72% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 169% of enemy Might, Resistance and damage 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 Ashoka produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Isabella I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; a mid-era lineup anchored by Pepin (X12). Budget note: every hero in this lineup can be completed without spending.
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B Hunk · Isabella I · Ashoka Mid progression Beats 0 of 8 reference lineups 81.54/100 out of 100 Hunk (X01), Isabella I (S01) and Ashoka (X14) score 81.54 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 adds a second source of control, so the lock rarely has an off round: 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. Ashoka is the win condition, bringing 78% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Hunk’s Yeet! produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Hunk produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Ashoka (X14); raw damage reaches only about 25% 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 Pepin · Scarlet Reaver · Isabella I Mid progression Beats 0 of 8 reference lineups 80.41/100 out of 100 Pepin (X12), Scarlet Reaver (X07) and Isabella I (S01) score 80.41 out of 100 together, and each of the three has a job.
Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 169% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. 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 Scarlet Reaver’s Flames of Truth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Scarlet Reaver produces combat-skill casts, the exact trigger Pepin’s Power of Staff 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: a mid-era lineup anchored by Pepin (X12); 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 Arslan · Isabella I · Pepin Mid progression Beats 0 of 8 reference lineups 79.82/100 out of 100 Arslan (X11), Isabella I (S01) and Pepin (X12) score 79.82 out of 100 together, and each of the three has a job.
Arslan is the win condition, bringing 67% 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. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 169% of enemy Might, Resistance and damage 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 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 Pepin’s Power of Staff 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: a mid-era lineup anchored by Pepin (X12); 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.
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B Jiguang Qi · Scarlet Reaver · Isabella I Mid progression Beats 0 of 8 reference lineups 78.33/100 out of 100 Jiguang Qi (S01), Scarlet Reaver (X07) and Isabella I (S01) score 78.33 out of 100 together, and each of the three has a job.
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 takes the front as the sturdiest of the three. 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 sits in the middle, where the support reaches both the front and the back. 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 Scarlet Reaver’s Flames of Truth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Scarlet Reaver 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 Scarlet Reaver swings into a line that cannot answer. What you give up: Jiguang Qi (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.
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B Isabella I · Bleeding Steed · Desert Storm Starter Beats 5 of 8 reference lineups 70.69/100 out of 100 Isabella I (S01), Bleeding Steed (S03) and Desert Storm (S04) score 70.69 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. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Desert Storm adds a second source of control, so the lock rarely has an off round: Sandstorm puts 243% into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Desert Storm’s Endless Scorched Earth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Isabella I swings into a line that cannot answer; Bleeding Steed raises Isabella I’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; 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.
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B Bleeding Steed · Genghis Khan · Isabella I Starter Beats 3 of 8 reference lineups 66.29/100 out of 100 Bleeding Steed (S03), Genghis Khan (S01) and Isabella I (S01) score 66.29 out of 100 together, and each of the three has a job.
Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and takes the front as the sturdiest of the three. Genghis Khan is the win condition, bringing 55% of the lineup's expected damage: Hunting Wolf puts 213% into all enemy squads on a 50% roll, and sits in the middle, where the support reaches both the front and the back. 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 Bleeding Steed produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Genghis Khan swings into a line that cannot answer; Bleeding Steed raises Genghis Khan’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; a mid-era lineup anchored by Bleeding Steed (S03). Budget note: every hero in this lineup can be completed without spending.
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B Isabella I · Demon Spear · Bleeding Steed Starter Beats 3 of 8 reference lineups 68.79/100 out of 100 Isabella I (S01), Demon Spear (S00) and Bleeding Steed (S03) score 68.79 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. Demon Spear adds a second source of control, so the lock rarely has an off round: Tamashi kari applies Silence for 1 round on a 85% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Demon Spear’s Tamashi kari applies Silence and takes a squad out of the fight for 1 round, so Isabella I swings into a line that cannot answer; Bleeding Steed raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Isabella I · Bleeding Steed · Cao Cao Starter Beats 2 of 8 reference lineups 67.45/100 out of 100 Isabella I (S01), Bleeding Steed (S03) and Cao Cao (S01) score 67.45 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. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 151% 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 Cao Cao swings into a line that cannot answer; Bleeding Steed raises Cao Cao’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; a mid-era lineup anchored by Bleeding Steed (S03). Budget note: every hero in this lineup can be completed without spending.
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B Soaring Hawk · Bleeding Steed · Isabella I Starter Beats 2 of 8 reference lineups 66.64/100 out of 100 Soaring Hawk (S04), Bleeding Steed (S03) and Isabella I (S01) score 66.64 out of 100 together, and each of the three has a job.
Soaring Hawk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% 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 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Isabella I swings into a line that cannot answer; Bleeding Steed raises Isabella I’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 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 Bleeding Steed · Isabella I · Jiguang Qi Starter Beats 2 of 8 reference lineups 68.21/100 out of 100 Bleeding Steed (S03), Isabella I (S01) and Jiguang Qi (S01) score 68.21 out of 100 together, and each of the three has a job.
Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and takes the front as the sturdiest of the three. 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 second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: 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 Bleeding Steed produces combat-skill casts, the exact trigger Jiguang Qi’s Unyelding waits on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Isabella I swings into a line that cannot answer; Bleeding Steed raises Isabella I’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; Jiguang Qi (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.
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B Desert Storm · Genghis Khan · Isabella I Starter Beats 1 of 8 reference lineups 67.12/100 out of 100 Desert Storm (S04), Genghis Khan (S01) and Isabella I (S01) score 67.12 out of 100 together, and each of the three has a job.
Desert Storm is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sandstorm puts 243% into one enemy squad every time it fires, and takes the front as the sturdiest of the three. Genghis Khan is the win condition, bringing 44% of the lineup's expected damage: Hunting Wolf puts 213% into all enemy squads on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Isabella I adds a second source of control, so the lock rarely has an off round: 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 Desert Storm’s Endless Scorched Earth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Desert Storm produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; a mid-era lineup anchored by Desert Storm (S04). Budget note: every hero in this lineup can be completed without spending.
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B Isabella I · Demon Spear · Desert Storm Starter Beats 0 of 8 reference lineups 66.36/100 out of 100 Isabella I (S01), Demon Spear (S00) and Desert Storm (S04) score 66.36 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. Demon Spear adds a second source of control, so the lock rarely has an off round: Tamashi kari applies Silence for 1 round on a 85% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Desert Storm adds a second source of control, so the lock rarely has an off round: Sandstorm puts 243% into one enemy squad every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Desert Storm’s Endless Scorched Earth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Demon Spear’s Tamashi kari applies Silence and takes a squad out of the fight for 1 round, so Isabella I swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; 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 Isabella I · Desert Storm · Cao Cao Starter Beats 0 of 8 reference lineups 65.81/100 out of 100 Isabella I (S01), Desert Storm (S04) and Cao Cao (S01) score 65.81 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: Sandstorm puts 243% into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 151% 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 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 Cao Cao swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; 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 Desert Storm · Isabella I · Jiguang Qi Starter Beats 0 of 8 reference lineups 67.23/100 out of 100 Desert Storm (S04), Isabella I (S01) and Jiguang Qi (S01) score 67.23 out of 100 together, and each of the three has a job.
Desert Storm is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sandstorm puts 243% into one enemy squad every time it fires, and takes the front as the sturdiest of the three. Isabella I adds a second source of control, so the lock rarely has an off round: 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 Desert Storm’s Endless Scorched Earth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Desert Storm produces combat-skill casts, the exact trigger Jiguang Qi’s Unyelding waits on. What you give up: Jiguang Qi (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
Best Mixed combos with Isabella I
Isabella I appears in 10 ranked Mixed combos.
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B Isabella I · El Cid · Ashoka Mid progression Beats 2 of 8 reference lineups 80.08/100 out of 100 Isabella I (cavalry · S01), El Cid (cavalry · X12) and Ashoka (footmen · X14) score 80.08 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. El Cid 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. Ashoka is the win condition, bringing 62% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Isabella I’s Queen of the Storm both wait on; Isabella I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Ashoka (X14); raw damage reaches only about 16% 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 · 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 · Isabella I · Ashoka Mid progression Beats 0 of 8 reference lineups 79.69/100 out of 100 War Lord (cavalry · S03), Isabella I (cavalry · S01) and Ashoka (footmen · X14) score 79.69 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. Ashoka is the win condition, bringing 81% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% 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 Ashoka’s Bloodthirsty Ashoka and Isabella I’s Queen of the Storm both wait on; Isabella I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Ashoka (X14). Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Isabella I · Lilith Mid progression Beats 0 of 8 reference lineups 78.61/100 out of 100 War Lord (cavalry · S03), Isabella I (archer · S01) and Lilith (archer · X09) score 78.61 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. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Lilith’s Poison Needle both wait on; Isabella I produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.
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B Isabella I · Warden · Ashoka Mid progression Beats 0 of 8 reference lineups 80.47/100 out of 100 Isabella I (archer · S01), Warden (archer · X06) and Ashoka (footmen · X14) score 80.47 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. 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 sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 76% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% 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 Ashoka’s Bloodthirsty Ashoka and Isabella I’s Queen of the Storm both wait on; Isabella I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Ashoka (X14). Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Isabella I · Jade Eagle Starter Beats 0 of 8 reference lineups 75.10/100 out of 100 War Lord (cavalry · S03), Isabella I (archer · S01) and Jade Eagle (archer · S04) score 75.10 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. Jade Eagle is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rapid Throw applies Silence on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Jade Eagle’s Rapid Throw both wait 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: Jade Eagle (S04) 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 War Lord · Demon Spear · Isabella I Starter Beats 0 of 8 reference lineups 74.92/100 out of 100 War Lord (cavalry · S03), Demon Spear (footmen · S00) and Isabella I (cavalry · S01) score 74.92 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. Demon Spear is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Tamashi kari applies Silence for 1 round on a 85% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Demon Spear’s Moshitate and Isabella I’s Queen of the Storm both wait on; Demon Spear’s Tamashi kari applies Silence and takes a squad out of the fight for 1 round, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Edward the Confessor · Isabella I Starter Beats 0 of 8 reference lineups 75.33/100 out of 100 War Lord (cavalry · S03), Edward the Confessor (archer · S01) and Isabella I (archer · S01) score 75.33 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. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Edward the Confessor’s King's Crossbow and Isabella I’s Queen of the Storm both wait on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Leonidas · Isabella I Starter Beats 0 of 8 reference lineups 75.52/100 out of 100 War Lord (cavalry · S03), Leonidas (archer · S00) and Isabella I (archer · S01) score 75.52 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. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Leonidas’s Sharp Spear both wait on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Divine Arrow · Isabella I Starter Beats 0 of 8 reference lineups 73.99/100 out of 100 War Lord (cavalry · S03), Divine Arrow (archer · S04) and Isabella I (archer · S01) score 73.99 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Divine Arrow’s For Heaven and Isabella I’s Queen of the Storm both wait on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.
Isabella I — skills
All 8 recorded skills for Isabella I, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Queen of the Storm
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
Hero's squad has +30% resistance.
4 Legion Offensive Formation IV
Hero's squad has +30% might.
5 Blood & Fire
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
Hero's squad has 15% Might and Resistance, +7 HP, and 250% bonus to the skill "Dictator".
7 Offense
Hero's formation has +40% Might.
8 Everlasting Flame
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).
Which Isabella I lineups can you field?
Select the heroes you own and the generator returns every ranked Isabella I 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


