Oliver — what the skills grant
Totalled from Oliver'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 5 — +725%.
About Oliver
Oliver is a Cavalry / Archer hero in Rise of Castles. On ROCMeta, Oliver appears in 39 ranked combos spanning Cavalry, Archer, and Mixed lineups. Oliver's highest-ranked appearance is Galahad · Penthesilea · Oliver, which currently sits at Archer #1.
Across Oliver's skills, the hero's own squad gains +215% Resistance, +215% Might, and +15% HP. The wider legion gains +25% Resistance and +25% Might.
Oliver's strongest recorded skill hits for 725% damage.
Oliver is most often ranked alongside Cyrus, Galahad, and Penthesilea — the heroes that share the most ranked combos with Oliver. The full list of partners is further down the page.
Why Oliver ranks where it does
Oliver is built around enemy debuffs and healing — stronger there than 95% of the roster.
Pairs best with Al-Hawra, Cyrus and Defender. Al-Hawra feeds Oliver; Oliver feeds Al-Hawra
Adds little alongside Alfred, Arslan and Attila. both are carrys — the second adds little the first does not
Read from Oliver's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Oliver
The heroes most often ranked alongside Oliver.
Best Cavalry combos with Oliver
Oliver appears in 15 ranked Cavalry combos.
- 4
F
M
B Lancelot · Saladin · Oliver Current meta 84.77/100 out of 100Lancelot (X20 · paid), Saladin (SP · paid) and Oliver (X24) score 84.77 out of 100 together, and each of the three has a job.
Lancelot brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 67% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot and Oliver both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 52% 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 →
- 5
F
M
B Cyrus · Sundiata · Oliver Current meta 83.36/100 out of 100Cyrus (SP · paid), Sundiata (X15) and Oliver (X24) score 83.36 out of 100 together, and each of the three has a job.
Cyrus 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 takes the front as the one built to survive the opening exchange. Sundiata brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Flame of Revenge puts 537% into one enemy squad on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 66% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Sundiata and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: raw damage reaches only about 53% 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 →
- 6
F
M
B Don Quixote · Cyrus · Oliver Current meta 82.89/100 out of 100Don Quixote (X22), Cyrus (SP · paid) and Oliver (X24) score 82.89 out of 100 together, and each of the three has a job.
Don Quixote brings a second damage line worth 33% of the expected output, so no single silence stops the plan: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Cyrus 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. Oliver is the win condition, bringing 59% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Don Quixote and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 59% of the hardest-hitting trio in the roster. How these scores work →
- 7
F
M
B Cyrus · Tura Cartel · Oliver Current meta 82.73/100 out of 100Cyrus (SP · paid), Tura Cartel (X21) and Oliver (X24) score 82.73 out of 100 together, and each of the three has a job.
Cyrus 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 takes the front as the one built to survive the opening exchange. Tura Cartel brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 61% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Tura Cartel and Oliver both wait on; Tura Cartel produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 58% of the hardest-hitting trio in the roster. How these scores work →
- 8
F
M
B Cyrus · Caesar · Oliver Current meta 82.41/100 out of 100Cyrus (SP · paid), Caesar (SP · paid) and Oliver (X24) score 82.41 out of 100 together, and each of the three has a job.
Cyrus 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 takes the front as the one built to survive the opening exchange. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 66% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Caesar and Oliver both wait on; Caesar produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 53% of the hardest-hitting trio in the roster. How these scores work →
- 11
F
M
B Cyrus · Louis IX · Oliver Current meta 82.01/100 out of 100Cyrus (SP · paid), Louis IX (X19) and Oliver (X24) score 82.01 out of 100 together, and each of the three has a job.
Cyrus 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 takes the front as the one built to survive the opening exchange. 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. Oliver is the win condition, bringing 74% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Louis IX and Oliver both wait on; Louis IX produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Oliver 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 47% of the hardest-hitting trio in the roster. How these scores work →
- 16
F
M
B Cyrus · El Cid · Oliver Current meta 79.83/100 out of 100Cyrus (SP · paid), El Cid (X12) and Oliver (X24) score 79.83 out of 100 together, and each of the three has a job.
Cyrus 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 takes the front as the one built to survive the opening exchange. El Cid brings a second damage line worth 13% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 77% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger El Cid and Oliver both wait on; El Cid produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 46% of the hardest-hitting trio in the roster. How these scores work →
- 17
F
M
B Cyrus · Rainforest · Oliver Current meta 79.43/100 out of 100Cyrus (SP · paid), Rainforest (X08) and Oliver (X24) score 79.43 out of 100 together, and each of the three has a job.
Cyrus 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 takes the front as the one built to survive the opening exchange. 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 sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 80% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Rainforest and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: raw damage reaches only about 44% of the hardest-hitting trio in the roster; Rainforest (X08) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 19
F
M
B Hellfire · Cyrus · Oliver Current meta 78.91/100 out of 100Hellfire (X09), Cyrus (SP · paid) and Oliver (X24) score 78.91 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. Cyrus 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. Oliver is the win condition, bringing 88% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Hellfire and Oliver both wait on; Hellfire produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 40% of the hardest-hitting trio in the roster. How these scores work →
- 31
F
M
B Lawman · Cyrus · Oliver Current meta 77.70/100 out of 100Lawman (X03), Cyrus (SP · paid) and Oliver (X24) score 77.70 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. Cyrus 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. Oliver is the win condition, bringing 88% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Lawman and Oliver both wait on; Lawman produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: Lawman (X03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 40% of the hardest-hitting trio in the roster. How these scores work →
- 50
F
M
B Pompey · Sundiata · Oliver Current meta 74.08/100 out of 100Pompey (X16), Sundiata (X15) and Oliver (X24) score 74.08 out of 100 together, and each of the three has a job.
Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Sundiata brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Flame of Revenge puts 537% into one enemy squad on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 65% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Sundiata produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey raises Oliver’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; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 65
F
M
B Louis IX · Percival · Oliver Current meta 71.69/100 out of 100Louis IX (X19), Percival (X25) and Oliver (X24) score 71.69 out of 100 together, and each of the three has a job.
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 takes the front as the one built to survive the opening exchange. Percival adds a second source of control, so the lock rarely has an off round: Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the win condition, bringing 68% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer; Percival shuts off enemy recovery, so what Oliver deals stays dealt; Louis IX raises Oliver’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. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 77
F
M
B Lancelot · Farah · Oliver Current meta 69.65/100 out of 100Lancelot (X20 · paid), Farah (X11) and Oliver (X24) score 69.65 out of 100 together, and each of the three has a job.
Lancelot brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 67% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Oliver produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot’s Immortal applies Suppress and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Lancelot shuts off enemy recovery, so what Oliver deals stays dealt. 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. How these scores work →
- 78
F
M
B El Cid · Percival · Oliver Current meta 69.51/100 out of 100El Cid (X12), Percival (X25) and Oliver (X24) score 69.51 out of 100 together, and each of the three has a job.
El Cid brings a second damage line worth 12% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and takes the front as the sturdiest of the three. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the win condition, bringing 70% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Percival shuts off enemy recovery, so what Oliver deals stays dealt. 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. How these scores work →
- 81
F
M
B Don Quixote · Louis IX · Oliver Current meta 69.05/100 out of 100Don Quixote (X22), Louis IX (X19) and Oliver (X24) score 69.05 out of 100 together, and each of the three has a job.
Don Quixote brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Parry puts 530% into 3 enemy squads on a 65% roll, 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. Oliver is the win condition, bringing 56% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer; Louis IX raises Oliver’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation. How these scores work →
Best Archer combos with Oliver
Oliver appears in 16 ranked Archer combos.
- 1
F
M
B Galahad · Penthesilea · Oliver Current meta 87.45/100 out of 100Galahad (X23), Penthesilea (SP · paid) and Oliver (X24) score 87.45 out of 100 together, and each of the three has a job.
Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% 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. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 103% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 88% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Galahad and Oliver both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Penthesilea raises Oliver’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; raw damage reaches only about 54% of the hardest-hitting trio in the roster. How these scores work →
- 2
F
M
B Galahad · Zhuge Liang · Oliver Current meta 87.27/100 out of 100Galahad (X23), Zhuge Liang (X26) and Oliver (X24) score 87.27 out of 100 together, and each of the three has a job.
Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% 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. Zhuge Liang 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 sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Galahad and Oliver both wait on; Zhuge Liang raises Oliver’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; raw damage reaches only about 56% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 3
F
M
B Galahad · Julian · Oliver Current meta 85.60/100 out of 100Galahad (X23), Julian (X25) and Oliver (X24) score 85.60 out of 100 together, and each of the three has a job.
Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% 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. Oliver is the win condition, bringing 89% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Galahad and Oliver both wait on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; 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, and the scorecard shows why it earns the recommendation. How these scores work →
- 4
F
M
B Galahad · Ramses II · Oliver Current meta 85.39/100 out of 100Galahad (X23), Ramses II (SP · paid) and Oliver (X24) score 85.39 out of 100 together, and each of the three has a job.
Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% 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. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 89% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Galahad and Oliver both wait on; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 5
F
M
B Beowulf · Julian · Oliver Current meta 84.44/100 out of 100Beowulf (SP · paid), Julian (X25) and Oliver (X24) score 84.44 out of 100 together, and each of the three has a job.
Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. 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. Oliver is the win condition, bringing 95% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf and Oliver both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Beowulf raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 6
F
M
B Beowulf · Zhuge Liang · Oliver Current meta 84.11/100 out of 100Beowulf (SP · paid), Zhuge Liang (X26) and Oliver (X24) score 84.11 out of 100 together, and each of the three has a job.
Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Zhuge Liang 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 sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 92% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Beowulf and Oliver both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Beowulf raises Oliver’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 damage runs off different engines, so the three do not compound. How these scores work →
- 7
F
M
B Beowulf · Penthesilea · Oliver Current meta 84.06/100 out of 100Beowulf (SP · paid), Penthesilea (SP · paid) and Oliver (X24) score 84.06 out of 100 together, and each of the three has a job.
Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 103% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 94% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf and Oliver both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Beowulf raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 8
F
M
B Ramses II · Beowulf · Oliver Current meta 84.00/100 out of 100Ramses II (SP · paid), Beowulf (SP · paid) and Oliver (X24) score 84.00 out of 100 together, and each of the three has a job.
Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 95% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf and Oliver both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 10
F
M
B Julian · Spectral Reaper · Oliver Current meta 79.93/100 out of 100Julian (X25), Spectral Reaper (X03) and Oliver (X24) score 79.93 out of 100 together, and each of the three has a job.
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 takes the front as the one built to survive the opening exchange. Spectral Reaper brings a second damage line worth 13% of the expected output, so no single silence stops the plan: Tamashi-kusari puts 742% into one enemy squad on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 87% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Spectral Reaper and Oliver both wait on; Spectral Reaper shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: Spectral Reaper (X03) is the era weak point -- the enemy will aim at the oldest squad; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 11
F
M
B Penthesilea · Spectral Reaper · Oliver Current meta 79.87/100 out of 100Penthesilea (SP · paid), Spectral Reaper (X03) and Oliver (X24) score 79.87 out of 100 together, and each of the three has a job.
Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 103% of damage amplification across its kit, and takes the front as the sturdiest of the three. Spectral Reaper brings a second damage line worth 12% of the expected output, so no single silence stops the plan: Tamashi-kusari puts 742% into one enemy squad on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 87% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Spectral Reaper and Oliver both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Spectral Reaper shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: Spectral Reaper (X03) is the era weak point -- the enemy will aim at the oldest squad; the damage runs off different engines, so the three do not compound. How these scores work →
- 13
F
M
B Zhuge Liang · Lilith · Oliver Current meta 79.10/100 out of 100Zhuge Liang (X26), Lilith (X09) and Oliver (X24) score 79.10 out of 100 together, and each of the three has a job.
Zhuge Liang 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 takes the front as the one built to survive the opening exchange. Lilith brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Infatuated Shadow puts 450% into one enemy squad on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 78% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Zhuge Liang produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Zhuge Liang raises Oliver’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 damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 25
F
M
B Hector · Al-Hawra · Oliver Current meta 77.53/100 out of 100Hector (X15 · paid), Al-Hawra (X01 · paid) and Oliver (X24) score 77.53 out of 100 together, and each of the three has a job.
Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 75% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Hector and Oliver both wait on; Hector produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Oliver’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; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 26
F
M
B Al-Hawra · Eselfred · Oliver Current meta 77.46/100 out of 100Al-Hawra (X01 · paid), Eselfred (X14) and Oliver (X24) score 77.46 out of 100 together, and each of the three has a job.
Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Eselfred brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 73% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Eselfred and Oliver both wait on; Eselfred produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Oliver’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; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 36
F
M
B Tarantula · Warden · Oliver Current meta 76.29/100 out of 100Tarantula (X02), Warden (X06) and Oliver (X24) score 76.29 out of 100 together, and each of the three has a job.
Tarantula brings a second damage line worth 17% of the expected output, so no single silence stops the plan: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 80% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Tarantula and Oliver both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Oliver waits on; Tarantula raises Oliver’s output directly rather than adding a number of its own. What you give up: Tarantula (X02) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 38
F
M
B Al-Hawra · Boudica · Oliver Current meta 75.79/100 out of 100Al-Hawra (X01 · paid), Boudica (X01 · paid) and Oliver (X24) score 75.79 out of 100 together, and each of the three has a job.
Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Boudica brings a second damage line worth 10% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 87% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Boudica and Oliver both wait on; Boudica produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Oliver’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; the damage runs off different engines, so the three do not compound. How these scores work →
- 40
F
M
B Tarantula · Al-Hawra · Oliver Current meta 75.67/100 out of 100Tarantula (X02), Al-Hawra (X01 · paid) and Oliver (X24) score 75.67 out of 100 together, and each of the three has a job.
Tarantula brings a second damage line worth 17% of the expected output, so no single silence stops the plan: 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 80% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Oliver both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Tarantula raises Oliver’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line rather than focused on one squad. How these scores work →
Best Mixed combos with Oliver
Oliver appears in 8 ranked Mixed combos.
- 1
F
M
B Hannibal · Oliver · Zhao Yun Current meta 85.33/100 out of 100Hannibal (footmen · X28 · paid), Oliver (cavalry · X24) and Zhao Yun (cavalry · X26) score 85.33 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. Oliver brings a second damage line worth 44% of the expected output, so no single silence stops the plan: Strike of Light puts 725% into 3 enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 56% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 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 Oliver waits on; Oliver 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 Zhao Yun swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; no one hero clearly carries, so the damage is easier to interrupt. How these scores work →
- 4
F
M
B Achilles · Hannibal · Oliver Current meta 82.10/100 out of 100Achilles (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 82.10 out of 100 together, and each of the three has a job.
Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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. Oliver is the win condition, bringing 77% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Oliver waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Achilles’s Blade of Judgment applies Silence and takes a squad out of the fight, so Oliver 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 45% of the hardest-hitting trio in the roster. How these scores work →
- 5
F
M
B King Arthur · Penthesilea · Oliver Current meta 81.61/100 out of 100King Arthur (footmen · SP · paid), Penthesilea (archer · SP · paid) and Oliver (archer · X24) score 81.61 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. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 103% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger King Arthur and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: raw damage reaches only about 40% 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 →
- 6
F
M
B King Arthur · Zhuge Liang · Oliver Current meta 81.28/100 out of 100King Arthur (footmen · SP · paid), Zhuge Liang (archer · X26) and Oliver (archer · X24) score 81.28 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. Zhuge Liang 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 sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 84% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger King Arthur and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Zhuge Liang raises Oliver’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; raw damage reaches only about 41% of the hardest-hitting trio in the roster. How these scores work →
- 7
F
M
B Henry V · Saladin · Oliver Current meta 80.57/100 out of 100Henry V (archer · X17), Saladin (cavalry · SP · paid) and Oliver (archer · X24) score 80.57 out of 100 together, and each of the three has a job.
Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 78% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Henry V and Oliver both wait on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: raw damage reaches only about 45% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →
- 8
F
M
B La Hire · Saladin · Oliver Current meta 80.56/100 out of 100La Hire (footmen · X22), Saladin (cavalry · SP · paid) and Oliver (cavalry · X24) score 80.56 out of 100 together, and each of the three has a job.
La Hire brings a second damage line worth 10% of the expected output, so no single silence stops the plan: Shield Breaker puts 325% into 2 enemy squads on a 60% roll, and takes the front as the sturdiest of the three. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 79% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger La Hire and Oliver both wait on; La Hire’s Shield Breaker applies Disarm and takes a squad out of the fight for 1 round, so Oliver swings into a line that cannot answer. What you give up: raw damage reaches only about 44% 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 →
- 17
F
M
B Hector · Cyrus · Oliver Current meta 78.92/100 out of 100Hector (archer · X15 · paid), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 78.92 out of 100 together, and each of the three has a job.
Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Cyrus 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. Oliver is the win condition, bringing 70% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Hector and Oliver both wait on; Hector produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 50% of the hardest-hitting trio in the roster. How these scores work →
- 18
F
M
B Cyrus · Eselfred · Oliver Current meta 78.60/100 out of 100Cyrus (cavalry · SP · paid), Eselfred (archer · X14) and Oliver (archer · X24) score 78.60 out of 100 together, and each of the three has a job.
Cyrus 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 takes the front as the one built to survive the opening exchange. Eselfred brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 69% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Cyrus’s Tolerance produces tempo, the exact trigger Eselfred’s Fortified Line of Attack waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Eselfred and Oliver both wait on; Eselfred produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 51% of the hardest-hitting trio in the roster. How these scores work →
Oliver — skills
All 8 recorded skills for Oliver, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Sacred Blessing
When Oliver carries different unit types, different effects are triggered. Cavalry: +35% counter effect against Cavalry and Archer; -35% counter effect taken from them. Archers: +35% counter effect against footmen and Archers; -35% counter effect taken from them.
3 Archer Cavalry Defensive Formation II
Archers and Cavalry in the hero's squad gain 50% more Resistance.
4 Archer Cavalry Offensive Formation II
Archers and Cavalry in the hero's squad gain 50% more Might.
5 Strike of Light
Each round, 100% chance to deal 725% Skill Damage to 2-3 random enemy squads, and then the hero enters a weakened state until the end of the round.
6 Archer Cavalry Awakened
In the hero's squad, Archers and Cavalry gain 15% more Might and Resistance, 15% more HP, and 250% bonus to "Dictator" skill effect.
7 Discipline - Archer Cavalry
The hero's legion gains +25% Might and Resistance for Archers and Cavalry.
8 Paladin's Resilience
After each normal attack, Oliver triggers effects based on the unit type. Archer: Increases his Might and Resistance by 150%, stackable up to 4 layers for 2 rounds, with a 65% chance to remove debuffs. Cavalry: Reduces the target's Might and Resistance by 150%, stackable up to 4 layers for 2 rounds, with a 65% chance to remove debuffs.
Which Oliver combos can YOU play?
Select the heroes you own in the free combo generator and instantly see every Oliver lineup you can field — plus the best heroes to unlock next.
Open the combo generator


