Lawman — what the skills grant
Totalled from Lawman'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 — +63%.
About Lawman
Lawman is a Cavalry hero in Rise of Castles. On ROCMeta, Lawman appears in 19 ranked combos spanning Cavalry and Mixed lineups. Lawman's highest-ranked appearance is Lawman · Cyrus · Oliver, which currently sits at Cavalry #31.
Across Lawman's skills, the hero's own squad gains +70% Resistance, +70% Might, +96.5% Troop Power Recovery, +120 Combat Speed, and -30% Damage Taken. The wider legion gains +40% Might.
Lawman's strongest recorded skill hits for 63% damage.
Lawman is most often ranked alongside Army Breaker, Thorvi, and Cyrus — the heroes that share the most ranked combos with Lawman. The full list of partners is further down the page.
Why Lawman ranks where it does
Lawman is built around healing — stronger there than 91% of the roster.
It comes at a cost to your own side, so Lawman wants a partner that heals or absorbs to pay it back.
Pairs best with Al-Hawra, Cyrus and Saladin. Al-Hawra feeds Lawman; Lawman feeds Al-Hawra
Adds little alongside Achilles, Gustav and Hector. both are sustains — the second adds little the first does not
Read from Lawman's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Lawman
The heroes most often ranked alongside Lawman.
Best Cavalry combos with Lawman
Lawman appears in 17 ranked Cavalry combos.
- 31
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B Lawman · Cyrus · Oliver Current meta 77.70/100 out of 100Lawman (X03), Cyrus (SP · paid) and Oliver (X24) score 77.70 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. 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. Oliver is the win condition, bringing 88% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Lawman and Oliver both wait on; Lawman produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: Lawman (X03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 40% of the hardest-hitting trio in the roster. How these scores work →
- 63
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B Lawman · Bjorn · Saladin Current meta 72.08/100 out of 100Lawman (X03), Bjorn (X04) and Saladin (SP · paid) score 72.08 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. 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 Lawman and Bjorn both wait on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Bjorn raises Saladin’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Lawman (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 74
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B Lawman · Army Breaker · Cyrus Current meta 70.07/100 out of 100Lawman (X03), Army Breaker (X02) and Cyrus (SP · paid) score 70.07 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. 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 sits in the middle, where the support reaches both the front and the back. Cyrus is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Lawman and Army Breaker both wait on; Lawman produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Cyrus swings into a line that cannot answer. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Army Breaker (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 93
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B Lawman · Army Breaker · Zhao Yun Current meta 65.61/100 out of 100Lawman (X03), Army Breaker (X02) and Zhao Yun (X26) score 65.61 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. 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 sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 99% 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Army Breaker raises Zhao Yun’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Army Breaker (X02) 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 →
- 107
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B Lawman · Avalanche · Thorvi Current meta 63.60/100 out of 100Lawman (X03), Avalanche (X02) and Thorvi (X29) score 63.60 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 74% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% 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 Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Avalanche (X02) 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 →
- 109
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B Lawman · Warhammer · Thorvi Current meta 63.00/100 out of 100Lawman (X03), Warhammer (X06) and Thorvi (X29) score 63.00 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. 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. Thorvi is the win condition, bringing 86% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% 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 Warhammer shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 24% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 110
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B Lawman · Farah · Lancelot Current meta 62.98/100 out of 100Lawman (X03), Farah (X11) and Lancelot (X20 · paid) score 62.98 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 71% of the lineup's expected damage: Immortal puts 356% into all enemy squads 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 Lawman produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot shuts off enemy recovery, so what Lancelot deals stays dealt; Farah raises Lancelot’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 17% of the hardest-hitting trio in the roster. How these scores work →
- 113
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B Lawman · Ragnar · Lancelot Current meta 62.54/100 out of 100Lawman (X03), Ragnar (X12 · paid) and Lancelot (X20 · paid) score 62.54 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. Ragnar doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 68% of the lineup's expected damage: Immortal puts 356% into all enemy squads 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 Lawman produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot shuts off enemy recovery, so what Lancelot deals stays dealt; Ragnar raises Lancelot’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 18% of the hardest-hitting trio in the roster. How these scores work →
- 115
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B Lawman · Army Breaker · Thorvi Current meta 62.02/100 out of 100Lawman (X03), Army Breaker (X02) and Thorvi (X29) score 62.02 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. 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 sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 99% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% 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 Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Army Breaker raises Thorvi’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 20% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 125
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B Lawman · Wind Walker · Thorvi Current meta 55.29/100 out of 100Lawman (X03), Wind Walker (X01) and Thorvi (X29) score 55.29 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 85% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 24% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 152
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B Lawman · Bjorn · Ragnar Mid progression 59.69/100 out of 100Lawman (X03), Bjorn (X04) and Ragnar (X12 · paid) score 59.69 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. 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. Ragnar doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery 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 Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Bjorn raises Ragnar’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 9% of the hardest-hitting trio in the roster. How these scores work →
- 157
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B Octavius · Lawman · Farah Mid progression 58.83/100 out of 100Octavius (S02 · paid), Lawman (X03) and Farah (X11) score 58.83 out of 100 together, and each of the three has a job.
Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% of recovery across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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 Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Farah swings into a line that cannot answer; Octavius raises Farah’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 6% of the hardest-hitting trio in the roster. How these scores work →
- 164
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B Lawman · Army Breaker · Avalanche Mid progression 58.01/100 out of 100Lawman (X03), Army Breaker (X02) and Avalanche (X02) score 58.01 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. 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 sits in the middle, where the support reaches both the front and the back. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Avalanche swings into a line that cannot answer; Army Breaker raises Avalanche’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 7% of the hardest-hitting trio in the roster. 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 →
- 173
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B Lawman · Heroine of Courage · Jane Mid progression 56.52/100 out of 100Lawman (X03), Heroine of Courage (S00) and Jane (S03) score 56.52 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 66% 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 Jane shuts off enemy recovery, so what Jane deals stays dealt; Heroine of Courage raises Jane’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heroine of Courage (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 →
- 177
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B Lawman · Constantine the Great · Jane Mid progression 56.20/100 out of 100Lawman (X03), Constantine the Great (S01) and Jane (S03) score 56.20 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. Constantine the Great is the multiplier, raising what the other two put out rather than adding a number of its own: carries 40% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 68% 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 Jane shuts off enemy recovery, so what Jane deals stays dealt; Constantine the Great raises Jane’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Constantine the Great (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 →
- 178
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B Lawman · Rough Rider · The Brave Mid progression 55.98/100 out of 100Lawman (X03), Rough Rider (S00) and The Brave (S04) score 55.98 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer; The Brave raises Rough Rider’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 4% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 181
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B Lawman · Warhammer · Alfred Mid progression 49.68/100 out of 100Lawman (X03), Warhammer (X06) and Alfred (S01) score 49.68 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. 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. Alfred is the win condition, bringing 60% of the lineup's expected damage: Lethal Blade puts 492% into all enemy squads on a 30% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warhammer shuts off enemy recovery, so what Alfred deals stays dealt. What you give up: no hero here feeds another one's trigger; Alfred (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. 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 Lawman
Lawman appears in 2 ranked Mixed combos.
- 99
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B Vikram · Lawman · Saladin Current meta 69.53/100 out of 100Vikram (footmen · X04), Lawman (cavalry · X03) and Saladin (cavalry · SP · paid) score 69.53 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. Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% of recovery across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. 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 Vikram and Lawman both wait on; Vikram’s Alluring Arm applies Suppress and takes a squad out of the fight, so Saladin swings into a line that cannot answer. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Lawman (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 151
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B Lawman · Al-Hawra · William Wallace Mid progression 63.77/100 out of 100Lawman (cavalry · X03), Al-Hawra (archer · X01 · paid) and William Wallace (archer · S00) score 63.77 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. William Wallace is the win condition, bringing 74% of the lineup's expected damage: 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Lawman and William Wallace both wait on; Lawman produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises William Wallace’s output directly rather than adding a number of its own. What you give up: William Wallace (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 5% of the hardest-hitting trio in the roster. How these scores work →
Lawman — skills
All 8 recorded skills for Lawman, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Brutal Force
When self squad is taking damage, 50% chance to deal 63% damage to 2 random squads within the range of 2.
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 Reinforcements
Self squad and 1 randomly friendly squad recover troops each turn (Recovery rate 96.5%)
6 Cavalry Awakened
Hero's squad gains 20% Cavalry Might and Resistance, and 120 Cavalry Combat Speed. 250% bonus to the skill "Dictator".
7 Discipline - Cavalry
Cavalry's Might in the hero's legion is increased by 40%.
8 High Noon
40% chance to reduce -30% damage taken for self squad and take 30% damage from the enemies for the other 2 friendly squads for 2 turns.
Which Lawman combos can YOU play?
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