Liberator — what the skills grant
Totalled from Liberator'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 — +150%.
About Liberator
Liberator is a Footmen hero in Rise of Castles. On ROCMeta, Liberator appears in 24 ranked combos spanning Footmen and Mixed lineups. Liberator's highest-ranked appearance is King Arthur · Liberator · Julian, which currently sits at Footmen #21.
Across Liberator's skills, the hero's own squad gains -60% Damage Taken, +65% Resistance, +65% Might, and +15% HP. The wider legion gains +40% Resistance.
Liberator's strongest recorded skill hits for 150% damage.
Liberator is most often ranked alongside Julian, Hannibal, and Valkyrie — the heroes that share the most ranked combos with Liberator. The full list of partners is further down the page.
Why Liberator ranks where it does
Liberator is built around damage reduction — stronger there than 98% of the roster.
Pairs best with Defender, Hannibal and Julian. Defender feeds Liberator
Adds little alongside Alberich, Galahad and Hellfire. both are tanks — the second adds little the first does not
Read from Liberator's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Liberator
The heroes most often ranked alongside Liberator.
Best Footmen combos with Liberator
Liberator appears in 17 ranked Footmen combos.
- 21
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B King Arthur · Liberator · Julian Current meta 74.39/100 out of 100King Arthur (SP · paid), Liberator (X05) and Julian (X25) score 74.39 out of 100 together, and each of the three has a job.
King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% 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. Liberator is the second layer of armour -- when the first wall bends, this one is already set: carries 97% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Julian is the saboteur, stripping the enemy's stats before the blows land: strips 34% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger King Arthur and Liberator both wait on. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Liberator (X05) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 24
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B Liberator · Hannibal · Harald III Current meta 73.74/100 out of 100Liberator (X05), Hannibal (X28 · paid) and Harald III (X19) score 73.74 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Harald III adds a second source of control, so the lock rarely has an off round: Absolute Authority applies Taunt 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Liberator waits on; Liberator produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Harald III swings into a line that cannot answer. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 28
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B Liberator · Hannibal · Scarlet Reaver Current meta 72.65/100 out of 100Liberator (X05), Hannibal (X28 · paid) and Scarlet Reaver (X07) score 72.65 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Scarlet Reaver is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Liberator waits on; Liberator produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Scarlet Reaver swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 15% of the hardest-hitting trio in the roster. How these scores work →
- 29
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B Liberator · Hannibal · Arslan Current meta 72.56/100 out of 100Liberator (X05), Hannibal (X28 · paid) and Arslan (X11) score 72.56 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Arslan is the win condition, bringing 94% of the lineup's expected damage: Ice and Fire puts 350% into 2 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Liberator waits on; Liberator produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Arslan swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 13% of the hardest-hitting trio in the roster. How these scores work →
- 30
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B Liberator · Julian · Achilles Current meta 72.56/100 out of 100Liberator (X05), Julian (X25) and Achilles (SP · paid) score 72.56 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Julian is the saboteur, stripping the enemy's stats before the blows land: strips 34% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Liberator waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; Liberator (X05) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 32
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B Liberator · Hannibal · Valkyrie Current meta 72.16/100 out of 100Liberator (X05), Hannibal (X28 · paid) and Valkyrie (X03) score 72.16 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Valkyrie is the win condition, bringing 91% of the lineup's expected damage: Apocalyptic Prayer puts 310% into one enemy squad on a 45% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Liberator waits on; Liberator produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Valkyrie swings into a line that cannot answer. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Valkyrie (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 33
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B Hannibal · Chen Liu · Liberator Current meta 71.88/100 out of 100Hannibal (X28 · paid), Chen Liu (X01) and Liberator (X05) score 71.88 out of 100 together, and each of the three has a job.
Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. Chen Liu is the multiplier, raising what the other two put out rather than adding a number of its own: carries 190% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% of damage reduction 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Chen Liu and Liberator both wait on; Chen Liu produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Chen Liu 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; Chen Liu (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 34
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B Liberator · Hannibal · Ragnar Current meta 71.78/100 out of 100Liberator (X05), Hannibal (X28 · paid) and Ragnar (X12 · paid) score 71.78 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Ragnar is the win condition, bringing 91% of the lineup's expected damage: Pillage puts 640% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Liberator waits on; Liberator produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Ragnar swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. How these scores work →
- 35
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B Liberator · Chen Liu · Julian Current meta 71.73/100 out of 100Liberator (X05), Chen Liu (X01) and Julian (X25) score 71.73 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Chen Liu is the multiplier, raising what the other two put out rather than adding a number of its own: carries 190% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Julian is the saboteur, stripping the enemy's stats before the blows land: strips 34% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Liberator and Chen Liu both wait on. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Chen Liu (X01) 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 →
- 50
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B Liberator · Julian · Harald III Current meta 69.40/100 out of 100Liberator (X05), Julian (X25) and Harald III (X19) score 69.40 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Julian is the saboteur, stripping the enemy's stats before the blows land: strips 34% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Harald III is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Authority applies Taunt 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Liberator waits on. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; Liberator (X05) 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 →
- 60
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B Liberator · Julian · Cicero Current meta 67.41/100 out of 100Liberator (X05), Julian (X25) and Cicero (X01) score 67.41 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Julian is the saboteur, stripping the enemy's stats before the blows land: strips 34% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Cicero is the saboteur, stripping the enemy's stats before the blows land: strips 126% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Liberator and Cicero both wait on. What you give up: damage is spread across the enemy line rather than focused on one squad; 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. How these scores work →
- 130
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B Liberator · Clovis I · Ashoka Mid progression 70.29/100 out of 100Liberator (X05), Clovis I (X15) and Ashoka (X14) score 70.29 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 70% 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 Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Clovis I’s Territory Expansion 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 29% of the hardest-hitting trio in the roster; Liberator (X05) 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 →
- 139
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B Liberator · Healer · Fortuneteller Mid progression 65.42/100 out of 100Liberator (X05), Healer (X10) and Fortuneteller (X08) score 65.42 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Healer 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 sits in the middle, the deepest row those range-2 skills still fire from. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, 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 Healer produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 158
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B Vikram · Liberator · Valkyrie Mid progression 60.31/100 out of 100Vikram (X04), Liberator (X05) and Valkyrie (X03) score 60.31 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. Liberator is the second layer of armour -- when the first wall bends, this one is already set: carries 97% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Valkyrie is the win condition, bringing 73% of the lineup's expected damage: Apocalyptic Prayer puts 310% into one enemy squad on a 45% 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 Vikram’s Alluring Arm applies Suppress and takes a squad out of the fight, so Valkyrie swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; 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 →
- 160
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B Vikram · Liberator · Scarlet Reaver Mid progression 59.91/100 out of 100Vikram (X04), Liberator (X05) and Scarlet Reaver (X07) score 59.91 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. Liberator is the second layer of armour -- when the first wall bends, this one is already set: carries 97% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Vikram’s Alluring Arm applies Suppress and takes a squad out of the fight, so Scarlet Reaver swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; 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. 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 →
- 161
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B Liberator · Yukimura Sanada · Valkyrie Mid progression 59.44/100 out of 100Liberator (X05), Yukimura Sanada (S00) and Valkyrie (X03) score 59.44 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Valkyrie is the win condition, bringing 63% of the lineup's expected damage: Apocalyptic Prayer puts 310% into one enemy squad on a 45% 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 Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Valkyrie swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Yukimura Sanada (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 →
- 174
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B Liberator · Demon Spear · William Wallace Mid progression 56.77/100 out of 100Liberator (X05), Demon Spear (S00) and William Wallace (S00) score 56.77 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Demon Spear is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Tamashi kari applies Silence for 1 round on a 85% roll, and sits in the middle, the deepest row those range-2 skills still fire from. William Wallace is the win condition, bringing 65% 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 Demon Spear’s Tamashi kari applies Silence and takes a squad out of the fight for 1 round, so William Wallace swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Demon Spear (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
Best Mixed combos with Liberator
Liberator appears in 7 ranked Mixed combos.
- 73
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B Liberator · Julian · Spectral Reaper Current meta 71.95/100 out of 100Liberator (footmen · X05), Julian (archer · X25) and Spectral Reaper (archer · X03) score 71.95 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% 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 90% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Liberator and Spectral Reaper both wait on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Spectral Reaper (X03) 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 →
- 75
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B Liberator · Julian · Rainforest Current meta 71.70/100 out of 100Liberator (footmen · X05), Julian (footmen · X25) and Rainforest (cavalry · X08) score 71.70 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Liberator and Rainforest both wait on. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Liberator (X05) 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 →
- 87
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B Liberator · Julian · Ashen Verdict Current meta 70.36/100 out of 100Liberator (footmen · X05), Julian (archer · X25) and Ashen Verdict (archer · X05) score 70.36 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Liberator and Ashen Verdict both wait on. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Liberator (X05) 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 →
- 90
F
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B Liberator · Chen Liu · Penthesilea Current meta 70.07/100 out of 100Liberator (footmen · X05), Chen Liu (footmen · X01) and Penthesilea (archer · SP · paid) score 70.07 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Chen Liu is the multiplier, raising what the other two put out rather than adding a number of its own: carries 190% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 103% 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Liberator and Chen Liu both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Chen Liu swings into a line that cannot answer; Penthesilea raises Chen Liu’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; Chen Liu (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 141
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B Liberator · Defender · Spectral Reaper Mid progression 67.26/100 out of 100Liberator (footmen · X05), Defender (archer · X03) and Spectral Reaper (archer · X03) score 67.26 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. 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 74% 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 Liberator and Spectral Reaper both wait on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Defender raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Defender (X03) 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 →
- 148
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B Liberator · Defender · Ashen Verdict Mid progression 65.89/100 out of 100Liberator (footmen · X05), Defender (archer · X03) and Ashen Verdict (archer · X05) score 65.89 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. 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. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Liberator and Ashen Verdict both wait on; Defender raises Ashen Verdict’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Defender (X03) 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 →
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B Liberator · Rozen Blade · The Immortal Mid progression 63.12/100 out of 100Liberator (footmen · X05), Rozen Blade (cavalry · S03) and The Immortal (cavalry · S02) score 63.12 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. 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. 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 Liberator and The Immortal both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so The Immortal swings into a line that cannot answer. What you give up: raw damage reaches only about 4% 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. How these scores work →
Liberator — skills
All 8 recorded skills for Liberator, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Shield Wall!
50% chance to counter-attack for 150% damage when hit by normal attacks. Also, a 50% chance for your own Squad to take -60% Skill Damage each turn, lasting 1 turns.
3 Footmen Defensive Formation II
Footmen in the hero's squad has 50% more Resistance.
4 Footmen Offensive Formation II
Footmen in the hero's squad has 50% more Might.
5 For Freedom!
Normal attacks have a 80% chance to apply Troop Recover Block, lasting 1 turn. There’s also a 70% chance to bestow Clear-Minded to your back row (immune to Silence, Disarmed, Suppressed, and Confused statuses), lasting 1 turns.
6 Footmen Awakened
Footmen in Hero's squad has +15% Might and Resistance, and +15% HP. 250% bonus to the skill "Dictator".
7 Defensive Order - Footmen
Footmen in the hero's squad gain +40% Resistance.
8 Hold the Line!
When the Hero’s Squad is in the front row, for the first 3 rounds, all allied squads take -20% less damage; starting from the 4th round, 40% of the damage your back row Squad deals will be converted into front row troops after the effect ends.
Which Liberator combos can YOU play?
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