Best comboTop ranked

Octavius · Rozen Blade · Caesar

Cavalry #103
Octavius Rise of Castles heroOctavius
Rozen Blade Rise of Castles heroRozen Blade
Caesar Rise of Castles heroCaesar

Octavius — what the skills grant

Totalled from Octavius'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
+215% hero's squad
Might
+65% hero's squad
+30% friendly squads
+40% hero's legion
Damage Taken
-25% hero's squad
-50% friendly squads
Combat Speed
+100 hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 8 — +350%, skill 8 — +350%.

About Octavius

Octavius is a Cavalry hero in Rise of Castles. On ROCMeta, Octavius appears in 19 ranked combos spanning Cavalry and Mixed lineups. Octavius's highest-ranked appearance is Octavius · Rozen Blade · Caesar, which currently sits at Cavalry #103.

Across Octavius's skills, the hero's own squad gains +215% Resistance, +65% Might, -25% Damage Taken, and +100 Combat Speed. The wider legion gains +40% Might.

Octavius's strongest recorded skill hits for 350% damage.

Octavius is most often ranked alongside Beast Queen, Caesar, and Rozen Blade — the heroes that share the most ranked combos with Octavius. The full list of partners is further down the page.

Why Octavius ranks where it does

Octavius is built around damage reduction and team buffs — stronger there than 96% of the roster.

Pairs best with Lilith. Octavius feeds Lilith

Adds little alongside Alberich, Galahad and Hellfire. both are tanks — the second adds little the first does not

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

Heroes that pair well with Octavius

The heroes most often ranked alongside Octavius.

Best Cavalry combos with Octavius

Octavius appears in 16 ranked Cavalry combos.

  1. 103 Octavius, front rowRozen Blade, middle rowCaesar, back row Octavius · Rozen Blade · Caesar
    Octavius (S02 · paid), Rozen Blade (S03) and Caesar (SP · paid) score 63.86 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. 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. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Caesar waits on; Rozen Blade produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Caesar swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad. 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 →

    Current meta 63.86/100 out of 100
  2. 120 Octavius, front rowThe Brave, middle rowCaesar, back row Octavius · The Brave · Caesar
    Octavius (S02 · paid), The Brave (S04) and Caesar (SP · paid) score 59.68 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 The Brave produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Octavius raises Caesar’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; the trigger chain is thin — the three lean on one link rather than several. 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 →

    Current meta 59.68/100 out of 100
  3. 121 Octavius, front rowLouis IX, middle rowCaesar, back row Octavius · Louis IX · Caesar
    Octavius (S02 · paid), Louis IX (X19) and Caesar (SP · paid) score 58.94 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. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Louis IX produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Octavius raises Caesar’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad. 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 →

    Current meta 58.94/100 out of 100
  4. 122 Octavius, front rowRagnar, middle rowCaesar, back row Octavius · Ragnar · Caesar
    Octavius (S02 · paid), Ragnar (X12 · paid) and Caesar (SP · paid) score 58.65 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. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Ragnar produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Octavius raises Caesar’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; the trigger chain is thin — the three lean on one link rather than several. 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 →

    Current meta 58.65/100 out of 100
  5. 124 Octavius, front rowCleopatra VII, middle rowCaesar, back row Octavius · Cleopatra VII · Caesar
    Octavius (S02 · paid), Cleopatra VII (S03 · paid) and Caesar (SP · paid) score 57.35 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. Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Cleopatra VII produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Octavius raises Caesar’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; the trigger chain is thin — the three lean on one link rather than several. 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 →

    Current meta 57.35/100 out of 100
  6. 146 Octavius, front rowRozen Blade, middle rowRainforest, back row Octavius · Rozen Blade · Rainforest
    Octavius (S02 · paid), Rozen Blade (S03) and Rainforest (X08) score 62.93 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. 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. Rainforest adds a second source of control, so the lock rarely has an off round: 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Rainforest waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Rainforest swings into a line that cannot answer; Octavius raises Rainforest’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; Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 62.93/100 out of 100
  7. 147 Octavius, front rowThe Immortal, middle rowSundiata, back row Octavius · The Immortal · Sundiata
    Octavius (S02 · paid), The Immortal (S02) and Sundiata (X15) score 62.59 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. 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 sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 71% 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 Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Octavius raises Sundiata’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 62.59/100 out of 100
  8. 151 Octavius, front rowBeast Queen, middle rowRainforest, back row Octavius · Beast Queen · Rainforest
    Octavius (S02 · paid), Beast Queen (S02) and Rainforest (X08) score 60.02 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. 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 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 Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Rainforest swings into a line that cannot answer; Octavius raises Rainforest’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 60.02/100 out of 100
  9. 157 Octavius, front rowLawman, middle rowFarah, back row Octavius · Lawman · Farah
    Octavius (S02 · paid), Lawman (X03) and Farah (X11) score 58.83 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% of recovery across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Farah swings into a line that cannot answer; Octavius raises Farah’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 6% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 58.83/100 out of 100
  10. 175 Octavius, front rowThe Brave, middle rowRagnar, back row Octavius · The Brave · Ragnar
    Octavius (S02 · paid), The Brave (S04) and Ragnar (X12 · paid) score 56.47 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Octavius raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Mid progression 56.47/100 out of 100
  11. 198 Octavius, front rowRozen Blade, middle rowThe Immortal, back row Octavius · Rozen Blade · The Immortal
    Octavius (S02 · paid), Rozen Blade (S03) and The Immortal (S02) score 62.33 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. 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 The Immortal waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so The Immortal swings into a line that cannot answer; Octavius raises The Immortal’s output directly rather than adding a number of its own. What you give up: Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 5% of the hardest-hitting trio in the roster. How these scores work →

    Starter 62.33/100 out of 100
  12. 203 Octavius, front rowBeast Queen, middle rowThe Immortal, back row Octavius · Beast Queen · The Immortal
    Octavius (S02 · paid), Beast Queen (S02) and The Immortal (S02) score 59.42 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. 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 sits in the middle, where the support reaches both the front and the back. The Immortal is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Octavius’s Augustus applies Taunt and takes a squad out of the fight, so The Immortal swings into a line that cannot answer; Octavius 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; Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad. 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 59.42/100 out of 100
  13. 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
  14. 206 Octavius, front rowRough Rider, middle rowBeast Queen, back row Octavius · Rough Rider · Beast Queen
    Octavius (S02 · paid), Rough Rider (S00) and Beast Queen (S02) score 58.43 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. 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. 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 Rough Rider swings into a line that cannot answer; Octavius 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; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 58.43/100 out of 100
  15. 209 Octavius, front rowRough Rider, middle rowThe Brave, back row Octavius · Rough Rider · The Brave
    Octavius (S02 · paid), Rough Rider (S00) and The Brave (S04) score 57.08 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. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer; Octavius 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; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 57.08/100 out of 100
  16. 214 Octavius, front rowBeast Queen, middle rowHeaven's Justice, back row Octavius · Beast Queen · Heaven's Justice
    Octavius (S02 · paid), Beast Queen (S02) and Heaven's Justice (S00) score 56.39 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. 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 sits in the middle, where the support reaches both the front and the back. 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 Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer; Octavius 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; Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 56.39/100 out of 100

See the full Cavalry rankings →

Best Mixed combos with Octavius

Octavius appears in 3 ranked Mixed combos.

  1. 162 Octavius, front rowDefender, middle rowFarah, back row Octavius · Defender · Farah
    Octavius (cavalry · S02 · paid), Defender (archer · X03) and Farah (cavalry · X11) score 60.97 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. 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. Farah is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Farah waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Farah swings into a line that cannot answer; Octavius raises Farah’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 60.97/100 out of 100
  2. 198 Octavius, front rowJiguang Qi, middle rowLionheart, back row Octavius · Jiguang Qi · Lionheart
    Octavius (cavalry · S02 · paid), Jiguang Qi (footmen · S01) and Lionheart (cavalry · S01) score 52.36 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. 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 sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 70% 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 Lionheart produces combat-skill casts, the exact trigger Jiguang Qi’s Unyelding waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Octavius raises Lionheart’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; Jiguang Qi (S01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 52.36/100 out of 100
  3. 200 Octavius, front rowBeast Queen, middle rowJade Rakshasa, back row Octavius · Beast Queen · Jade Rakshasa
    Octavius (cavalry · S02 · paid), Beast Queen (cavalry · S02) and Jade Rakshasa (footmen · S02) score 51.07 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. 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 sits in the middle, where the support reaches both the front and the back. Jade Rakshasa 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, 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 Jade Rakshasa swings into a line that cannot answer; Octavius raises Jade Rakshasa’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 51.07/100 out of 100

See the full Mixed rankings →

Octavius — skills

All 8 recorded skills for Octavius, 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

Augustus

Status Skill · 1 random friendly squad within effective range · Range 1 · Cavalry

Octavius has a 80% chance to gain the Taunting effect every round. When a random squad is to be chosen by the enemy's active skill or additional attack, Octavius will be chosen first. The chance of casting this skill decreases by 5% every round.

3

Cavalry Defensive Formation II

Leadership Skill · Hero's Squad

Cavalry in the hero's squad has 50% more Resistance.

4

Cavalry Offensive Formation II

Leadership Skill · Hero's Squad

Cavalry in the hero's squad has 50% more Might.

5

Seizing Power

Pre-Battle Skill · 1 random friendly squad within effective range · Range 3 · Cavalry

Octavius takes -25% damage ; at the beginning of the battle, applies a dodging status to your mid and back-row squads, allowing them to be immune to the next 3 times of incoming damage, lasting 2 rounds; each time taking damage, 100% chance to increase the might of 1 random friendly Cavalry squad by 30% . This effect can be stacked up to 10 layers for each squad.

6

Cavalry Awakened

Leadership Skill · Hero's Squad

Hero's squad gains 15% Cavalry Might and Resistance, and 100 Cavalry Combat Speed. 250% bonus to the skill "Dictator".

7

Discipline - Cavalry

Leadership Skill · Hero's Legion

Cavalry's Might in the hero's legion is increased by 40%.

8

Marshal

Pre-Battle Skill · 3 random friendly squads within effective range · Range 5 · Cavalry

When the HP drops below 85% for the first time, all your squads will take -50% skill damage , lasting 3 round(s); When the HP drops below 50% for the first time, all enemy squads will immediately take some physical damage (damage rate: 350%); When the HP drops below 25% for the first time, all enemy squads will immediately take some physical damage (damage rate: 350%). Every time the skill is triggered, it will increase its own Resistance by 150%.

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