Best comboTop ranked

Isabella I · Kublai · Scarlet Reaver

Footmen #145
Isabella I Rise of Castles heroIsabella I
Kublai Rise of Castles heroKublai
Scarlet Reaver Rise of Castles heroScarlet Reaver

Kublai — what the skills grant

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

Resistance
+40% hero's squad
Might
+40% hero's squad
+30% hero's legion
Siege Might
+25% hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +357.5%, skill 5 — +241%, skill 8 — +282%.

About Kublai

Kublai is a Cavalry / Archer / Footmen hero in Rise of Castles. On ROCMeta, Kublai appears in 14 ranked combos spanning Cavalry, Archer, Footmen, and Mixed lineups. Kublai's highest-ranked appearance is Isabella I · Kublai · Scarlet Reaver, which currently sits at Footmen #145.

Across Kublai's skills, the hero's own squad gains +40% Resistance, +40% Might, and +25% Siege Might. The wider legion gains +30% Might.

Kublai's strongest recorded skill hits for 357.5% damage.

Kublai is most often ranked alongside Isabella I, War Lord, and Immortal Guardian — the heroes that share the most ranked combos with Kublai. The full list of partners is further down the page.

Why Kublai ranks where it does

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

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

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

Heroes that pair well with Kublai

The heroes most often ranked alongside Kublai.

Best Cavalry combos with Kublai

Kublai appears in 5 ranked Cavalry combos.

  1. 160 John I, front rowKublai, middle rowRoku Boshuten, back row John I · Kublai · Roku Boshuten
    John 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 →

    Mid progression 58.39/100 out of 100
  2. 172 Army Breaker, front rowKublai, middle rowLionheart, back row Army Breaker · Kublai · Lionheart
    Army Breaker (X02), Kublai (S00) and Lionheart (S01) score 57.04 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. 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. Lionheart is the win condition, bringing 72% 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Army Breaker raises Lionheart’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Kublai (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 57.04/100 out of 100
  3. 191 War Lord, front rowKublai, middle rowJane, back row War Lord · Kublai · Jane
    War Lord (S03), Kublai (S00) and Jane (S03) score 68.65 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Kublai is the flex piece -- modest alone, but covering what the other two leave open: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Jane is the win condition, bringing 65% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Kublai and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Kublai and Jane both wait on; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Kublai (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 68.65/100 out of 100
  4. 197 War Lord, front rowKublai, middle rowBlack Prince, back row War Lord · Kublai · Black Prince
    War Lord (S03), Kublai (S00) and Black Prince (S01) score 65.67 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Kublai is the flex piece -- modest alone, but covering what the other two leave open: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Kublai and Black Prince both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Kublai and Black Prince both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Kublai swings into a line that cannot answer. What you give up: Kublai (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 65.67/100 out of 100
  5. 219 Yukimura Sanada, front rowKublai, middle rowWilliam Wallace, back row Yukimura Sanada · Kublai · William Wallace
    Yukimura Sanada (S00), Kublai (S00) and William Wallace (S00) score 41.86 out of 100 together, and each of the three has a job.

    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 takes the front because those range-2 skills only connect from there. 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. 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 Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so William Wallace swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Yukimura Sanada holds the front, but nothing here heals. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Starter 41.86/100 out of 100

See the full Cavalry rankings →

Best Archer combos with Kublai

Kublai appears in 3 ranked Archer combos.

  1. 172 Kublai, front rowNorth's Rage, middle rowHector, back row Kublai · North's Rage · Hector
    Kublai (S00), North's Rage (S00) and Hector (X15 · paid) score 60.14 out of 100 together, and each of the three has a job.

    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 takes the front because those range-2 skills only connect from there. 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. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% 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 North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Hector swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Kublai (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 60.14/100 out of 100
  2. 194 Immortal Guardian, front rowKublai, middle rowEdward the Confessor, back row Immortal Guardian · Kublai · Edward the Confessor
    Immortal Guardian (S04), Kublai (S00) and Edward the Confessor (S01) score 55.49 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. 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. Edward the Confessor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Kublai swings into a line that cannot answer; Edward the Confessor raises Kublai’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Kublai (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 →

    Starter 55.49/100 out of 100
  3. 200 Immortal Guardian, front rowKublai, middle rowDivine Arrow, back row Immortal Guardian · Kublai · Divine Arrow
    Immortal Guardian (S04), Kublai (S00) and Divine Arrow (S04) score 54.66 out of 100 together, and each of the three has a job.

    Immortal Guardian 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. 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Kublai swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Kublai (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 →

    Starter 54.66/100 out of 100

See the full Archer rankings →

Best Footmen combos with Kublai

Kublai appears in 5 ranked Footmen combos.

  1. 145 Isabella I, front rowKublai, middle rowScarlet Reaver, back row Isabella I · Kublai · Scarlet Reaver
    Isabella I (S01), Kublai (S00) and Scarlet Reaver (X07) score 64.00 out of 100 together, and each of the three has a job.

    Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. Kublai brings a second damage line worth 22% of the expected output, so no single silence stops the plan: 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. Scarlet Reaver is the multiplier, raising what the other two put out rather than adding a number of its own: 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 Scarlet Reaver’s Flames of Truth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Scarlet Reaver 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; raw damage reaches only about 23% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 64.00/100 out of 100
  2. 157 Arslan, front rowKublai, middle rowIsabella I, back row Arslan · Kublai · Isabella I
    Arslan (X11), Kublai (S00) and Isabella I (S01) score 61.37 out of 100 together, and each of the three has a job.

    Arslan is the win condition, bringing 59% of the lineup's expected damage: Ice and Fire puts 350% into 2 enemy squads every time it fires, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Kublai brings a second damage line worth 23% of the expected output, so no single silence stops the plan: 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. Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% 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 Arslan’s Ice and Fire produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Arslan swings into a line that cannot answer. What you give up: Kublai (S00) is the era weak point -- the enemy will aim at the oldest squad; 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 →

    Mid progression 61.37/100 out of 100
  3. 195 Soaring Hawk, front rowKublai, middle rowBleeding Steed, back row Soaring Hawk · Kublai · Bleeding Steed
    Soaring Hawk (S04), Kublai (S00) and Bleeding Steed (S03) score 55.08 out of 100 together, and each of the three has a job.

    Soaring Hawk 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. Kublai is the win condition, bringing 68% of the lineup's expected damage: 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. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Kublai swings into a line that cannot answer; Bleeding Steed raises Kublai’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Kublai (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 →

    Starter 55.08/100 out of 100
  4. 199 Isabella I, front rowKublai, middle rowDesert Storm, back row Isabella I · Kublai · Desert Storm
    Isabella I (S01), Kublai (S00) and Desert Storm (S04) score 53.08 out of 100 together, and each of the three has a job.

    Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. Kublai is the win condition, bringing 44% of the lineup's expected damage: 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. Desert Storm adds a second source of control, so the lock rarely has an off round: strips 18% 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 Desert Storm’s Endless Scorched Earth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Kublai 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; 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 →

    Starter 53.08/100 out of 100
  5. 213 Isabella I, front rowKublai, middle rowHeaven's Justice, back row Isabella I · Kublai · Heaven's Justice
    Isabella I (S01), Kublai (S00) and Heaven's Justice (S00) score 49.00 out of 100 together, and each of the three has a job.

    Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. Kublai brings a second damage line worth 36% of the expected output, so no single silence stops the plan: 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. Heaven's Justice is the win condition, bringing 37% of the lineup's expected damage: 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 Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 49.00/100 out of 100

See the full Footmen rankings →

Best Mixed combos with Kublai

Kublai appears in 1 ranked Mixed combo.

  1. 199 Peace Bringer, front rowKublai, middle rowJade Eagle, back row Peace Bringer · Kublai · Jade Eagle
    Peace Bringer (footmen · S02), Kublai (archer · S00) and Jade Eagle (archer · S04) score 51.45 out of 100 together, and each of the three has a job.

    Peace Bringer is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 74% 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. 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. Jade Eagle is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rapid Throw applies Silence 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 Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt. What you give up: no hero here feeds another one's trigger; Kublai (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 →

    Starter 51.45/100 out of 100

See the full Mixed rankings →

Kublai — skills

All 8 recorded skills for Kublai, 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

Sentencing

Combat Skill · 1 random enemy squad within effective range · Range 2 · Any

55% chance to deal 357.5% damage to single enemy target.

3

Legion Defensive Formation IV

Leadership Skill · Hero's Squad

Hero's squad has +30% Resistance.

4

Legion Offensive Formation IV

Leadership Skill · Hero's Squad

Hero's squad has +30% Might.

5

Ghoulish Execution

Combat Skill · 2 random enemy squads within effective range · Range 3 · Any

40% chance to deal 241% damage to 2 enemy targets.

6

Siege Awaken

Leadership Skill · Hero's Squad

Hero's squad has +10% Might and Resistance, and +25% Siege Might. 250% bonus to the skill "Dictator".

7

Offense

Leadership Skill · Hero's Legion

Hero's formation has +30% Might.

8

Hell's Path

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

1 turns prep. 40% chance to deal 282% damage to 3 enemy squads within range.

Which Kublai combos can YOU play?

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