Best comboTop ranked

Pepin · Clovis I · Zhao Yun

Footmen #18
Pepin Rise of Castles heroPepin
Clovis I Rise of Castles heroClovis I
Zhao Yun Rise of Castles heroZhao Yun

Pepin — what the skills grant

Totalled from Pepin'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
-150% enemy squads
+65% hero's squad
+40% hero's legion
Might
+65% hero's squad
Damage
+35% friendly squads
HP
+15% hero's squad
Damage Taken
-80% friendly squads
Troop Power Recovery
+40% friendly squads

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +225%.

About Pepin

Pepin is a Footmen hero in Rise of Castles. On ROCMeta, Pepin appears in 22 ranked combos spanning Footmen and Mixed lineups. Pepin's highest-ranked appearance is Pepin · Clovis I · Zhao Yun, which currently sits at Footmen #18.

Across Pepin's skills, the hero's own squad gains +65% Resistance, +65% Might, and +15% HP. The wider legion gains +40% Resistance.

Pepin's strongest recorded skill hits for 225% damage.

Pepin is most often ranked alongside Clovis I, Ashoka, and King Cnut — the heroes that share the most ranked combos with Pepin. The full list of partners is further down the page.

Why Pepin ranks where it does

Pepin is built around damage reduction and enemy debuffs — stronger there than 93% of the roster.

Pairs best with Al-Hawra, Alberich and Ashoka. Al-Hawra feeds Pepin; Pepin feeds Al-Hawra

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

Heroes that pair well with Pepin

The heroes most often ranked alongside Pepin.

Best Footmen combos with Pepin

Pepin appears in 17 ranked Footmen combos.

  1. 18 Pepin, front rowClovis I, middle rowZhao Yun, back row Pepin · Clovis I · Zhao Yun
    Pepin (X12), Clovis I (X15) and Zhao Yun (X26) score 78.04 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 85% 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 Clovis I produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; 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 →

    Current meta 78.04/100 out of 100
  2. 44 Geraint, front rowPepin, middle rowAshoka, back row Geraint · Pepin · Ashoka
    Geraint (X24), Pepin (X12) and Ashoka (X14) score 70.31 out of 100 together, and each of the three has a job.

    Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 74% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Ashoka produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Geraint’s Deadly Roar and Ashoka’s Bloodthirsty Ashoka both wait on; Pepin raises Ashoka’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 27% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 70.31/100 out of 100
  3. 47 Pepin, front rowKing Cnut, middle rowAshoka, back row Pepin · King Cnut · Ashoka
    Pepin (X12), King Cnut (X17) and Ashoka (X14) score 70.01 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. King Cnut 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 sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 75% 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 King Cnut produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Ashoka 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 27% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 70.01/100 out of 100
  4. 52 Pepin, front rowLa Hire, middle rowAshoka, back row Pepin · La Hire · Ashoka
    Pepin (X12), La Hire (X22) and Ashoka (X14) score 69.05 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. La Hire brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Shield Breaker puts 325% into 2 enemy squads on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 66% 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 La Hire produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; La Hire’s Shield Breaker applies Disarm and takes a squad out of the fight for 1 round, so Ashoka 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 30% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 69.05/100 out of 100
  5. 53 Pepin, front rowHasdrubal, middle rowClovis I, back row Pepin · Hasdrubal · Clovis I
    Pepin (X12), Hasdrubal (X23) and Clovis I (X15) score 68.78 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Hasdrubal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Counter-espionage applies Silence for 2 rounds on a 85% roll, and sits in the middle, where the support reaches both the front and the back. Clovis I adds a second source of control, so the lock rarely has an off round: Territory Expansion applies Silence 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 Hasdrubal produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Clovis I swings into a line that cannot answer. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 68.78/100 out of 100
  6. 67 Fortuneteller, front rowHasdrubal, middle rowPepin, back row Fortuneteller · Hasdrubal · Pepin
    Fortuneteller (X08), Hasdrubal (X23) and Pepin (X12) score 65.94 out of 100 together, and each of the three has a job.

    Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hasdrubal adds a second source of control, so the lock rarely has an off round: Counter-espionage applies Silence for 2 rounds on a 85% roll, and sits in the middle, where the support reaches both the front and the back. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Hasdrubal produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on; Fortuneteller produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Fortuneteller swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 65.94/100 out of 100
  7. 68 Alberich, front rowPepin, middle rowScarlet Reaver, back row Alberich · Pepin · Scarlet Reaver
    Alberich (X18 · paid), Pepin (X12) and Scarlet Reaver (X07) score 65.90 out of 100 together, and each of the three has a job.

    Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Alberich produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Pepin raises Scarlet Reaver’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 22% 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 →

    Current meta 65.90/100 out of 100
  8. 69 Alexander, front rowFortuneteller, middle rowPepin, back row Alexander · Fortuneteller · Pepin
    Alexander (SP · paid), Fortuneteller (X08) and Pepin (X12) score 65.84 out of 100 together, and each of the three has a job.

    Alexander is the saboteur, stripping the enemy's stats before the blows land: strips 325% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, and sits in the middle, where the support reaches both the front and the back. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Pepin produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on; Fortuneteller produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin raises Fortuneteller’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. How these scores work →

    Current meta 65.84/100 out of 100
  9. 82 Pepin, front rowKing Cnut, middle rowScarlet Reaver, back row Pepin · King Cnut · Scarlet Reaver
    Pepin (X12), King Cnut (X17) and Scarlet Reaver (X07) score 64.47 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. King Cnut 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 sits in the middle, where the support reaches both the front and the back. Scarlet Reaver is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because King Cnut produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Scarlet Reaver swings into a line that cannot answer; Pepin raises Scarlet Reaver’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. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 64.47/100 out of 100
  10. 86 King Arthur, front rowPepin, middle rowFortuneteller, back row King Arthur · Pepin · Fortuneteller
    King Arthur (SP · paid), Pepin (X12) and Fortuneteller (X08) score 63.81 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. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Pepin produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone and Fortuneteller’s Soul Sacrifice both wait on; Fortuneteller produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin raises Fortuneteller’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; Fortuneteller (X08) 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 63.81/100 out of 100
  11. 92 Pepin, front rowHasdrubal, middle rowValkyrie, back row Pepin · Hasdrubal · Valkyrie
    Pepin (X12), Hasdrubal (X23) and Valkyrie (X03) score 63.14 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Hasdrubal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Counter-espionage applies Silence for 2 rounds on a 85% roll, and sits in the middle, where the support reaches both the front and the back. Valkyrie is the win condition, bringing 68% of the lineup's expected damage: Apocalyptic Prayer puts 310% into one enemy squad on a 45% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hasdrubal produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Valkyrie swings into a line that cannot answer; Pepin raises Valkyrie’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 63.14/100 out of 100
  12. 101 Pepin, front rowKing Cnut, middle rowNevsky, back row Pepin · King Cnut · Nevsky
    Pepin (X12), King Cnut (X17) and Nevsky (X27) score 62.01 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. King Cnut 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 sits in the middle, where the support reaches both the front and the back. Nevsky is the win condition, bringing 71% of the lineup's expected damage: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% 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 King Cnut produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Nevsky swings into a line that cannot answer. What you give up: raw damage reaches only about 23% of the hardest-hitting trio in the roster; 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 →

    Current meta 62.01/100 out of 100
  13. 128 Pepin, front rowClovis I, middle rowAshoka, back row Pepin · Clovis I · Ashoka
    Pepin (X12), Clovis I (X15) and Ashoka (X14) score 73.68 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 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 Clovis I produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear and Ashoka’s Bloodthirsty Ashoka both wait on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 31% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Clovis I (X15). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 73.68/100 out of 100
  14. 131 Pepin, front rowHealer, middle rowClovis I, back row Pepin · Healer · Clovis I
    Pepin (X12), Healer (X10) and Clovis I (X15) score 68.20 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Healer is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Pepin produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Healer produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin raises Clovis I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 68.20/100 out of 100
  15. 134 Hellfire, front rowPepin, middle rowClovis I, back row Hellfire · Pepin · Clovis I
    Hellfire (X09), Pepin (X12) and Clovis I (X15) score 67.44 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. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Hellfire produces combat-skill casts, the exact trigger Pepin’s Power of Staff and Clovis I’s Frankish Spear both wait on; Hellfire raises Clovis I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 67.44/100 out of 100
  16. 141 Pepin, front rowDach Tengri, middle rowClovis I, back row Pepin · Dach Tengri · Clovis I
    Pepin (X12), Dach Tengri (X02) and Clovis I (X15) score 65.19 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Dach Tengri is the multiplier, raising what the other two put out rather than adding a number of its own: carries 32% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Clovis I produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Pepin raises Clovis I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; Dach Tengri (X02) 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 65.19/100 out of 100
  17. 153 Pepin, front rowRough Rider, middle rowScarlet Reaver, back row Pepin · Rough Rider · Scarlet Reaver
    Pepin (X12), Rough Rider (S00) and Scarlet Reaver (X07) score 63.13 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Rough Rider brings a second damage line worth 21% of the expected output, so no single silence stops the plan: 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. Scarlet Reaver is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rough Rider produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin raises Scarlet Reaver’s output directly rather than adding a number of its own. What you give up: Rough Rider (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 63.13/100 out of 100

See the full Footmen rankings →

Best Mixed combos with Pepin

Pepin appears in 5 ranked Mixed combos.

  1. 80 Henry V, front rowPepin, middle rowFrederick I, back row Henry V · Pepin · Frederick I
    Henry V (archer · X17), Pepin (footmen · X12) and Frederick I (archer · X16) score 71.43 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. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 69% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% 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 Henry V’s Wildfire of Wales produces burns, the exact trigger Frederick I’s Frenzy War waits on; Henry V produces combat-skill casts, the exact trigger Pepin’s Power of Staff and Frederick I’s Frenzy War both wait on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Frederick I swings into a line that cannot answer. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Henry V (X17). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 71.43/100 out of 100
  2. 119 Pepin, front rowCyrus, middle rowJohn I, back row Pepin · Cyrus · John I
    Pepin (footmen · X12), Cyrus (cavalry · SP · paid) and John I (cavalry · X13) score 68.15 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, 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. John I is the win condition, bringing 71% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Pepin and John I both wait on; Cyrus produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin 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 25% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 68.15/100 out of 100
  3. 135 Pepin, front rowPoison Master, middle rowBelisarius, back row Pepin · Poison Master · Belisarius
    Pepin (footmen · X12), Poison Master (archer · X10) and Belisarius (archer · X12) score 68.92 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Belisarius is the win condition, bringing 70% of the lineup's expected damage: Hunting Down puts 279% into all enemy squads on a 70% 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 Poison Master’s Spreading Poison produces dot, the exact trigger Belisarius’s Hunting Down waits on; Pepin produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Pepin (X12). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 68.92/100 out of 100
  4. 136 Pepin, front rowAl-Hawra, middle rowEselfred, back row Pepin · Al-Hawra · Eselfred
    Pepin (footmen · X12), Al-Hawra (archer · X01 · paid) and Eselfred (archer · X14) score 68.88 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% 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. Eselfred is the win condition, bringing 75% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Pepin and Eselfred both wait on; Pepin produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on. What you give up: raw damage reaches only about 15% 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 →

    Mid progression 68.88/100 out of 100
  5. 152 Pepin, front rowClovis I, middle rowJohn I, back row Pepin · Clovis I · John I
    Pepin (footmen · X12), Clovis I (footmen · X15) and John I (cavalry · X13) score 63.64 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 69% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads 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 Clovis I produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so John I swings into a line that cannot answer. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 63.64/100 out of 100

See the full Mixed rankings →

Pepin — skills

All 8 recorded skills for Pepin, 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

Thunderstruck

Combat Skill · 2 random enemy squads within effective range · Range 4 · Footmen

60% chance to deal 225% damage to 2 random enemy squad(s) within the valid range and make the Resistance of the squad(s) -150% for 2 round(s) (effect can be stacked).

3

Footmen Defensive Formation II

Leadership Skill · Hero's Squad

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

4

Footmen Offensive Formation II

Leadership Skill · Hero's Squad

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

5

Power of Staff

Combat Skill · 2 random friendly squads within effective range · Range 2 · Footmen

For every 6 combat skill(s) cast by all squads of your side, 100% chance to increase the combat skill damage dealt by 3 Footman squad(s) of your side within the valid range by 35% and apply a "Life Steal" effect, allowing the said squad(s) to use 15% of the damage dealt to restore the power of the squad(s), lasting 1 round(s).

6

Awaken

Leadership Skill · Hero's Squad

Footmen in Hero's squad has +15% Might and Resistance, and +15% HP. 250% bonus to the skill "Dictator".

7

Defensive Order - Footmen

Leadership Skill · Hero's Legion

Footmen in the hero's squad gain +40% Resistance.

8

Swirling Hurricane

Combat Skill · 3 random friendly squads within effective range · Range 4 · Footmen

For the first 3 round(s), 100% chance each round to restore some power of all squads of your side (recovery rate: 40%) and apply a shield, making the damage taken -80% for the subsequent 1 time(s). Starting from round 4, 100% chance to cast the "Thunderstruck" skill once on the disarmed enemy squad.

Which Pepin combos can YOU play?

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