Best comboTop ranked

Leonidas · Defender · Sundiata

Mixed #146
Leonidas Rise of Castles heroLeonidas
Defender Rise of Castles heroDefender
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 13 ranked combos spanning Archer and Mixed lineups. Leonidas's highest-ranked appearance is Leonidas · Defender · Sundiata, which currently sits at Mixed #146.

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 Al Faith, Defender, and Heaven's Justice — 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 feeds Leonidas; Leonidas feeds Al-Hawra

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

Heroes that pair well with Leonidas

The heroes most often ranked alongside Leonidas.

Best Archer combos with Leonidas

Leonidas appears in 10 ranked Archer combos.

  1. 155 Leonidas, front rowDefender, middle rowSpectral Reaper, back row Leonidas · Defender · Spectral Reaper
    Leonidas (S00), Defender (X03) and Spectral Reaper (X03) score 67.17 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. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 64% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Leonidas and Spectral Reaper both wait on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Spectral Reaper swings into a line that cannot answer; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt. What you give up: Leonidas (S00) 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 →

    Mid progression 67.17/100 out of 100
  2. 158 Leonidas, front rowBelisarius, middle rowDarius, back row Leonidas · Belisarius · Darius
    Leonidas (S00), Belisarius (X12) and Darius (X13) score 64.77 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. Belisarius brings a second damage line worth 39% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 51% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings 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: Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 21% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 64.77/100 out of 100
  3. 178 Leonidas, front rowHeaven's Justice, middle rowLilith, back row Leonidas · Heaven's Justice · Lilith
    Leonidas (S00), Heaven's Justice (S00) and Lilith (X09) score 58.25 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. Heaven's Justice brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Mortal Coil puts 506% into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 62% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 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: Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 58.25/100 out of 100
  4. 199 Leonidas, front rowNorth's Rage, middle rowAl Faith, back row Leonidas · North's Rage · Al Faith
    Leonidas (S00), North's Rage (S00) and Al Faith (S01) score 54.66 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. North's Rage adds a second source of control, so the lock rarely has an off round: For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 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 North's Rage swings into a line that cannot answer; Al Faith raises North's Rage’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 54.66/100 out of 100
  5. 201 Leonidas, front rowRough Rider, middle rowAl Faith, back row Leonidas · Rough Rider · Al Faith
    Leonidas (S00), Rough Rider (S00) and Al Faith (S01) score 54.61 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. 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. 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 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 Rough Rider swings into a line that cannot answer; Al Faith 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; Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 54.61/100 out of 100
  6. 203 Leonidas, front rowAl Faith, middle rowCharles the Great, back row Leonidas · Al Faith · Charles the Great
    Leonidas (S00), Al Faith (S01) and Charles the Great (S01) score 53.23 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 saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, 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; Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 53.23/100 out of 100
  7. 205 Leonidas, front rowAl Faith, middle rowHeaven's Justice, back row Leonidas · Al Faith · Heaven's Justice
    Leonidas (S00), Al Faith (S01) and Heaven's Justice (S00) score 53.08 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. Heaven's Justice is the win condition, bringing 69% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer; Al Faith raises Heaven's Justice’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 53.08/100 out of 100
  8. 206 Leonidas, front rowEdward the Confessor, middle rowWilliam the Conqueror, back row Leonidas · Edward the Confessor · William the Conqueror
    Leonidas (S00), Edward the Confessor (S01) and William the Conqueror (S00) score 52.98 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. Edward the Confessor adds a second source of control, so the lock rarely has an off round: King's Crossbow applies Suppress on a 35% roll, and sits in the middle, where the support reaches both the front and the back. William the Conqueror is the win condition, bringing 60% of the lineup's expected damage: 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; 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; Leonidas (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. How these scores work →

    Starter 52.98/100 out of 100
  9. 207 Leonidas, front rowEdward the Confessor, middle rowWilliam Wallace, back row Leonidas · Edward the Confessor · William Wallace
    Leonidas (S00), Edward the Confessor (S01) and William Wallace (S00) score 52.41 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. Edward the Confessor adds a second source of control, so the lock rarely has an off round: King's Crossbow applies Suppress on a 35% roll, and sits in the middle, where the support reaches both the front and the back. William Wallace is the win condition, bringing 60% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so William Wallace swings into a line that cannot answer; Edward the Confessor raises William Wallace’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 52.41/100 out of 100
  10. 211 Leonidas, front rowHeroine of Courage, middle rowWilliam the Conqueror, back row Leonidas · Heroine of Courage · William the Conqueror
    Leonidas (S00), Heroine of Courage (S00) and William the Conqueror (S00) score 49.75 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. 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. William the Conqueror is the win condition, bringing 47% of the lineup's expected damage: 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; Heroine of Courage 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; Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 49.75/100 out of 100

See the full Archer rankings →

Best Mixed combos with Leonidas

Leonidas appears in 3 ranked Mixed combos.

  1. 146 Leonidas, front rowDefender, middle rowSundiata, back row Leonidas · Defender · Sundiata
    Leonidas (archer · S00), Defender (archer · X03) and Sundiata (cavalry · X15) score 66.45 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. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 82% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Leonidas and Sundiata both wait on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Defender raises Sundiata’s output directly rather than adding a number of its own. What you give up: Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 16% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 66.45/100 out of 100
  2. 181 Leonidas, front rowRozen Blade, middle rowThe Immortal, back row Leonidas · Rozen Blade · The Immortal
    Leonidas (archer · S00), Rozen Blade (cavalry · S03) and The Immortal (cavalry · S02) score 61.62 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: Leonidas (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. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 61.62/100 out of 100
  3. 197 Leonidas, front rowThe Brave, middle rowThe Immortal, back row Leonidas · The Brave · The Immortal
    Leonidas (archer · S00), The Brave (cavalry · S04) and The Immortal (cavalry · S02) score 52.99 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. The Brave adds a second source of control, so the lock rarely has an off round: Freezing Gaze applies Disarm on a 80% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so The Immortal swings into a line that cannot answer; The Brave raises The Immortal’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 52.99/100 out of 100

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. Influenced by Resistance.

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 combos can YOU play?

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