Best comboTop ranked

John I · Roku Boshuten · Jane

Cavalry #156
John I Rise of Castles heroJohn I
Roku Boshuten Rise of Castles heroRoku Boshuten
Jane Rise of Castles heroJane

Jane — what the skills grant

Totalled from Jane's own skill descriptions. Squad buffs apply to the hero's own squad; legion buffs apply to the whole legion — they stack differently in game, so they are counted separately.

Resistance
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion
Damage
+50% hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +334.5%, skill 5 — +255%, skill 8 — +301%.

About Jane

Jane is a Cavalry hero in Rise of Castles. On ROCMeta, Jane appears in 11 ranked combos spanning Cavalry and Mixed lineups. Jane's highest-ranked appearance is John I · Roku Boshuten · Jane, which currently sits at Cavalry #156.

Across Jane's skills, the hero's own squad gains +65% Resistance, +65% Might, and +50% Damage. The wider legion gains +40% Might.

Jane's strongest recorded skill hits for 334.5% damage.

Jane is most often ranked alongside War Lord, Lawman, and Constantine the Great — the heroes that share the most ranked combos with Jane. The full list of partners is further down the page.

Why Jane ranks where it does

Jane is built around burst damage — stronger there than 75% of the roster.

Pairs best with Al-Hawra, Cyrus and Jeanne d'Arc. Al-Hawra feeds Jane; Jane feeds Al-Hawra

Adds little alongside Alfred, Arslan and Attila. both are carrys — the second adds little the first does not

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

Heroes that pair well with Jane

The heroes most often ranked alongside Jane.

Best Cavalry combos with Jane

Jane appears in 9 ranked Cavalry combos.

  1. 156 John I, front rowRoku Boshuten, middle rowJane, back row John I · Roku Boshuten · Jane
    John I (X13), Roku Boshuten (S03) and Jane (S03) score 58.89 out of 100 together, and each of the three has a job.

    John I is the win condition, bringing 66% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jane brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Light's Judgement puts 334.5% into all enemy squads on a 35% 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 John 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 John I swings into a line that cannot answer; Jane shuts off enemy recovery, so what John I deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; Roku Boshuten (S03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 58.89/100 out of 100
  2. 173 Lawman, front rowHeroine of Courage, middle rowJane, back row Lawman · Heroine of Courage · Jane
    Lawman (X03), Heroine of Courage (S00) and Jane (S03) score 56.52 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 66% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% 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 Jane shuts off enemy recovery, so what Jane deals stays dealt; Heroine of Courage raises Jane’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heroine of Courage (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. How these scores work →

    Mid progression 56.52/100 out of 100
  3. 177 Lawman, front rowConstantine the Great, middle rowJane, back row Lawman · Constantine the Great · Jane
    Lawman (X03), Constantine the Great (S01) and Jane (S03) score 56.20 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Constantine the Great is the multiplier, raising what the other two put out rather than adding a number of its own: carries 40% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 68% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% 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 Jane shuts off enemy recovery, so what Jane deals stays dealt; Constantine the Great raises Jane’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Constantine the Great (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 56.20/100 out of 100
  4. 182 Wind Walker, front rowAlfred, middle rowJane, back row Wind Walker · Alfred · Jane
    Wind Walker (X01), Alfred (S01) and Jane (S03) score 40.80 out of 100 together, and each of the three has a job.

    Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Alfred brings a second damage line worth 34% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 43% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so Jane swings into a line that cannot answer; Alfred shuts off enemy recovery, so what Jane deals stays dealt. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Mid progression 40.80/100 out of 100
  5. 184 War Lord, front rowRough Rider, middle rowJane, back row War Lord · Rough Rider · Jane
    War Lord (S03), Rough Rider (S00) and Jane (S03) score 70.35 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. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Jane is the win condition, bringing 66% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% 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 Rough Rider and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider and Jane both wait on; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Rough Rider (S00) 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. How these scores work →

    Starter 70.35/100 out of 100
  6. 189 War Lord, front rowQueen Anne, middle rowJane, back row War Lord · Queen Anne · Jane
    War Lord (S03), Queen Anne (S00) and Jane (S03) score 68.71 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. Queen Anne is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Slaughter applies Suppress on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 67% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% 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 Queen Anne and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Queen Anne and Jane both wait on; Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Jane swings into a line that cannot answer. What you give up: Queen Anne (S00) 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. How these scores work →

    Starter 68.71/100 out of 100
  7. 190 War Lord, front rowConstantine the Great, middle rowJane, back row War Lord · Constantine the Great · Jane
    War Lord (S03), Constantine the Great (S01) and Jane (S03) score 68.65 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. Constantine the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 40% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 70% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% 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 Constantine the Great and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Constantine the Great and Jane both wait on; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Constantine the Great (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 68.65/100 out of 100
  8. 191 War Lord, front rowKublai, middle rowJane, back row War Lord · Kublai · Jane
    War Lord (S03), Kublai (S00) and Jane (S03) score 68.65 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. Kublai is the flex piece -- modest alone, but covering what the other two leave open: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Jane is the win condition, bringing 65% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% 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 Kublai and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Kublai and Jane both wait on; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Kublai (S00) 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. How these scores work →

    Starter 68.65/100 out of 100
  9. 200 War Lord, front rowAlfred, middle rowJane, back row War Lord · Alfred · Jane
    War Lord (S03), Alfred (S01) and Jane (S03) score 60.14 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. Alfred brings a second damage line worth 44% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 56% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% 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 Alfred and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Jane waits on; Alfred shuts off enemy recovery, so what Jane deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; Alfred (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. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Starter 60.14/100 out of 100

See the full Cavalry rankings →

Best Mixed combos with Jane

Jane appears in 2 ranked Mixed combos.

  1. 179 War Lord, front rowSky Breaker, middle rowJane, back row War Lord · Sky Breaker · Jane
    War Lord (cavalry · S03), Sky Breaker (archer · S03) and Jane (cavalry · S03) score 65.13 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. Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 65% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger Sky Breaker and Jane both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Sky Breaker and Jane both wait on; Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Jane swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; War Lord (S03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 65.13/100 out of 100
  2. 192 Immortal Guardian, front rowCharles the Great, middle rowJane, back row Immortal Guardian · Charles the Great · Jane
    Immortal Guardian (archer · S04), Charles the Great (archer · S01) and Jane (cavalry · S03) score 53.47 out of 100 together, and each of the three has a job.

    Immortal Guardian is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 64% 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. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 65% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% 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 Jane shuts off enemy recovery, so what Jane deals stays dealt; Charles the Great raises Jane’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 53.47/100 out of 100

See the full Mixed rankings →

Jane — skills

All 8 recorded skills for Jane, straight from the hero's game card.

1

Dictator

Leadership Skill · Hero's Squad

The soldier amount cap of the hero's squad is increased by 23,100.

2

Light's Judgement

Combat Skill · 3 random enemy squads within effective range · Range 5 · Cavalry

1 turn prep, 35% chance to deal 334.5% damage to all enemy squads within range.

3

Cavalry Defensive Formation II

Leadership Skill · Hero's Squad

Cavalry in the hero's squad has 50% more Resistance.

4

Cavalry Offensive Formation II

Leadership Skill · Hero's Squad

Cavalry in the hero's squad has 50% more Might.

5

Battle of Flags

Combat Skill · 3 random enemy squads within effective range · Range 5 · Cavalry

30% chance to deal 255% damage to all enemy squads within the valid range, stopping them from restoring their troop power, lasting 2 round(s).

6

Cavalry Awakened

Leadership Skill · Hero's Squad

Hero's squad gains 15% Cavalry Might and Resistance, 15% increased cavalry damage , 250% increased effect for the skill "Dictator".

7

Discipline - Cavalry

Leadership Skill · Hero's Legion

Cavalry's Might in the hero's legion is increased by 40%.

8

Heaven Falls

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

During battle, hero's squad cannot basic attack, has 35% increased skill damage, and also deals 301% skill damage to a random enemy squad within range.

Which Jane combos can YOU play?

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