Best comboTop ranked

Zhuge Liang · Percival · Thorvi

Mixed #11
Zhuge Liang Rise of Castles heroZhuge Liang
Percival Rise of Castles heroPercival
Thorvi Rise of Castles heroThorvi

Percival — what the skills grant

Totalled from Percival'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.

Troop Power Recovery
-80% enemy squads
Resistance
-200% enemy squads
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion
Combat Speed
+100 hero's squad
Damage
-20% enemy squads

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +300%.

About Percival

Percival is a Cavalry hero in Rise of Castles. On ROCMeta, Percival appears in 18 ranked combos spanning Cavalry and Mixed lineups. Percival's highest-ranked appearance is Zhuge Liang · Percival · Thorvi, which currently sits at Mixed #11.

Across Percival's skills, the hero's own squad gains +65% Resistance, +65% Might, and +100 Combat Speed. The wider legion gains +40% Might.

Percival's strongest recorded skill hits for 300% damage.

Percival is most often ranked alongside Thorvi, Zhao Yun, and Roland — the heroes that share the most ranked combos with Percival. The full list of partners is further down the page.

Why Percival ranks where it does

Percival is built around enemy debuffs — stronger there than 98% of the roster.

Pairs best with Defender, Hannibal and Julian. Defender feeds Percival

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

Heroes that pair well with Percival

The heroes most often ranked alongside Percival.

Best Cavalry combos with Percival

Percival appears in 13 ranked Cavalry combos.

  1. 32 Roland, front rowPercival, middle rowAttila, back row Roland · Percival · Attila
    Roland (X18), Percival (X25) and Attila (X27 · paid) score 77.26 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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. Attila is the win condition, bringing 68% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Roland’s Paladins produces prep-skips, the exact trigger Attila waits on; Percival produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: raw damage reaches only about 28% 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 77.26/100 out of 100
  2. 35 Roland, front rowPercival, middle rowTura Cartel, back row Roland · Percival · Tura Cartel
    Roland (X18), Percival (X25) and Tura Cartel (X21) score 77.17 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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. Tura Cartel is the win condition, bringing 67% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Roland’s Paladins produces prep-skips, the exact trigger Tura Cartel waits on; Percival produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 27% 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 77.17/100 out of 100
  3. 40 Attila, front rowPercival, middle rowZhao Yun, back row Attila · Percival · Zhao Yun
    Attila (X27 · paid), Percival (X25) and Zhao Yun (X26) score 75.92 out of 100 together, and each of the three has a job.

    Attila brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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. Zhao Yun is the win condition, bringing 61% 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 Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Attila shuts off enemy recovery, so what Zhao Yun 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. How these scores work →

    Current meta 75.92/100 out of 100
  4. 43 Zhao Yun, front rowPercival, middle rowThorvi, back row Zhao Yun · Percival · Thorvi
    Zhao Yun (X26), Percival (X25) and Thorvi (X29) score 75.48 out of 100 together, and each of the three has a job.

    Zhao Yun is the win condition, bringing 60% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and takes the front as the one built to survive the opening exchange. 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. Thorvi brings a second damage line worth 27% of the expected output, so no single silence stops the plan: Thunderlance Thrust puts 450% into one enemy squad 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 Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Percival shuts off enemy recovery, so what Zhao Yun deals stays dealt; Thorvi raises Zhao Yun’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 →

    Current meta 75.48/100 out of 100
  5. 48 Zhao Yun, front rowPercival, middle rowCaesar, back row Zhao Yun · Percival · Caesar
    Zhao Yun (X26), Percival (X25) and Caesar (SP · paid) score 74.38 out of 100 together, and each of the three has a job.

    Zhao Yun is the win condition, bringing 66% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and takes the front as the one built to survive the opening exchange. 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. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhao Yun produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Percival shuts off enemy recovery, so what Zhao Yun deals stays dealt. 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. How these scores work →

    Current meta 74.38/100 out of 100
  6. 49 Thorven, front rowPercival, middle rowThorvi, back row Thorven · Percival · Thorvi
    Thorven (X29), Percival (X25) and Thorvi (X29) score 74.15 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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. Thorvi is the win condition, bringing 69% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Percival produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Percival shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 29% 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 74.15/100 out of 100
  7. 65 Louis IX, front rowPercival, middle rowOliver, back row Louis IX · Percival · Oliver
    Louis 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 →

    Current meta 71.69/100 out of 100
  8. 78 El Cid, front rowPercival, middle rowOliver, back row El Cid · Percival · Oliver
    El 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 →

    Current meta 69.51/100 out of 100
  9. 87 Hellfire, front rowPercival, middle rowThorvi, back row Hellfire · Percival · Thorvi
    Hellfire (X09), Percival (X25) and Thorvi (X29) score 67.58 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. 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. Thorvi is the win condition, bringing 69% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Percival shuts off enemy recovery, so what Thorvi deals stays dealt; Hellfire raises Thorvi’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 29% 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 67.58/100 out of 100
  10. 98 Don Quixote, front rowPercival, middle rowCaesar, back row Don Quixote · Percival · Caesar
    Don Quixote (X22), Percival (X25) and Caesar (SP · paid) score 64.88 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 46% of the lineup's expected damage: 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. 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. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Percival produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer; Percival shuts off enemy recovery, so what Don Quixote deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; no one hero clearly carries, so the damage is easier to interrupt. 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 →

    Current meta 64.88/100 out of 100
  11. 114 Hellfire, front rowPercival, middle rowJohn I, back row Hellfire · Percival · John I
    Hellfire (X09), Percival (X25) and John I (X13) score 62.30 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. 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. John I is the win condition, bringing 66% 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 Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so John I swings into a line that cannot answer; Percival shuts off enemy recovery, so what John I deals stays dealt; Hellfire raises John I’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 →

    Current meta 62.30/100 out of 100
  12. 117 Army Breaker, front rowPercival, middle rowWarhammer, back row Army Breaker · Percival · Warhammer
    Army Breaker (X02), Percival (X25) and Warhammer (X06) score 60.42 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Percival swings into a line that cannot answer; Percival shuts off enemy recovery, so what Percival deals stays dealt; Army Breaker raises Percival’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 12% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 60.42/100 out of 100
  13. 119 John I, front rowPercival, middle rowWarhammer, back row John I · Percival · Warhammer
    John I (X13), Percival (X25) and Warhammer (X06) score 60.07 out of 100 together, and each of the three has a job.

    John I is the win condition, bringing 60% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so John I swings into a line that cannot answer; Percival shuts off enemy recovery, so what John I 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 →

    Current meta 60.07/100 out of 100

See the full Cavalry rankings →

Best Mixed combos with Percival

Percival appears in 5 ranked Mixed combos.

  1. 11 Zhuge Liang, front rowPercival, middle rowThorvi, back row Zhuge Liang · Percival · Thorvi
    Zhuge Liang (archer · X26), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 80.21 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. 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. Thorvi is the win condition, bringing 66% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Percival and Thorvi both wait on; Percival shuts off enemy recovery, so what Thorvi deals stays dealt; Zhuge Liang raises Thorvi’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 30% 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 80.21/100 out of 100
  2. 14 Ramses II, front rowPercival, middle rowThorvi, back row Ramses II · Percival · Thorvi
    Ramses II (archer · SP · paid), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 79.96 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. 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. Thorvi is the win condition, bringing 69% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Percival and Thorvi both wait on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Percival shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: raw damage reaches only about 29% 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 79.96/100 out of 100
  3. 16 Julian, front rowPercival, middle rowThorvi, back row Julian · Percival · Thorvi
    Julian (archer · X25), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 79.60 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. 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. Thorvi is the win condition, bringing 69% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Percival and Thorvi both wait on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Percival shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: raw damage reaches only about 29% 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 79.60/100 out of 100
  4. 22 Penthesilea, front rowPercival, middle rowThorvi, back row Penthesilea · Percival · Thorvi
    Penthesilea (archer · SP · paid), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 78.26 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 one built to survive the opening exchange. 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. Thorvi is the win condition, bringing 68% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Percival and Thorvi both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Percival shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: raw damage reaches only about 29% 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 78.26/100 out of 100
  5. 47 Beowulf, front rowPercival, middle rowZhuge Liang, back row Beowulf · Percival · Zhuge Liang
    Beowulf (archer · SP · paid), Percival (cavalry · X25) and Zhuge Liang (archer · X26) score 74.51 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. 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. 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 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 Percival both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Percival swings into a line that cannot answer; Percival shuts off enemy recovery, so what Percival deals stays dealt. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 74.51/100 out of 100

See the full Mixed rankings →

Percival — skills

All 8 recorded skills for Percival, 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

Eternal Curse

Combat Skill · 3 random enemy squads within effective range · Range 4 · Cavalry

80% chance to deal 300% Skill Damage to all enemy squads, reducing their troop power recovery by 80% . If they are already subject to a reduced troop power recovery or cannot recover at all, reduces their Resistance by 200% instead, stackable for up to 4 layers, lasting till the battle ends.

3

Cavalry Defensive Formation II

Leadership Skill · Hero's Squad

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

4

Cavalry Offensive Formation II

Leadership Skill · Hero's Squad

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

5

Knight's Shield

Pre-Battle Skill · 3 random friendly squads within effective range · Range 2 · Cavalry

Each round, 100% chance for all your Cavalry squads to gain the Dodging effect, becoming immune to the next 1 attacks. Meanwhile, 50% chance to increase the trigger rate of the hero's skills by 10% for 1 round(s).

6

Cavalry Awakened

Leadership Skill · Hero's Squad

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

7

Discipline - Cavalry

Leadership Skill · Hero's Legion

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

8

Targeted Strike

Additional Attack · 1 random enemy squad within effective range · Range 2 · Cavalry

After launching a normal attack, different effects will be triggered based on the target enemy squad's unit type: Footman: Reduces damage dealt by squads by 20% for 1 rounds; Cavalry: 100% chance to Disarm squad for 1 rounds; Archer: 100% chance to Silence squad for 1 rounds.

Which Percival combos can YOU play?

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