Best comboTop ranked

Jeanne d'Arc · Thorven · Tura Cartel

Cavalry #51
Jeanne d'Arc Rise of Castles heroJeanne d'Arc
Thorven Rise of Castles heroThorven
Tura Cartel Rise of Castles heroTura Cartel

Jeanne d'Arc — what the skills grant

Totalled from Jeanne d'Arc'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.

Damage Taken
+30% enemy squads
Resistance
+70% hero's squad
Might
+70% hero's squad
+40% hero's legion
Troop Power Recovery
+101% friendly squads
Combat Speed
+120 hero's squad
Damage
+86% hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +477%.

About Jeanne d'Arc

Jeanne d'Arc is a Cavalry hero in Rise of Castles. On ROCMeta, Jeanne d'Arc appears in 15 ranked combos spanning Cavalry and Mixed lineups. Jeanne d'Arc's highest-ranked appearance is Jeanne d'Arc · Thorven · Tura Cartel, which currently sits at Cavalry #51.

Across Jeanne d'Arc's skills, the hero's own squad gains +70% Resistance, +70% Might, +120 Combat Speed, and +86% Damage. The wider legion gains +40% Might.

Jeanne d'Arc's strongest recorded skill hits for 477% damage.

Jeanne d'Arc is most often ranked alongside Attila, Avalanche, and Thorven — the heroes that share the most ranked combos with Jeanne d'Arc. The full list of partners is further down the page.

Why Jeanne d'Arc ranks where it does

Jeanne d'Arc is built around healing — stronger there than 82% of the roster.

Pairs best with Al-Hawra, Alberich and Ashoka. Al-Hawra feeds Jeanne d'Arc; Jeanne d'Arc feeds Al-Hawra

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

Heroes that pair well with Jeanne d'Arc

The heroes most often ranked alongside Jeanne d'Arc.

Best Cavalry combos with Jeanne d'Arc

Jeanne d'Arc appears in 13 ranked Cavalry combos.

  1. 51 Jeanne d'Arc, front rowThorven, middle rowTura Cartel, back row Jeanne d'Arc · Thorven · Tura Cartel
    Jeanne d'Arc (SP · paid), Thorven (X29) and Tura Cartel (X21) score 73.74 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 85% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Thorven and Tura Cartel both wait on; Thorven produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Jeanne d'Arc produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 21% of the hardest-hitting trio in the roster; Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 73.74/100 out of 100
  2. 53 Jeanne d'Arc, front rowLouis IX, middle rowAttila, back row Jeanne d'Arc · Louis IX · Attila
    Jeanne d'Arc (SP · paid), Louis IX (X19) and Attila (X27 · paid) score 73.27 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 64% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Louis IX and Attila both wait on; Louis IX produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Attila swings into a line that cannot answer. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 30% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 73.27/100 out of 100
  3. 57 Jeanne d'Arc, front rowEl Cid, middle rowAttila, back row Jeanne d'Arc · El Cid · Attila
    Jeanne d'Arc (SP · paid), El Cid (X12) and Attila (X27 · paid) score 72.78 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. El Cid brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 67% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger El Cid and Attila both wait on; El Cid produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 29% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 72.78/100 out of 100
  4. 62 Jeanne d'Arc, front rowAvalanche, middle rowAttila, back row Jeanne d'Arc · Avalanche · Attila
    Jeanne d'Arc (SP · paid), Avalanche (X02) and Attila (X27 · paid) score 72.14 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 65% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Avalanche and Attila both wait on; Avalanche produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 29% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 72.14/100 out of 100
  5. 64 Don Quixote, front rowJeanne d'Arc, middle rowLouis IX, back row Don Quixote · Jeanne d'Arc · Louis IX
    Don Quixote (X22), Jeanne d'Arc (SP · paid) and Louis IX (X19) score 71.90 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 64% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Jeanne d'Arc 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. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Don Quixote and Louis IX both wait on; Louis IX produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Don Quixote swings into a line that cannot answer. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 30% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 71.90/100 out of 100
  6. 69 Jeanne d'Arc, front rowThorven, middle rowEl Cid, back row Jeanne d'Arc · Thorven · El Cid
    Jeanne d'Arc (SP · paid), Thorven (X29) and El Cid (X12) score 71.08 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 180% 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 win condition, bringing 65% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Thorven and El Cid both wait on; Thorven produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Jeanne d'Arc produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 71.08/100 out of 100
  7. 70 Jeanne d'Arc, front rowEl Cid, middle rowTura Cartel, back row Jeanne d'Arc · El Cid · Tura Cartel
    Jeanne d'Arc (SP · paid), El Cid (X12) and Tura Cartel (X21) score 71.07 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. El Cid brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 66% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger El Cid and Tura Cartel both wait on; El Cid produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 27% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 71.07/100 out of 100
  8. 71 Jeanne d'Arc, front rowThorven, middle rowAvalanche, back row Jeanne d'Arc · Thorven · Avalanche
    Jeanne d'Arc (SP · paid), Thorven (X29) and Avalanche (X02) score 70.78 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Thorven and Avalanche both wait on; Thorven produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Jeanne d'Arc produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 70.78/100 out of 100
  9. 72 Don Quixote, front rowJeanne d'Arc, middle rowAvalanche, back row Don Quixote · Jeanne d'Arc · Avalanche
    Don Quixote (X22), Jeanne d'Arc (SP · paid) and Avalanche (X02) score 70.63 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 66% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Jeanne d'Arc 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. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Don Quixote and Avalanche both wait on; Avalanche produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 30% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 70.63/100 out of 100
  10. 73 Jeanne d'Arc, front rowAvalanche, middle rowTura Cartel, back row Jeanne d'Arc · Avalanche · Tura Cartel
    Jeanne d'Arc (SP · paid), Avalanche (X02) and Tura Cartel (X21) score 70.08 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 64% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Avalanche and Tura Cartel both wait on; Avalanche produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 28% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 70.08/100 out of 100
  11. 97 War Lord, front rowJeanne d'Arc, middle rowMary Tudor, back row War Lord · Jeanne d'Arc · Mary Tudor
    War Lord (S03), Jeanne d'Arc (SP · paid) and Mary Tudor (S00) score 65.05 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. Jeanne d'Arc 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 sits in the middle, where the support reaches both the front and the back. Mary Tudor is the win condition, bringing 65% 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 Jeanne d'Arc and Mary Tudor both wait on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger War Lord waits on; War Lord’s War God Descends produces prep-skips, the exact trigger Jeanne d'Arc and Mary Tudor both wait on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; Mary Tudor (S00) is the era weak point -- the enemy will aim at the oldest squad. 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 →

    Current meta 65.05/100 out of 100
  12. 111 Jeanne d'Arc, front rowBlack Prince, middle rowLionheart, back row Jeanne d'Arc · Black Prince · Lionheart
    Jeanne d'Arc (SP · paid), Black Prince (S01) and Lionheart (S01) score 62.91 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 60% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Black Prince and Lionheart both wait on; Black Prince produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Lionheart swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Black Prince (S01) is the era weak point -- the enemy will aim at the oldest squad. 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 →

    Current meta 62.91/100 out of 100
  13. 116 Jeanne d'Arc, front rowBlack Prince, middle rowAvalanche, back row Jeanne d'Arc · Black Prince · Avalanche
    Jeanne d'Arc (SP · paid), Black Prince (S01) and Avalanche (X02) score 61.58 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Avalanche adds a second source of control, so the lock rarely has an off round: Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Black Prince and Avalanche both wait on; Black Prince produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Avalanche swings into a line that cannot answer. What you give up: Black Prince (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 13% of the hardest-hitting trio in the roster. 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 →

    Current meta 61.58/100 out of 100

See the full Cavalry rankings →

Best Mixed combos with Jeanne d'Arc

Jeanne d'Arc appears in 2 ranked Mixed combos.

  1. 101 Jeanne d'Arc, front rowValkyrie, middle rowAttila, back row Jeanne d'Arc · Valkyrie · Attila
    Jeanne d'Arc (cavalry · SP · paid), Valkyrie (footmen · X03) and Attila (cavalry · X27 · paid) score 69.20 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Valkyrie brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Apocalyptic Prayer puts 310% into one enemy squad on a 45% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 69% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Valkyrie and Attila both wait on; Valkyrie produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 28% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 69.20/100 out of 100
  2. 110 Jeanne d'Arc, front rowLilith, middle rowAttila, back row Jeanne d'Arc · Lilith · Attila
    Jeanne d'Arc (cavalry · SP · paid), Lilith (archer · X09) and Attila (cavalry · X27 · paid) score 68.57 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. 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 sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 62% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Lilith and Attila both wait on; Lilith produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Lilith’s Infatuated Shadow applies Confuse and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 68.57/100 out of 100

See the full Mixed rankings →

Jeanne d'Arc — skills

All 8 recorded skills for Jeanne d'Arc, 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

The Banner of Joan

Combat Skill · 2 random enemy squads within effective range · Range 4 · Cavalry

1 round(s) of prep. 50% chance to deal 477% damage to 2 random enemy squad(s) within the valid range and make the squad(s) take 30% more skill damage.

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

Confession of War

Combat Skill · 2 random friendly squads within effective range · Range 2 · Cavalry

1 round(s) of prep. 65% chance to make 2 random squad(s) of your enter the "revived" status, with 50% chance to restore some troop power (recovery rate: 101%) when taking damage, lasting 2 round(s).

6

Cavalry Awakened

Leadership Skill · Hero's Squad

Hero's squad gains 20% Cavalry Might and Resistance, and 120 Cavalry Combat Speed. 250% bonus to the skill "Dictator".

7

Discipline - Cavalry

Leadership Skill · Hero's Legion

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

8

Siege of Orleans

Pre-Battle Skill · 3 random friendly squads within effective range · Range 2 · Cavalry

In battles, your cavalry squad(s) will have 60% chance to skip 1 round(s) of prep when casting prep skills (can be triggered up to 1 time(s) by each squad in each round); meanwhile, 80% chance to increase the skill damage dealt by the hero's squad by 86%, lasting 1 round(s). The result of each effect will be determined.

Which Jeanne d'Arc combos can YOU play?

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