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.
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.
- 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 →
- 172
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B Army Breaker · Kublai · Lionheart Mid progression 57.04/100 out of 100Army 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 →
- 191
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B War Lord · Kublai · Jane Starter 68.65/100 out of 100War 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 →
- 197
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B War Lord · Kublai · Black Prince Starter 65.67/100 out of 100War 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 →
- 219
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B Yukimura Sanada · Kublai · William Wallace Starter 41.86/100 out of 100Yukimura 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 →
Best Archer combos with Kublai
Kublai appears in 3 ranked Archer combos.
- 172
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B Kublai · North's Rage · Hector Mid progression 60.14/100 out of 100Kublai (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 →
- 194
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B Immortal Guardian · Kublai · Edward the Confessor Starter 55.49/100 out of 100Immortal 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 →
- 200
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B Immortal Guardian · Kublai · Divine Arrow Starter 54.66/100 out of 100Immortal 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 →
Best Footmen combos with Kublai
Kublai appears in 5 ranked Footmen combos.
- 145
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B Isabella I · Kublai · Scarlet Reaver Mid progression 64.00/100 out of 100Isabella 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 →
- 157
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B Arslan · Kublai · Isabella I Mid progression 61.37/100 out of 100Arslan (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 →
- 195
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B Soaring Hawk · Kublai · Bleeding Steed Starter 55.08/100 out of 100Soaring 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 →
- 199
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B Isabella I · Kublai · Desert Storm Starter 53.08/100 out of 100Isabella 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 →
- 213
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B Isabella I · Kublai · Heaven's Justice Starter 49.00/100 out of 100Isabella 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 →
Best Mixed combos with Kublai
Kublai appears in 1 ranked Mixed combo.
- 199
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B Peace Bringer · Kublai · Jade Eagle Starter 51.45/100 out of 100Peace 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 →
Kublai — skills
All 8 recorded skills for Kublai, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Sentencing
55% chance to deal 357.5% damage to single enemy target.
3 Legion Defensive Formation IV
Hero's squad has +30% Resistance.
4 Legion Offensive Formation IV
Hero's squad has +30% Might.
5 Ghoulish Execution
40% chance to deal 241% damage to 2 enemy targets.
6 Siege Awaken
Hero's squad has +10% Might and Resistance, and +25% Siege Might. 250% bonus to the skill "Dictator".
7 Offense
Hero's formation has +30% Might.
8 Hell's Path
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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