John I — what the skills grant
Totalled from John 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 — +382%, skill 2 — +95%, skill 5 — +421%.
About John I
John I is a Cavalry hero in Rise of Castles. On ROCMeta, John I appears in 11 ranked combos in Cavalry lineups. John I's highest-ranked appearance is Army Breaker · El Cid · John I, which currently sits at Cavalry #273.
Across John I's skills, the hero's own squad gains +40% Damage, +65% Resistance, +65% Might, and -50% Damage Taken. The wider legion gains +40% Might.
John I's strongest recorded skill hits for 421% damage.
John I is most often ranked alongside El Cid, Roku Boshuten, and Army Breaker — the heroes that share the most ranked combos with John I. The full list of partners is further down the page.
Why John I ranks where it does
John I is built around damage reduction — stronger there than 82% of the roster.
It comes at a cost to your own side, so John I wants a partner that heals or absorbs to pay it back.
Pairs best with Al-Hawra, Cyrus and El Cid. Al-Hawra's Desert Phantom supplies the trigger-rate boosts; John I's Lord of the Sea feeds on them. John 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 Alfred, Arslan and Attila. both are carrys — the second adds little the first does not
Read from John I's eight skills and compared against every other published hero — not an editorial opinion.
Most often ranked with John I
Counted from the published lists: the partners who appear beside John I in the most ranked lineups.
Proven synergies
A different question from the grid above: not who John I is listed with, but whose kit the skill text says John 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.
Al-Hawra
Not yet listedAl-Hawra's Desert Phantom supplies the trigger-rate boosts; John I's Lord of the Sea feeds on them. John 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.
Cyrus
Not yet listedCyrus's Tolerance supplies the trigger-rate boosts; John I's Lord of the Sea feeds on them. John I supplies the combat-skill casts; Cyrus's Strategy to Victory feeds on them. No lineup around this pair clears the era and composition gates.
Roland
Not yet listedJohn I supplies the combat-skill casts; Roland's Paladins feeds on them. Roland's Song of Roland supplies the trigger-rate boosts; John I's Lord of the Sea feeds on them. No lineup around this pair clears the era and composition gates.
El Cid
9 shared lineupsEl Cid's Song of El Cid supplies the trigger-rate boosts; John I's Lord of the Sea feeds on them.
Roku Boshuten
2 shared lineupsJohn I supplies the combat-skill casts; Roku Boshuten's Gokuraku Jodo feeds on them.
War Lord
1 shared lineupWar Lord's War God Descends supplies the trigger-rate boosts; John I's Lord of the Sea feeds on them.
Best Cavalry combos with John I
John I appears in 11 ranked Cavalry combos.
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B Army Breaker · El Cid · John I Mid progression Beats 2 of 8 reference lineups 80.47/100 out of 100 Army Breaker (X02), El Cid (X12) and John I (X13) score 80.47 out of 100 together, and each of the three has a job.
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 takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 75% 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 Army Breaker’s Formation: Enigma and John I’s Lord of the Sea both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so John I swings into a line that cannot answer; Army Breaker raises John I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 15% 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.
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B Alfred · Lancelot · John I developer pick Mid progression Beats 1 of 8 reference lineups 53.00/100 out of 100 Alfred (S01), Lancelot (X20 · paid) and John I (X13) score 53.00 out of 100 together, and each of the three has a job.
Alfred brings a second damage line worth 13% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads on a 30% roll, and takes the front as the sturdiest of the three. Lancelot brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 44% 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 Alfred produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot’s Immortal applies Suppress and takes a squad out of the fight, so John I swings into a line that cannot answer; Alfred shuts off enemy recovery, so what John I deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; Alfred (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.
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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.
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B War Lord · Roku Boshuten · John I Mid progression Beats 1 of 8 reference lineups 78.97/100 out of 100 War Lord (S03), Roku Boshuten (S03) and John I (X13) score 78.97 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. 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 sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 86% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger John I’s Lord of the Sea and Roku Boshuten’s Gou both wait on; 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. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; a mid-era lineup anchored by John I (X13). Budget note: every hero in this lineup can be completed without spending.
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B John I · The Brave · El Cid Mid progression Beats 0 of 8 reference lineups 81.49/100 out of 100 John I (X13), The Brave (S04) and El Cid (X12) score 81.49 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 75% 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. 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 John I’s Lord of the Sea 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 John I swings into a line that cannot answer; The Brave raises John I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; a mid-era lineup anchored by John I (X13). Budget note: every hero in this lineup can be completed without spending.
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B John I · Black Prince · El Cid Mid progression Beats 0 of 8 reference lineups 80.70/100 out of 100 John I (X13), Black Prince (S01) and El Cid (X12) score 80.70 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 68% 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. 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. 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 Black Prince’s Dragon Siege and John I’s Lord of the Sea both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, 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.
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B John I · Warhammer · El Cid Mid progression Beats 0 of 8 reference lineups 80.13/100 out of 100 John I (X13), Warhammer (X06) and El Cid (X12) score 80.13 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage 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 John I’s Lord of the Sea and Warhammer’s Reflecting Armor both wait on; Warhammer shuts off enemy recovery, so what John I deals stays dealt. 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.
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B John I · Roku Boshuten · El Cid Mid progression Beats 0 of 8 reference lineups 80.84/100 out of 100 John I (X13), Roku Boshuten (S03) and El Cid (X12) score 80.84 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 67% 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. 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 John I’s Lord of the Sea and Roku Boshuten’s Gou both wait on; 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. 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.
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B John I · Bjorn · El Cid Mid progression Beats 0 of 8 reference lineups 79.87/100 out of 100 John I (X13), Bjorn (X04) and El Cid (X12) score 79.87 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 67% 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. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% 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 Bjorn’s Raging Flurry and John I’s Lord of the Sea both wait on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so John I swings into a line that cannot answer; Bjorn raises John I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; a mid-era lineup anchored by John I (X13). Budget note: every hero in this lineup can be completed without spending.
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B John I · The Boneless · El Cid Mid progression Beats 0 of 8 reference lineups 80.24/100 out of 100 John I (X13), The Boneless (S00) and El Cid (X12) score 80.24 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 69% 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. 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. 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 John I’s Lord of the Sea 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 John I swings into a line that cannot answer. What you give up: The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad; 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 El Cid · John I · Rozen Blade Mid progression Beats 0 of 7 reference lineups 81.76/100 out of 100 El Cid (X12), John I (X13) and Rozen Blade (S03) score 81.76 out of 100 together, and each of the three has a job.
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 takes the front as the sturdiest of the three. John I is the win condition, bringing 75% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger John I’s Lord of the Sea 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 John I swings into a line that cannot answer. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; a mid-era lineup anchored by John I (X13). Budget note: every hero in this lineup can be completed without spending.
John I — skills
All 8 recorded skills for John 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 Great Voyage
John I blazes a new trail. 2 of the effects below will be triggered each round: a) the hero's squad and 1 random squad of your gain 25% skill damage for 1 round(s); b) deals 382% damage to all enemy squads; c) deals 95% damage to 2-3 of your squads randomly.
3 Cavalry Defensive Formation II
Cavalry in the hero's squad has 50% more Resistance.
4 Cavalry Offensive Formation II
Cavalry in the hero's squad has 50% more Might.
5 Lord of the Sea
40% chance to deal 421% damage to 2 random enemy squad(s) within the valid range; if 1 of them is/are already subjected to a status that curbs the troop power restoration, the skill will hit 3 enemy squads the subsequent time.
6 Cavalry Awakened
Hero's squad gains 15% Cavalry Might and Resistance, 15% increased cavalry damage, 250% increased effect for the skill "Dictator".
7 Discipline - Cavalry
Cavalry's Might in the hero's legion is increased by 40%.
8 Heartening Light
John I prays for the light of the sea god. When all your squad's troop power drops below 80% for the first time. John I's squad will take -20% damage; when their troop power drops below 50% for the first time. John I's squad will take -30% damage additionally, and make all enemy and your squads have -10% troop power restoration effect (stackable), lasting till the round ends.
Which John I lineups can you field?
Select the heroes you own and the generator returns every ranked John 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


