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Warden · Leonidas · Sundiata

Mixed #265
Warden Rise of Castles heroWarden
Leonidas Rise of Castles heroLeonidas
Sundiata Rise of Castles heroSundiata

Leonidas — what the skills grant

Totalled from Leonidas'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.

Might
-50% enemy squads
+65% hero's squad
Resistance
-50% enemy squads
+65% hero's squad
Damage
+15% hero's squad
Siege Might
+60% hero's legion
Siege Resistance
+100% hero's legion
Damage Taken
-30% friendly squads
Troop Power Recovery
+55% friendly squads

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 5 — +220%.

About Leonidas

Leonidas is an Archer hero in Rise of Castles. On ROCMeta, Leonidas appears in 26 ranked combos spanning Archer and Mixed lineups. Leonidas's highest-ranked appearance is Warden · Leonidas · Sundiata, which currently sits at Mixed #265.

Across Leonidas's skills, the hero's own squad gains +65% Might, +65% Resistance, and +15% Damage. The wider legion gains +60% Siege Might and +100% Siege Resistance.

Leonidas's strongest recorded skill hits for 220% damage.

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

Why Leonidas ranks where it does

Leonidas is built around enemy debuffs and healing — stronger there than 87% of the roster.

Pairs best with Al-Hawra, Cyrus and Defender. Al-Hawra's Desert Phantom supplies the trigger-rate boosts; Leonidas's Sharp Spear feeds on them. Leonidas supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.

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

Most often ranked with Leonidas

Counted from the published lists: the partners who appear beside Leonidas in the most ranked lineups.

Proven synergies

A different question from the grid above: not who Leonidas is listed with, but whose kit the skill text says Leonidas actually feeds — or feeds on. Each claim names the effect and, wherever the card records one, the skill producing it, so you can check it against the cards further down. Some of these pairs share no ranked lineup at all; each one says why.

Warden portrait

Warden

6 shared lineups

Warden's Aspect of the Eagle supplies the trigger-rate boosts; Leonidas's Sharp Spear feeds on them. Warden's Aspect of the Tiger supplies the extra basic attacks; Leonidas feeds on them.

Al-Hawra portrait

Al-Hawra

Not yet listed

Al-Hawra's Desert Phantom supplies the trigger-rate boosts; Leonidas's Sharp Spear feeds on them. Leonidas supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.

Cyrus portrait

Cyrus

Not yet listed

Cyrus's Tolerance supplies the trigger-rate boosts; Leonidas's Sharp Spear feeds on them. Leonidas supplies the combat-skill casts; Cyrus's Strategy to Victory feeds on them. No lineup around this pair clears the era and composition gates.

Roland portrait

Roland

Not yet listed

Leonidas supplies the combat-skill casts; Roland's Paladins feeds on them. Roland's Song of Roland supplies the trigger-rate boosts; Leonidas's Sharp Spear feeds on them. No lineup around this pair clears the era and composition gates.

Hannibal portrait

Hannibal

Not yet listed

Hannibal's Dual Strike supplies the extra basic attacks; Leonidas feeds on them. Leonidas supplies the follow-up attacks; Hannibal's Dual Strike feeds on them. No lineup around this pair clears the era and composition gates.

War Lord portrait

War Lord

4 shared lineups

War Lord's War God Descends supplies the trigger-rate boosts; Leonidas's Sharp Spear feeds on them.

Best Archer combos with Leonidas

Leonidas appears in 19 ranked Archer combos.

  1. 13 Warden, front rowEselfred, middle rowLeonidas, back row Warden · Eselfred · Leonidas Mid progression Beats 0 of 8 reference lineups 83.27/100 out of 100
    Warden (X06), Eselfred (X14) and Leonidas (S00) score 83.27 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Eselfred is the win condition, bringing 81% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Leonidas’s Sharp Spear both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Leonidas waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Eselfred swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 19% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  2. 18 Warden, front rowLeonidas, middle rowLilith, back row Warden · Leonidas · Lilith Mid progression Beats 0 of 8 reference lineups 82.80/100 out of 100
    Warden (X06), Leonidas (S00) and Lilith (X09) score 82.80 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Lilith adds a second source of control, so the lock rarely has an off round: 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 Leonidas’s Sharp Spear and Lilith’s Poison Needle both wait on; Leonidas produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); 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.

  3. 30 Tarantula, front rowWarden, middle rowLeonidas, back row Tarantula · Warden · Leonidas Mid progression Beats 0 of 8 reference lineups 81.96/100 out of 100
    Tarantula (X02), Warden (X06) and Leonidas (S00) score 81.96 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 71% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Leonidas’s Sharp Spear and Tarantula’s Plundering Charge both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Leonidas waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Tarantula swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 13% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  4. 60 Warden, front rowDarius, middle rowLeonidas, back row Warden · Darius · Leonidas Mid progression Beats 0 of 8 reference lineups 81.69/100 out of 100
    Warden (X06), Darius (X13) and Leonidas (S00) score 81.69 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Darius is the win condition, bringing 72% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Darius’s Disdain and Leonidas’s Sharp Spear both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Leonidas waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Darius swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 13% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  5. 6 Immortal Guardian, front rowLeonidas, middle rowCharles the Great, back row Immortal Guardian · Leonidas · Charles the Great Starter Beats 1 of 8 reference lineups 68.23/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Charles the Great (S01) score 68.23 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. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer. 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. Budget note: every hero in this lineup can be completed without spending.

  6. 8 Immortal Guardian, front rowLeonidas, middle rowWitch Hunter, back row Immortal Guardian · Leonidas · Witch Hunter Starter Beats 0 of 8 reference lineups 67.73/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Witch Hunter (S02) score 67.73 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. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Witch Hunter swings into a line that cannot answer. 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. Budget note: every hero in this lineup can be completed without spending.

  7. 11 Immortal Guardian, front rowLeonidas, middle rowWilliam the Conqueror, back row Immortal Guardian · Leonidas · William the Conqueror Starter Beats 0 of 8 reference lineups 67.03/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and William the Conqueror (S00) score 67.03 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. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. William the Conqueror is the flex piece -- modest alone, but covering what the other two leave open: One Arrow One Kill puts 641% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; William the Conqueror (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.

  8. 12 Immortal Guardian, front rowLeonidas, middle rowInquisitor, back row Immortal Guardian · Leonidas · Inquisitor Starter Beats 0 of 8 reference lineups 67.84/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Inquisitor (S02) score 67.84 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. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Inquisitor adds a second source of control, so the lock rarely has an off round: Judgement of Justice applies Disarm on a 35% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Inquisitor swings into a line that cannot answer. 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. Budget note: every hero in this lineup can be completed without spending.

  9. 13 Inquisitor, front rowIsabella I, middle rowLeonidas, back row Inquisitor · Isabella I · Leonidas Starter Beats 0 of 8 reference lineups 68.63/100 out of 100
    Inquisitor (S02), Isabella I (S01) and Leonidas (S00) score 68.63 out of 100 together, and each of the three has a job.

    Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and takes the front as the sturdiest of the three. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Leonidas adds a second source of control, so the lock rarely has an off round: Sharp Spear applies Silence on a 40% 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 Inquisitor’s Atonement produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm produces burns, the exact trigger Inquisitor’s Atonement waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; Inquisitor (S02) 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.

  10. 14 Immortal Guardian, front rowLeonidas, middle rowSky Breaker, back row Immortal Guardian · Leonidas · Sky Breaker Starter Beats 0 of 8 reference lineups 67.80/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Sky Breaker (S03) score 67.80 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. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Sky Breaker adds a second source of control, so the lock rarely has an off round: Soul of the Mountain applies Disarm, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Sky Breaker (S03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.

  11. 15 Edward the Confessor, front rowLeonidas, middle rowWilliam the Conqueror, back row Edward the Confessor · Leonidas · William the Conqueror developer pick Starter Beats 0 of 8 reference lineups 60.86/100 out of 100
    Edward the Confessor (S01), Leonidas (S00) and William the Conqueror (S00) score 60.86 out of 100 together, and each of the three has a job.

    Edward the Confessor is the multiplier, raising what the other two put out rather than adding a number of its own: carries 118% of damage amplification across its kit, and takes the front as the sturdiest of the three. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. William the Conqueror is the flex piece -- modest alone, but covering what the other two leave open: One Arrow One Kill puts 641% 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 Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer; Edward the Confessor raises William the Conqueror’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; William the Conqueror (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. 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.

  12. 16 Leonidas, front rowDivine Arrow, middle rowSky Breaker, back row Leonidas · Divine Arrow · Sky Breaker Starter Beats 0 of 8 reference lineups 65.87/100 out of 100
    Leonidas (S00), Divine Arrow (S04) and Sky Breaker (S03) score 65.87 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Divine Arrow adds a second source of control, so the lock rarely has an off round: For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Sky Breaker adds a second source of control, so the lock rarely has an off round: Soul of the Mountain applies Disarm, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Sky Breaker (S03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.

  13. 17 Leonidas, front rowAl Faith, middle rowCharles the Great, back row Leonidas · Al Faith · Charles the Great Starter Beats 0 of 8 reference lineups 67.22/100 out of 100
    Leonidas (S00), Al Faith (S01) and Charles the Great (S01) score 67.22 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer; Al Faith raises Charles the Great’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. Budget note: every hero in this lineup can be completed without spending.

  14. 20 Leonidas, front rowAl Faith, middle rowSky Breaker, back row Leonidas · Al Faith · Sky Breaker Starter Beats 0 of 8 reference lineups 66.90/100 out of 100
    Leonidas (S00), Al Faith (S01) and Sky Breaker (S03) score 66.90 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sky Breaker adds a second source of control, so the lock rarely has an off round: Soul of the Mountain applies Disarm, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer; Al Faith raises Sky Breaker’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.

  15. 23 Divine Arrow, front rowLeonidas, middle rowIsabella I, back row Divine Arrow · Leonidas · Isabella I Starter Beats 0 of 8 reference lineups 66.93/100 out of 100
    Divine Arrow (S04), Leonidas (S00) and Isabella I (S01) score 66.93 out of 100 together, and each of the three has a job.

    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 takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Leonidas adds a second source of control, so the lock rarely has an off round: Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 8% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  16. 24 Immortal Guardian, front rowLeonidas, middle rowIsabella I, back row Immortal Guardian · Leonidas · Isabella I Starter Beats 0 of 8 reference lineups 69.22/100 out of 100
    Immortal Guardian (S04), Leonidas (S00) and Isabella I (S01) score 69.22 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. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. 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.

  17. 26 Isabella I, front rowEdward the Confessor, middle rowLeonidas, back row Isabella I · Edward the Confessor · Leonidas Starter Beats 0 of 8 reference lineups 66.92/100 out of 100
    Isabella I (S01), Edward the Confessor (S01) and Leonidas (S00) score 66.92 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Edward the Confessor is the multiplier, raising what the other two put out rather than adding a number of its own: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% 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 Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Edward the Confessor raises Isabella I’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 8% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  18. 32 Immortal Guardian, front rowDivine Arrow, middle rowLeonidas, back row Immortal Guardian · Divine Arrow · Leonidas Starter Beats 0 of 8 reference lineups 66.95/100 out of 100
    Immortal Guardian (S04), Divine Arrow (S04) and Leonidas (S00) score 66.95 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. 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 sits in the middle, where the support reaches both the front and the back. Leonidas adds a second source of control, so the lock rarely has an off round: Sharp Spear applies Silence on a 40% 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 Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Leonidas swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 3% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  19. 34 Isabella I, front rowAl Faith, middle rowLeonidas, back row Isabella I · Al Faith · Leonidas Starter Beats 0 of 8 reference lineups 68.96/100 out of 100
    Isabella I (S01), Al Faith (S01) and Leonidas (S00) score 68.96 out of 100 together, and each of the three has a job.

    Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Al Faith raises Isabella I’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.

See the full Archer rankings →

Best Mixed combos with Leonidas

Leonidas appears in 7 ranked Mixed combos.

  1. 15 Warden, front rowLeonidas, middle rowSundiata, back row Warden · Leonidas · Sundiata Mid progression Beats 1 of 8 reference lineups 79.16/100 out of 100
    Warden (archer · X06), Leonidas (archer · S00) and Sundiata (cavalry · X15) score 79.16 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 86% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Leonidas’s Sharp Spear and Sundiata’s Flame of Revenge both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Sundiata waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Sundiata swings into a line that cannot answer. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  2. 40 Warden, front rowLeonidas, middle rowAshoka, back row Warden · Leonidas · Ashoka Mid progression Beats 0 of 8 reference lineups 79.76/100 out of 100
    Warden (archer · X06), Leonidas (archer · S00) and Ashoka (footmen · X14) score 79.76 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 84% 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 Ashoka’s Bloodthirsty Ashoka and Leonidas’s Sharp Spear both wait on; Leonidas produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Leonidas’s Sharp Spear applies Silence 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 12% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Ashoka (X14). Budget note: every hero in this lineup can be completed without spending.

  3. 3 Leonidas, front rowRozen Blade, middle rowThe Immortal, back row Leonidas · Rozen Blade · The Immortal Starter Beats 0 of 8 reference lineups 73.40/100 out of 100
    Leonidas (archer · S00), Rozen Blade (cavalry · S03) and The Immortal (cavalry · S02) score 73.40 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Rozen Blade adds a second source of control, so the lock rarely has an off round: Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. The Immortal 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Leonidas and The Immortal both wait on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so The Immortal swings into a line that cannot answer. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; The Immortal (S02) 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.

  4. 10 War Lord, front rowLeonidas, middle rowCharles the Great, back row War Lord · Leonidas · Charles the Great Starter Beats 0 of 8 reference lineups 73.83/100 out of 100
    War Lord (cavalry · S03), Leonidas (archer · S00) and Charles the Great (archer · S01) score 73.83 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. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Charles the Great’s Broken Armor and Leonidas’s Sharp Spear both wait on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer; War Lord raises Charles the Great’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; Charles 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.

  5. 14 War Lord, front rowLeonidas, middle rowRoku Boshuten, back row War Lord · Leonidas · Roku Boshuten Starter Beats 0 of 8 reference lineups 74.66/100 out of 100
    War Lord (cavalry · S03), Leonidas (archer · S00) and Roku Boshuten (cavalry · S03) score 74.66 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. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Leonidas’s Sharp Spear and Roku Boshuten’s Gou both wait on; Leonidas produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Roku Boshuten swings into a line that cannot answer. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

  6. 17 War Lord, front rowRozen Blade, middle rowLeonidas, back row War Lord · Rozen Blade · Leonidas Starter Beats 0 of 8 reference lineups 74.07/100 out of 100
    War Lord (cavalry · S03), Rozen Blade (cavalry · S03) and Leonidas (archer · S00) score 74.07 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Leonidas adds a second source of control, so the lock rarely has an off round: Sharp Spear applies Silence on a 40% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Leonidas waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Leonidas’s Sharp Spear and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Leonidas swings into a line that cannot answer. What you give up: raw damage reaches only about 1% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  7. 23 War Lord, front rowLeonidas, middle rowIsabella I, back row War Lord · Leonidas · Isabella I Starter Beats 0 of 8 reference lineups 75.52/100 out of 100
    War Lord (cavalry · S03), Leonidas (archer · S00) and Isabella I (archer · S01) score 75.52 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. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Leonidas’s Sharp Spear both wait on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

See the full Mixed rankings →

Leonidas — skills

All 8 recorded skills for Leonidas, 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

Sharp Spear

Additional Attack · 2 random enemy squads within effective range · Range 4 · Archer

After launching a normal attack, 40% chance to make the might -50% and resistance -50% for 2 random enemy squad(s) within the valid range and silence the squad(s) for 1 round(s).

3

Archer Defensive Formation II

Leadership Skill · Hero's Squad

Archers in the hero's squad have 50% more Resistance.

4

Archer Offensive Formation II

Leadership Skill · Hero's Squad

Archers in the hero's squad have 50% more Might.

5

Three Hundred Warriors

Combat Skill · 3 random enemy squads within effective range · Range 4 · Archer

50% chance to deal 220% damage to 2-3 random enemy squads with the valid range.

6

Archer Awakened

Leadership Skill · Hero's Squad

Archer in Hero's squad has +15% Might and Resistance, and +15% Damage. 250% bonus to the skill "Dictator".

7

Discipline - Archer

Leadership Skill · Hero's Legion

The hero's legion gains +60% Archer's Siege Defense Might and +100% Siege Defense Resistance.

8

Decisive Strike

Pre-Battle Skill · 3 random friendly squads within effective range · Range 3 · Archer

In the first 2 round(2), all your Archer squads restore some HP each round (recovery rate: 55%); starting round 3, all your Archer squads take -30% Damage and gain a 5% life-steal effect, lasting till the battle ends.

Which Leonidas lineups can you field?

Select the heroes you own and the generator returns every ranked Leonidas lineup you can field today, the ones you are one hero short of, and the single unlock that opens the most.

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