Best comboTop ranked

War Lord · North's Rage · Avalanche

Cavalry #130
War Lord Rise of Castles heroWar Lord
North's Rage Rise of Castles heroNorth's Rage
Avalanche Rise of Castles heroAvalanche

North's Rage — what the skills grant

Totalled from North's Rage'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.

Resistance
+40% hero's squad
Might
+40% hero's squad
HP
+7% hero's squad
+15% hero's legion

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +525%, skill 5 — +646%, skill 8 — +441%.

About North's Rage

North's Rage is a Cavalry / Archer / Footmen hero in Rise of Castles. On ROCMeta, North's Rage appears in 28 ranked combos spanning Cavalry, Archer, Footmen, and Mixed lineups. North's Rage's highest-ranked appearance is War Lord · North's Rage · Avalanche, which currently sits at Cavalry #130.

Across North's Rage's skills, the hero's own squad gains +40% Resistance, +40% Might, and +7% HP. The wider legion gains +15% HP.

North's Rage's strongest recorded skill hits for 646% damage.

North's Rage is most often ranked alongside War Lord, William Wallace, and Heroine of Courage — the heroes that share the most ranked combos with North's Rage. The full list of partners is further down the page.

Why North's Rage ranks where it does

North's Rage is built around burst damage — stronger there than 99% of the roster.

Pairs best with Al-Hawra, Cyrus and Jeanne d'Arc. Al-Hawra feeds North's Rage; North's Rage feeds Al-Hawra

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

Heroes that pair well with North's Rage

The heroes most often ranked alongside North's Rage.

Best Cavalry combos with North's Rage

North's Rage appears in 10 ranked Cavalry combos.

  1. 130 War Lord, front rowNorth's Rage, middle rowAvalanche, back row War Lord · North's Rage · Avalanche
    War Lord (S03), North's Rage (S00) and Avalanche (X02) score 71.43 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Avalanche adds a second source of control, so the lock rarely has an off round: Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Avalanche both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage and Avalanche both wait on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Avalanche swings into a line that cannot answer. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 71.43/100 out of 100
  2. 132 Hellfire, front rowNorth's Rage, middle rowWar Lord, back row Hellfire · North's Rage · War Lord
    Hellfire (X09), North's Rage (S00) and War Lord (S03) score 71.34 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Hellfire and North's Rage both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage waits on; Hellfire raises North's Rage’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; North's Rage (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 →

    Mid progression 71.34/100 out of 100
  3. 166 John I, front rowNorth's Rage, middle rowBlack Prince, back row John I · North's Rage · Black Prince
    John I (X13), North's Rage (S00) and Black Prince (S01) score 57.55 out of 100 together, and each of the three has a job.

    John I is the win condition, bringing 75% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Black Prince adds a second source of control, so the lock rarely has an off round: Dragon Siege applies Suppress for 2 rounds on a 35% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so John I swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; North's Rage (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 →

    Mid progression 57.55/100 out of 100
  4. 185 War Lord, front rowNorth's Rage, middle rowLionheart, back row War Lord · North's Rage · Lionheart
    War Lord (S03), North's Rage (S00) and Lionheart (S01) score 70.33 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Lionheart is the win condition, bringing 71% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Lionheart both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage and Lionheart both wait on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Lionheart swings into a line that cannot answer. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 12% 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 70.33/100 out of 100
  5. 194 War Lord, front rowNorth's Rage, middle rowHeroine of Courage, back row War Lord · North's Rage · Heroine of Courage
    War Lord (S03), North's Rage (S00) and Heroine of Courage (S00) score 67.79 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Heroine of Courage both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage and Heroine of Courage both wait on; War Lord raises North's Rage’s output directly rather than adding a number of its own. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; 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. How these scores work →

    Starter 67.79/100 out of 100
  6. 205 Octavius, front rowNorth's Rage, middle rowBeast Queen, back row Octavius · North's Rage · Beast Queen
    Octavius (S02 · paid), North's Rage (S00) and Beast Queen (S02) score 58.90 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Octavius’s Augustus applies Taunt and takes a squad out of the fight, so North's Rage swings into a line that cannot answer; Octavius 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; North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 58.90/100 out of 100
  7. 216 Yukimura Sanada, front rowNorth's Rage, middle rowWilliam Wallace, back row Yukimura Sanada · North's Rage · William Wallace
    Yukimura Sanada (S00), North's Rage (S00) and William Wallace (S00) score 42.73 out of 100 together, and each of the three has a job.

    Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and takes the front because those range-2 skills only connect from there. 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. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: Eye of the Storm puts 667% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so William Wallace swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Yukimura Sanada holds the front, but nothing here heals. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Starter 42.73/100 out of 100
  8. 217 The Boneless, front rowNorth's Rage, middle rowWilliam Wallace, back row The Boneless · North's Rage · William Wallace
    The Boneless (S00), North's Rage (S00) and William Wallace (S00) score 42.50 out of 100 together, and each of the three has a job.

    The Boneless is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Disarm on a 50% roll, and takes the front as the sturdiest of the three. 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. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: Eye of the Storm puts 667% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so William Wallace swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; The Boneless holds the front, but nothing here heals. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Starter 42.50/100 out of 100
  9. 218 Rough Rider, front rowNorth's Rage, middle rowWilliam Wallace, back row Rough Rider · North's Rage · William Wallace
    Rough Rider (S00), North's Rage (S00) and William Wallace (S00) score 42.06 out of 100 together, and each of the three has a job.

    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 takes the front because those range-2 skills only connect from there. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: Eye of the Storm puts 667% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so William Wallace swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Rough Rider holds the front, but nothing here heals. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Starter 42.06/100 out of 100
  10. 220 Yukimura Sanada, front rowNorth's Rage, middle rowHeaven's Justice, back row Yukimura Sanada · North's Rage · Heaven's Justice
    Yukimura Sanada (S00), North's Rage (S00) and Heaven's Justice (S00) score 41.78 out of 100 together, and each of the three has a job.

    Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and takes the front because those range-2 skills only connect from there. 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. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: 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 Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Yukimura Sanada holds the front, but nothing here heals. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Starter 41.78/100 out of 100

See the full Cavalry rankings →

Best Archer combos with North's Rage

North's Rage appears in 6 ranked Archer combos.

  1. 140 Warden, front rowNorth's Rage, middle rowLilith, back row Warden · North's Rage · Lilith
    Warden (X06), North's Rage (S00) and Lilith (X09) score 72.35 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Lilith is the win condition, bringing 64% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger North's Rage and Lilith both wait on; North's Rage produces control effects, the exact trigger Lilith’s Pandora's Box waits on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 18% 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 72.35/100 out of 100
  2. 172 Kublai, front rowNorth's Rage, middle rowHector, back row Kublai · North's Rage · Hector
    Kublai (S00), North's Rage (S00) and Hector (X15 · paid) score 60.14 out of 100 together, and each of the three has a job.

    Kublai is the flex piece -- modest alone, but covering what the other two leave open: Sentencing puts 357.5% into one enemy squad on a 55% roll, and takes the front because those range-2 skills only connect from there. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Hector swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Kublai (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 60.14/100 out of 100
  3. 173 Tarantula, front rowNorth's Rage, middle rowAl Faith, back row Tarantula · North's Rage · Al Faith
    Tarantula (X02), North's Rage (S00) and Al Faith (S01) score 60.14 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 68% 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Al Faith raises Tarantula’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; North's Rage (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 →

    Mid progression 60.14/100 out of 100
  4. 190 Immortal Guardian, front rowNorth's Rage, middle rowEdward the Confessor, back row Immortal Guardian · North's Rage · Edward the Confessor
    Immortal Guardian (S04), North's Rage (S00) and Edward the Confessor (S01) score 57.10 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so North's Rage swings into a line that cannot answer; Edward the Confessor 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; North's Rage (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 57.10/100 out of 100
  5. 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
  6. 217 Sky Breaker, front rowNorth's Rage, middle rowJade Eagle, back row Sky Breaker · North's Rage · Jade Eagle
    Sky Breaker (S03), North's Rage (S00) and Jade Eagle (S04) score 47.77 out of 100 together, and each of the three has a job.

    Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and takes the front as the sturdiest of the three. 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. Jade Eagle adds a second source of control, so the lock rarely has an off round: Rapid Throw applies Silence on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Jade Eagle swings into a line that cannot answer; Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt. What you give up: no hero here feeds another one's trigger; North's Rage (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 47.77/100 out of 100

See the full Archer rankings →

Best Footmen combos with North's Rage

North's Rage appears in 8 ranked Footmen combos.

  1. 138 Ashoka, front rowNorth's Rage, middle rowJiguang Qi, back row Ashoka · North's Rage · Jiguang Qi
    Ashoka (X14), North's Rage (S00) and Jiguang Qi (S01) score 65.73 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 71% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Jiguang Qi 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 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 Jiguang Qi’s Unyelding waits on; North's Rage produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 28% 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 65.73/100 out of 100
  2. 140 Genghis Khan, front rowNorth's Rage, middle rowAshoka, back row Genghis Khan · North's Rage · Ashoka
    Genghis Khan (S01), North's Rage (S00) and Ashoka (X14) score 65.40 out of 100 together, and each of the three has a job.

    Genghis Khan brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Hunting Wolf puts 213% into all enemy squads on a 50% roll, and takes the front as the sturdiest of the three. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Ashoka is the win condition, bringing 64% 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 North's Rage produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; Genghis Khan produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: Genghis Khan (S01) is the era weak point -- the enemy will aim at the oldest squad; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 65.40/100 out of 100
  3. 144 Ashoka, front rowNorth's Rage, middle rowHeroine of Courage, back row Ashoka · North's Rage · Heroine of Courage
    Ashoka (X14), North's Rage (S00) and Heroine of Courage (S00) score 64.77 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 69% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because North's Rage produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer; Heroine of Courage raises Ashoka’s output directly rather than adding a number of its own. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 64.77/100 out of 100
  4. 162 Hellfire, front rowNorth's Rage, middle rowSoaring Hawk, back row Hellfire · North's Rage · Soaring Hawk
    Hellfire (X09), North's Rage (S00) and Soaring Hawk (S04) score 59.07 out of 100 together, and each of the three has a job.

    Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Soaring Hawk is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Hellfire 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; North's Rage (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 →

    Mid progression 59.07/100 out of 100
  5. 186 Soaring Hawk, front rowNorth's Rage, middle rowBleeding Steed, back row Soaring Hawk · North's Rage · Bleeding Steed
    Soaring Hawk (S04), North's Rage (S00) and Bleeding Steed (S03) score 56.69 out of 100 together, and each of the three has a job.

    Soaring Hawk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so North's Rage swings into a line that cannot answer; Bleeding Steed 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; North's Rage (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 56.69/100 out of 100
  6. 204 Isabella I, front rowNorth's Rage, middle rowHeroine of Courage, back row Isabella I · North's Rage · Heroine of Courage
    Isabella I (S01), North's Rage (S00) and Heroine of Courage (S00) score 51.10 out of 100 together, and each of the three has a job.

    Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so North's Rage swings into a line that cannot answer; Heroine of Courage 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; Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 51.10/100 out of 100
  7. 208 Peace Bringer, front rowNorth's Rage, middle rowJiguang Qi, back row Peace Bringer · North's Rage · Jiguang Qi
    Peace Bringer (S02), North's Rage (S00) and Jiguang Qi (S01) score 50.70 out of 100 together, and each of the three has a job.

    Peace Bringer is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 74% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Jiguang Qi 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Peace Bringer produces combat-skill casts, the exact trigger Jiguang Qi’s Unyelding waits on. What you give up: North's Rage (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 →

    Starter 50.70/100 out of 100
  8. 214 Peace Bringer, front rowNorth's Rage, middle rowWilliam Wallace, back row Peace Bringer · North's Rage · William Wallace
    Peace Bringer (S02), North's Rage (S00) and William Wallace (S00) score 48.73 out of 100 together, and each of the three has a job.

    Peace Bringer is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 74% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. William Wallace is the win condition, bringing 43% 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 North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so William Wallace swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; North's Rage (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 48.73/100 out of 100

See the full Footmen rankings →

Best Mixed combos with North's Rage

North's Rage appears in 4 ranked Mixed combos.

  1. 131 War Lord, front rowNorth's Rage, middle rowHector, back row War Lord · North's Rage · Hector
    War Lord (cavalry · S03), North's Rage (archer · S00) and Hector (archer · X15 · paid) score 70.23 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Hector both wait on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Hector swings into a line that cannot answer. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 14% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 70.23/100 out of 100
  2. 133 War Lord, front rowNorth's Rage, middle rowFortuneteller, back row War Lord · North's Rage · Fortuneteller
    War Lord (cavalry · S03), North's Rage (cavalry · S00) and Fortuneteller (footmen · X08) score 69.02 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Fortuneteller adds a second source of control, so the lock rarely has an off round: 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 War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Fortuneteller both wait on; North's Rage produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on. What you give up: North's Rage (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 69.02/100 out of 100
  3. 172 War Lord, front rowNorth's Rage, middle rowBleeding Steed, back row War Lord · North's Rage · Bleeding Steed
    War Lord (cavalry · S03), North's Rage (cavalry · S00) and Bleeding Steed (footmen · S03) score 67.33 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage and Bleeding Steed both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Bleeding Steed both wait on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so North's Rage swings into a line that cannot answer. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 4% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 67.33/100 out of 100
  4. 176 War Lord, front rowNorth's Rage, middle rowSoaring Hawk, back row War Lord · North's Rage · Soaring Hawk
    War Lord (cavalry · S03), North's Rage (cavalry · S00) and Soaring Hawk (footmen · S04) score 66.54 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Soaring Hawk is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Soaring Hawk both wait on; War Lord raises North's Rage’s output directly rather than adding a number of its own. What you give up: North's Rage (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 66.54/100 out of 100

See the full Mixed rankings →

North's Rage — skills

All 8 recorded skills for North's Rage, 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

Rampage

Combat Skill · 1 random enemy squad within effective range · Range 2 · Any

40% chance to deal 525% damage to single enemy target.

3

Legion Defensive Formation IV

Leadership Skill · Hero's Squad

Hero's squad has +30% Resistance.

4

Legion Offensive Formation IV

Leadership Skill · Hero's Squad

Hero's squad has +30% Might.

5

For the Imperium!

Combat Skill · 1 random enemy squad within effective range · Range 3 · Any

1 turn prep. 60% chance to deal 646% damage to an enemy squad within range.

6

Awakened Life

Leadership Skill · Hero's Squad

Hero's squad has +10% Might and Resistance, +7% HP, and 250% bonus to the skill "Dictator".

7

Harden

Leadership Skill · Hero's Legion

Hero's Formation has +15% HP.

8

For the North!

Combat Skill · 1 random enemy squad within effective range · Range 2 · Any

30% chance to deal 441% damage to 1 enemy squad within range, and suppress them, unable to move for 1 turns.

Which North's Rage combos can YOU play?

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