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 20 ranked combos spanning Cavalry and Mixed lineups. John I's highest-ranked appearance is John I · Bjorn · Saladin, which currently sits at Cavalry #59.
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 Warhammer, Wind Walker, and Saladin — 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 Saladin. Al-Hawra feeds John I; John I feeds Al-Hawra
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.
Heroes that pair well with John I
The heroes most often ranked alongside John I.
Best Cavalry combos with John I
John I appears in 17 ranked Cavalry combos.
- 59
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B John I · Bjorn · Saladin Current meta 72.23/100 out of 100John I (X13), Bjorn (X04) and Saladin (SP · paid) score 72.23 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 70% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger John I and Bjorn 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 26% of the hardest-hitting trio in the roster; Bjorn (X04) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 61
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B John I · Warhammer · Saladin Current meta 72.17/100 out of 100John I (X13), Warhammer (X06) and Saladin (SP · paid) score 72.17 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger John I and Warhammer both wait on; Warhammer shuts off enemy recovery, so what John I deals stays dealt. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; Warhammer (X06) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 75
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B Cyrus · Warhammer · John I Current meta 69.96/100 out of 100Cyrus (SP · paid), Warhammer (X06) and John I (X13) score 69.96 out of 100 together, and each of the three has a job.
Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, 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 in total, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 70% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Warhammer and John I both wait on; Warhammer produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus 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; raw damage reaches only about 26% of the hardest-hitting trio in the roster. How these scores work →
- 95
F
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B John I · Warhammer · Zhao Yun Current meta 65.50/100 out of 100John I (X13), Warhammer (X06) and Zhao Yun (X26) score 65.50 out of 100 together, and each of the three has a job.
John I brings a second damage line worth 27% of the expected output, so no single silence stops the plan: 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 in total, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 68% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads 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 Warhammer shuts off enemy recovery, so what Zhao Yun 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. How these scores work →
- 99
F
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B Wind Walker · Saladin · John I Current meta 64.52/100 out of 100Wind Walker (X01), Saladin (SP · paid) and John I (X13) score 64.52 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 !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 68% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Wind Walker and John I both wait on; Wind Walker’s Kick their !@$%! applies Taunt 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 26% of the hardest-hitting trio in the roster; Wind Walker (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 112
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B Wind Walker · Cyrus · John I Current meta 62.60/100 out of 100Wind Walker (X01), Cyrus (SP · paid) and John I (X13) score 62.60 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 !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 69% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Wind Walker and John I both wait on; Wind Walker produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Wind Walker’s Kick their !@$%! applies Taunt 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: damage is spread across the enemy line rather than focused on one squad; Wind Walker (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 114
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B Hellfire · Percival · John I Current meta 62.30/100 out of 100Hellfire (X09), Percival (X25) and John I (X13) score 62.30 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. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so John I swings into a line that cannot answer; Percival shuts off enemy recovery, so what John I deals stays dealt; Hellfire raises John I’s output directly rather than adding a number of its own. 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. How these scores work →
- 119
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B John I · Percival · Warhammer Current meta 60.07/100 out of 100John I (X13), Percival (X25) and Warhammer (X06) score 60.07 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 60% 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. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so John I swings into a line that cannot answer; Percival shuts off enemy recovery, so what John I 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. How these scores work →
- 126
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B Wind Walker · Louis IX · John I Current meta 52.87/100 out of 100Wind Walker (X01), Louis IX (X19) and John I (X13) score 52.87 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 !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Louis IX adds a second source of control, so the lock rarely has an off round: Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 62% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer; Louis IX raises John I’s output directly rather than adding a number of its own. 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. How these scores work →
- 127
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B Lancelot · Alfred · John I Current meta 48.85/100 out of 100Lancelot (X20 · paid), Alfred (S01) and John I (X13) score 48.85 out of 100 together, and each of the three has a job.
Lancelot brings a second damage line worth 35% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Alfred brings a second damage line worth 14% 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. John I is the win condition, bringing 51% 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; Lancelot 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; the trigger chain is thin — the three lean on one link rather than several. 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 →
- 156
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B John I · Roku Boshuten · Jane Mid progression 58.89/100 out of 100John 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 →
- 159
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B John I · Roku Boshuten · Heaven's Justice Mid progression 58.41/100 out of 100John I (X13), Roku Boshuten (S03) and Heaven's Justice (S00) score 58.41 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 74% 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. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: Mortal Coil puts 506% into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because 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; Roku Boshuten raises John I’s output directly rather than adding a number of its own. What you give up: Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 160
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B John I · Kublai · Roku Boshuten Mid progression 58.39/100 out of 100John I (X13), Kublai (S00) and Roku Boshuten (S03) score 58.39 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 74% 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. 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. 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 stays in the back, out of the enemy's easy reach, and those range-4 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; Roku Boshuten raises John I’s output directly rather than adding a number of its own. What you give up: Kublai (S00) is the era weak point -- the enemy will aim at the oldest squad; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 166
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B John I · North's Rage · Black Prince Mid progression 57.55/100 out of 100John I (X13), North's Rage (S00) and Black Prince (S01) score 57.55 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Black Prince adds a second source of control, so the lock rarely has an off round: 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 North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so John I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; North's Rage (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 →
- 167
F
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B John I · Yukimura Sanada · Black Prince Mid progression 57.40/100 out of 100John I (X13), Yukimura Sanada (S00) and Black Prince (S01) score 57.40 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 78% 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. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Black Prince adds a second source of control, so the lock rarely has an off round: 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 Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so John I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Yukimura Sanada (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 →
- 168
F
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B John I · Queen Anne · William Wallace Mid progression 57.25/100 out of 100John I (X13), Queen Anne (S00) and William Wallace (S00) score 57.25 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 71% 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. 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. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: Eye of the Storm puts 667% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so John I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Queen Anne (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 →
- 180
F
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B Wind Walker · Alfred · John I Mid progression 50.66/100 out of 100Wind Walker (X01), Alfred (S01) and John I (X13) score 50.66 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 !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Alfred brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads on a 30% roll, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 68% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so 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: 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. How these scores work →
Best Mixed combos with John I
John I appears in 3 ranked Mixed combos.
- 119
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B Pepin · Cyrus · John I Current meta 68.15/100 out of 100Pepin (footmen · X12), Cyrus (cavalry · SP · paid) and John I (cavalry · X13) score 68.15 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 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% 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 71% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Pepin and John I both wait on; Cyrus produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 25% of the hardest-hitting trio in the roster. How these scores work →
- 152
F
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B Pepin · Clovis I · John I Mid progression 63.64/100 out of 100Pepin (footmen · X12), Clovis I (footmen · X15) and John I (cavalry · X13) score 63.64 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 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Clovis I produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin 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 John I swings into a line that cannot answer. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 158
F
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B Isabella I · Inquisitor · John I Mid progression 61.73/100 out of 100Isabella I (archer · S01), Inquisitor (archer · S02) and John I (cavalry · X13) score 61.73 out of 100 together, and each of the three has a job.
Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 76% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Inquisitor’s Atonement produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm produces burns, the exact trigger Inquisitor’s Atonement waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so John I swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
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 combos can YOU play?
Select the heroes you own in the free combo generator and instantly see every John I lineup you can field — plus the best heroes to unlock next.
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