King Cnut — what the skills grant
Totalled from King Cnut'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 5 — +267%.
About King Cnut
King Cnut is a Footmen hero in Rise of Castles. On ROCMeta, King Cnut appears in 15 ranked combos spanning Footmen and Mixed lineups. King Cnut's highest-ranked appearance is Ashoka · King Cnut · Clovis I, which currently sits at Footmen #27.
Across King Cnut's skills, the hero's own squad gains +65% Resistance, +65% Might, and +15% HP. The wider legion gains +40% Resistance.
King Cnut's strongest recorded skill hits for 267% damage.
King Cnut is most often ranked alongside Ashoka, Pepin, and Valkyrie — the heroes that share the most ranked combos with King Cnut. The full list of partners is further down the page.
Why King Cnut ranks where it does
King Cnut is built around healing and team buffs — stronger there than 82% of the roster.
Pairs best with Al-Hawra, Cyrus and Lilith. Al-Hawra feeds King Cnut; King Cnut feeds Al-Hawra
Read from King Cnut's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with King Cnut
The heroes most often ranked alongside King Cnut.
Best Footmen combos with King Cnut
King Cnut appears in 12 ranked Footmen combos.
- 27
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B Ashoka · King Cnut · Clovis I Current meta 72.71/100 out of 100Ashoka (X14), King Cnut (X17) and Clovis I (X15) score 72.71 out of 100 together, and each of the three has a job.
Ashoka is the win condition, bringing 65% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. King Cnut is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because King Cnut produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 31% 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 →
- 47
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B Pepin · King Cnut · Ashoka Current meta 70.01/100 out of 100Pepin (X12), King Cnut (X17) and Ashoka (X14) score 70.01 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. King Cnut is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 75% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because King Cnut produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 27% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 63
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B Ashoka · King Cnut · Valkyrie Current meta 66.80/100 out of 100Ashoka (X14), King Cnut (X17) and Valkyrie (X03) score 66.80 out of 100 together, and each of the three has a job.
Ashoka is the win condition, bringing 65% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. King Cnut is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Valkyrie brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Apocalyptic Prayer puts 310% into one enemy squad on a 45% 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 King Cnut produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer; King Cnut raises Ashoka’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; Valkyrie (X03) 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 →
- 82
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B Pepin · King Cnut · Scarlet Reaver Current meta 64.47/100 out of 100Pepin (X12), King Cnut (X17) and Scarlet Reaver (X07) score 64.47 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. King Cnut is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because King Cnut produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Scarlet Reaver swings into a line that cannot answer; Pepin raises Scarlet Reaver’s output directly rather than adding a number of its own. 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. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 93
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B Hellfire · Fortuneteller · King Cnut Current meta 63.05/100 out of 100Hellfire (X09), Fortuneteller (X08) and King Cnut (X17) score 63.05 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% 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. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, and sits in the middle, where the support reaches both the front and the back. King Cnut is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 60% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hellfire produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Fortuneteller swings into a line that cannot answer; Hellfire raises Fortuneteller’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 14% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 100
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B Vikram · Fortuneteller · King Cnut Current meta 62.11/100 out of 100Vikram (X04), Fortuneteller (X08) and King Cnut (X17) score 62.11 out of 100 together, and each of the three has a job.
Vikram is the shield: the damage reduction and staying power buy the rounds the plan needs — 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. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, and sits in the middle, where the support reaches both the front and the back. King Cnut is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Vikram produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on; Vikram’s Alluring Arm applies Suppress and takes a squad out of the fight, so Fortuneteller swings into a line that cannot answer; King Cnut raises Fortuneteller’s output directly rather than adding a number of its own. 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. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 101
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B Pepin · King Cnut · Nevsky Current meta 62.01/100 out of 100Pepin (X12), King Cnut (X17) and Nevsky (X27) score 62.01 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. King Cnut is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Nevsky is the win condition, bringing 71% of the lineup's expected damage: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% 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 King Cnut produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Nevsky swings into a line that cannot answer. What you give up: raw damage reaches only about 23% of the hardest-hitting trio in the roster; 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 →
- 103
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B Lagertha · King Cnut · Nevsky Current meta 61.74/100 out of 100Lagertha (X27), King Cnut (X17) and Nevsky (X27) score 61.74 out of 100 together, and each of the three has a job.
Lagertha is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 137% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. King Cnut is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Nevsky is the win condition, bringing 80% of the lineup's expected damage: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% 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 King Cnut produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Nevsky swings into a line that cannot answer; Lagertha raises Nevsky’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 21% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 115
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B King Cnut · Dach Tengri · Valkyrie Current meta 59.65/100 out of 100King Cnut (X17), Dach Tengri (X02) and Valkyrie (X03) score 59.65 out of 100 together, and each of the three has a job.
King Cnut is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Dach Tengri is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 32% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Valkyrie is the win condition, bringing 70% of the lineup's expected damage: Apocalyptic Prayer puts 310% into one enemy squad on a 45% 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 King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Valkyrie swings into a line that cannot answer; King Cnut raises Valkyrie’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 11% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 117
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B King Arthur · Bleeding Steed · King Cnut Current meta 58.63/100 out of 100King Arthur (SP · paid), Bleeding Steed (S03) and King Cnut (X17) score 58.63 out of 100 together, and each of the three has a job.
King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% 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. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. King Cnut is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 60% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Bleeding Steed produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so King Arthur swings into a line that cannot answer; Bleeding Steed raises King Arthur’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; 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 →
- 118
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B Hunk · King Cnut · Valkyrie Current meta 58.58/100 out of 100Hunk (X01), King Cnut (X17) and Valkyrie (X03) score 58.58 out of 100 together, and each of the three has a job.
Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. King Cnut is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Valkyrie is the win condition, bringing 64% of the lineup's expected damage: Apocalyptic Prayer puts 310% into one enemy squad on a 45% 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 Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Valkyrie swings into a line that cannot answer; King Cnut raises Valkyrie’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 12% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 127
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B Gustav · Bleeding Steed · King Cnut Current meta 52.61/100 out of 100Gustav (X20), Bleeding Steed (S03) and King Cnut (X17) score 52.61 out of 100 together, and each of the three has a job.
Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Uprising applies Suppress, and takes the front, able to both absorb the opening rounds and heal through them. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. King Cnut is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 60% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Gustav’s Uprising applies Suppress and takes a squad out of the fight, so King Cnut swings into a line that cannot answer; Gustav raises King Cnut’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. 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 →
Best Mixed combos with King Cnut
King Cnut appears in 3 ranked Mixed combos.
- 79
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B Warden · King Cnut · Ashoka Current meta 71.45/100 out of 100Warden (archer · X06), King Cnut (footmen · X17) and Ashoka (footmen · X14) score 71.45 out of 100 together, and each of the three has a job.
Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. King Cnut is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 80% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger King Cnut and Ashoka both wait on; King Cnut produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; 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 →
- 104
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B Warden · King Cnut · Lilith Current meta 68.93/100 out of 100Warden (archer · X06), King Cnut (footmen · X17) and Lilith (archer · X09) score 68.93 out of 100 together, and each of the three has a job.
Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. King Cnut is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Infatuated Shadow applies Confuse on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger King Cnut and Lilith both wait on; King Cnut produces control effects, the exact trigger Lilith’s Pandora's Box waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 12% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 107
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B Hector · Warden · King Cnut Current meta 68.74/100 out of 100Hector (archer · X15 · paid), Warden (archer · X06) and King Cnut (footmen · X17) score 68.74 out of 100 together, and each of the three has a job.
Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. King Cnut is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hector and King Cnut both wait on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Hector swings into a line that cannot answer; Warden raises Hector’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →
King Cnut — skills
All 8 recorded skills for King Cnut, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 North Sea Empire
Starting round 5, all your footman squad's damage increases by 40%.
3 Footmen Defensive Formation II
Footmen in the hero's squad has 50% more Resistance.
4 Footmen Offensive Formation II
Footmen in the hero's squad has 50% more Might.
5 Frenzy Tides
40% chance to deal some damage to 2 random enemy squad(s) (damage rate: 267%), and suppress them, making them unable to move for 1 round(s).
6 Footmen Awakened
Footmen in Hero's squad has +15% Might and Resistance, and +15% HP. 250% bonus to the skill "Dictator".
7 Defensive Order - Footmen
Footmen in the hero's squad gain +40% Resistance.
8 Eye of the Storm
60% chance to apply this effect to 2 random squad(s): restores some troop power each round (recovery rate: 115%), with 50% chance to stay immune to silenced/disarmed/suppressed/confused status, lasting 2 round(s).
Which King Cnut combos can YOU play?
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