Best comboTop ranked

Harald III · Ragnar · Zhao Yun

Footmen #22
Harald III Rise of Castles heroHarald III
Ragnar Rise of Castles heroRagnar
Zhao Yun Rise of Castles heroZhao Yun

Ragnar — what the skills grant

Totalled from Ragnar'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.

Evasion Rate
+7.5% friendly squads
Troop Power Recovery
+180% hero's squad
Resistance
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion
HP
+15% hero's squad
Fatal Blow Rate
+8% friendly squads

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 5 — +160%, skill 5 — +320%, skill 5 — +480%, skill 5 — +640%.

About Ragnar

Ragnar is a Cavalry / Archer / Footmen hero in Rise of Castles. On ROCMeta, Ragnar appears in 44 ranked combos spanning Cavalry, Archer, Footmen, and Mixed lineups. Ragnar's highest-ranked appearance is Harald III · Ragnar · Zhao Yun, which currently sits at Footmen #22.

Across Ragnar's skills, the hero's own squad gains +180% Troop Power Recovery, +65% Resistance, +65% Might, and +15% HP. The wider legion gains +40% Might.

Ragnar's strongest recorded skill hits for 640% damage.

Ragnar is most often ranked alongside Henry II, Bjorn, and Geraint — the heroes that share the most ranked combos with Ragnar. The full list of partners is further down the page.

Why Ragnar ranks where it does

Ragnar is built around burst damage and evasion — stronger there than 98% of the roster.

Adds little alongside Achilles, Gustav and Hector. both are sustains — the second adds little the first does not

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

Heroes that pair well with Ragnar

The heroes most often ranked alongside Ragnar.

Best Cavalry combos with Ragnar

Ragnar appears in 15 ranked Cavalry combos.

  1. 25 Ragnar, front rowSaladin, middle rowAttila, back row Ragnar · Saladin · Attila
    Ragnar (X12 · paid), Saladin (SP · paid) and Attila (X27 · paid) score 78.36 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, 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. Attila is the win condition, bringing 64% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. 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. How these scores work →

    Current meta 78.36/100 out of 100
  2. 28 Ragnar, front rowSaladin, middle rowTura Cartel, back row Ragnar · Saladin · Tura Cartel
    Ragnar (X12 · paid), Saladin (SP · paid) and Tura Cartel (X21) score 77.82 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, 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. Tura Cartel is the win condition, bringing 63% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Saladin (SP). How these scores work →

    Current meta 77.82/100 out of 100
  3. 33 Don Quixote, front rowRagnar, middle rowSaladin, back row Don Quixote · Ragnar · Saladin
    Don Quixote (X22), Ragnar (X12 · paid) and Saladin (SP · paid) score 77.23 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 65% 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. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Don Quixote waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote waits on; Ragnar raises Don Quixote’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; little here disrupts the enemy plan, so the fight is decided on raw output. How these scores work →

    Current meta 77.23/100 out of 100
  4. 66 Ragnar, front rowLancelot, middle rowZhao Yun, back row Ragnar · Lancelot · Zhao Yun
    Ragnar (X12 · paid), Lancelot (X20 · paid) and Zhao Yun (X26) score 71.60 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Lancelot brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 71% 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 Ragnar 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 Zhao Yun swings into a line that cannot answer; Lancelot shuts off enemy recovery, so what Zhao Yun 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 →

    Current meta 71.60/100 out of 100
  5. 86 Ragnar, front rowCyrus, middle rowCaesar, back row Ragnar · Cyrus · Caesar
    Ragnar (X12 · paid), Cyrus (SP · paid) and Caesar (SP · paid) score 67.62 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% 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. 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 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 waits on; Ragnar produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory and Caesar’s Coalition Strike both wait on; Cyrus shuts off enemy recovery, so what Caesar 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 24% of the hardest-hitting trio in the roster. 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 67.62/100 out of 100
  6. 89 Ragnar, front rowBjorn, middle rowZhao Yun, back row Ragnar · Bjorn · Zhao Yun
    Ragnar (X12 · paid), Bjorn (X04) and Zhao Yun (X26) score 67.03 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 84% 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 Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Ragnar 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. How these scores work →

    Current meta 67.03/100 out of 100
  7. 96 Don Quixote, front rowRagnar, middle rowRainforest, back row Don Quixote · Ragnar · Rainforest
    Don Quixote (X22), Ragnar (X12 · paid) and Rainforest (X08) score 65.35 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 66% 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. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer; Ragnar raises Don Quixote’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 30% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 65.35/100 out of 100
  8. 100 Ragnar, front rowFarah, middle rowAttila, back row Ragnar · Farah · Attila
    Ragnar (X12 · paid), Farah (X11) and Attila (X27 · paid) score 64.41 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, 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. Attila is the win condition, bringing 65% 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 Attila shuts off enemy recovery, so what Attila deals stays dealt; Ragnar raises Attila’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 64.41/100 out of 100
  9. 104 Ragnar, front rowFarah, middle rowTura Cartel, back row Ragnar · Farah · Tura Cartel
    Ragnar (X12 · paid), Farah (X11) and Tura Cartel (X21) score 63.82 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, 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. Tura Cartel is the win condition, bringing 64% 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 Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt; Ragnar raises Tura Cartel’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 28% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 63.82/100 out of 100
  10. 113 Lawman, front rowRagnar, middle rowLancelot, back row Lawman · Ragnar · Lancelot
    Lawman (X03), Ragnar (X12 · paid) and Lancelot (X20 · paid) score 62.54 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. Ragnar doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 68% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Lawman produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot shuts off enemy recovery, so what Lancelot deals stays dealt; Ragnar raises Lancelot’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; raw damage reaches only about 18% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 62.54/100 out of 100
  11. 122 Octavius, front rowRagnar, middle rowCaesar, back row Octavius · Ragnar · Caesar
    Octavius (S02 · paid), Ragnar (X12 · paid) and Caesar (SP · paid) score 58.65 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ragnar produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Octavius raises Caesar’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; the trigger chain is thin — the three lean on one link rather than several. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Current meta 58.65/100 out of 100
  12. 152 Lawman, front rowBjorn, middle rowRagnar, back row Lawman · Bjorn · Ragnar
    Lawman (X03), Bjorn (X04) and Ragnar (X12 · paid) score 59.69 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. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Bjorn raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 9% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 59.69/100 out of 100
  13. 158 Beast Queen, front rowBjorn, middle rowRagnar, back row Beast Queen · Bjorn · Ragnar
    Beast Queen (S02), Bjorn (X04) and Ragnar (X12 · paid) score 58.63 out of 100 together, and each of the three has a job.

    Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Bjorn is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Beast Queen raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 9% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 58.63/100 out of 100
  14. 162 Ragnar, front rowThe Brave, middle rowBjorn, back row Ragnar · The Brave · Bjorn
    Ragnar (X12 · paid), The Brave (S04) and Bjorn (X04) score 58.25 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; The Brave raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 8% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 58.25/100 out of 100
  15. 175 Octavius, front rowThe Brave, middle rowRagnar, back row Octavius · The Brave · Ragnar
    Octavius (S02 · paid), The Brave (S04) and Ragnar (X12 · paid) score 56.47 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Octavius raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Mid progression 56.47/100 out of 100

See the full Cavalry rankings →

Best Archer combos with Ragnar

Ragnar appears in 13 ranked Archer combos.

  1. 77 Beowulf, front rowJulian, middle rowRagnar, back row Beowulf · Julian · Ragnar
    Beowulf (SP · paid), Julian (X25) and Ragnar (X12 · paid) score 71.32 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. Ragnar is the win condition, bringing 74% of the lineup's expected damage: Pillage puts 640% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Beowulf raises Ragnar’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 10% 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 71.32/100 out of 100
  2. 79 Beowulf, front rowPenthesilea, middle rowRagnar, back row Beowulf · Penthesilea · Ragnar
    Beowulf (SP · paid), Penthesilea (SP · paid) and Ragnar (X12 · paid) score 71.03 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. Ragnar is the win condition, bringing 72% of the lineup's expected damage: Pillage puts 640% 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Beowulf raises Ragnar’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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 71.03/100 out of 100
  3. 82 Henry V, front rowRagnar, middle rowHenry II, back row Henry V · Ragnar · Henry II
    Henry V (X17), Ragnar (X12 · paid) and Henry II (X20) score 70.92 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. Ragnar brings a second damage line worth 18% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 66% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Henry II swings into a line that cannot answer; Ragnar raises Henry II’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 43% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 70.92/100 out of 100
  4. 83 Ragnar, front rowPoison Master, middle rowHenry II, back row Ragnar · Poison Master · Henry II
    Ragnar (X12 · paid), Poison Master (X10) and Henry II (X20) score 70.74 out of 100 together, and each of the three has a job.

    Ragnar brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, 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. Henry II is the win condition, bringing 79% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Ragnar produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Ragnar raises Henry II’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; raw damage reaches only about 36% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 70.74/100 out of 100
  5. 90 Ragnar, front rowTomyris, middle rowHenry II, back row Ragnar · Tomyris · Henry II
    Ragnar (X12 · paid), Tomyris (X28) and Henry II (X20) score 70.43 out of 100 together, and each of the three has a job.

    Ragnar brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, and takes the front, able to both absorb the opening rounds and heal through them. Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 78% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Henry II swings into a line that cannot answer; Ragnar raises Henry II’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 37% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 70.43/100 out of 100
  6. 108 Eidolon, front rowRagnar, middle rowHenry II, back row Eidolon · Ragnar · Henry II
    Eidolon (X07), Ragnar (X12 · paid) and Henry II (X20) score 66.79 out of 100 together, and each of the three has a job.

    Eidolon is the multiplier, raising what the other two put out rather than adding a number of its own: carries 140% 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. Ragnar brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 72% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Eidolon raises Henry II’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Eidolon (X07) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 66.79/100 out of 100
  7. 115 Ramses II, front rowRagnar, middle rowHenry II, back row Ramses II · Ragnar · Henry II
    Ramses II (SP · paid), Ragnar (X12 · paid) and Henry II (X20) score 66.07 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. Ragnar brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 79% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 raises Henry II’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; little here disrupts the enemy plan, so the fight is decided on raw output. 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 66.07/100 out of 100
  8. 120 Ragnar, front rowSakura Blossom, middle rowHenry II, back row Ragnar · Sakura Blossom · Henry II
    Ragnar (X12 · paid), Sakura Blossom (X01) and Henry II (X20) score 64.26 out of 100 together, and each of the three has a job.

    Ragnar brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, and takes the front, able to both absorb the opening rounds and heal through them. Sakura Blossom 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. Henry II is the win condition, bringing 75% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Ragnar raises Henry II’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Sakura Blossom (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 64.26/100 out of 100
  9. 124 Elk, front rowRagnar, middle rowHenry II, back row Elk · Ragnar · Henry II
    Elk (X01), Ragnar (X12 · paid) and Henry II (X20) score 62.50 out of 100 together, and each of the three has a job.

    Elk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 58% 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. Ragnar brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 72% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Elk raises Henry II’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; little here disrupts the enemy plan, so the fight is decided on raw output. How these scores work →

    Current meta 62.50/100 out of 100
  10. 166 Eidolon, front rowPoison Master, middle rowRagnar, back row Eidolon · Poison Master · Ragnar
    Eidolon (X07), Poison Master (X10) and Ragnar (X12 · paid) score 61.76 out of 100 together, and each of the three has a job.

    Eidolon is the multiplier, raising what the other two put out rather than adding a number of its own: carries 140% 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. 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. Ragnar is the win condition, bringing 69% of the lineup's expected damage: Pillage puts 640% 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 Eidolon produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Eidolon raises Ragnar’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 11% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 61.76/100 out of 100
  11. 177 Ragnar, front rowAl Faith, middle rowEdward the Confessor, back row Ragnar · Al Faith · Edward the Confessor
    Ragnar (X12 · paid), Al Faith (S01) and Edward the Confessor (S01) score 58.40 out of 100 together, and each of the three has a job.

    Ragnar is the win condition, bringing 84% of the lineup's expected damage: Pillage puts 640% into all enemy squads every time it fires, and takes the front, able to both absorb the opening rounds and heal through them. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Edward the Confessor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Al Faith raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Al Faith (S01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 58.40/100 out of 100
  12. 180 Elk, front rowDivine Arrow, middle rowRagnar, back row Elk · Divine Arrow · Ragnar
    Elk (X01), Divine Arrow (S04) and Ragnar (X12 · paid) score 57.46 out of 100 together, and each of the three has a job.

    Elk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 58% 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 63% of the lineup's expected damage: Pillage puts 640% 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 Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Elk raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Mid progression 57.46/100 out of 100
  13. 181 Eidolon, front rowDivine Arrow, middle rowRagnar, back row Eidolon · Divine Arrow · Ragnar
    Eidolon (X07), Divine Arrow (S04) and Ragnar (X12 · paid) score 57.43 out of 100 together, and each of the three has a job.

    Eidolon is the multiplier, raising what the other two put out rather than adding a number of its own: carries 140% 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 62% of the lineup's expected damage: Pillage puts 640% 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 Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Eidolon raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Mid progression 57.43/100 out of 100

See the full Archer rankings →

Best Footmen combos with Ragnar

Ragnar appears in 14 ranked Footmen combos.

  1. 22 Harald III, front rowRagnar, middle rowZhao Yun, back row Harald III · Ragnar · Zhao Yun
    Harald III (X19), Ragnar (X12 · paid) and Zhao Yun (X26) score 74.24 out of 100 together, and each of the three has a job.

    Harald III is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Authority applies Taunt on a 55% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ragnar brings a second damage line worth 10% of the expected output, so no single silence stops the plan: Pillage puts 640% into all 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 78% 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 Harald III’s Absolute Authority applies Taunt and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Ragnar 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. How these scores work →

    Current meta 74.24/100 out of 100
  2. 34 Liberator, front rowHannibal, middle rowRagnar, back row Liberator · Hannibal · Ragnar
    Liberator (X05), Hannibal (X28 · paid) and Ragnar (X12 · paid) score 71.78 out of 100 together, and each of the three has a job.

    Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. 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. Ragnar is the win condition, bringing 91% of the lineup's expected damage: Pillage puts 640% 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 Liberator waits on; Liberator 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 Ragnar 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 9% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 71.78/100 out of 100
  3. 55 Geraint, front rowRagnar, middle rowAshoka, back row Geraint · Ragnar · Ashoka
    Geraint (X24), Ragnar (X12 · paid) and Ashoka (X14) score 68.51 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. Ragnar brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 63% 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 Ragnar produces combat-skill casts, the exact trigger Geraint’s Deadly Roar and Ashoka’s Bloodthirsty Ashoka both wait on; Ragnar 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 32% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 68.51/100 out of 100
  4. 62 Gustav, front rowRagnar, middle rowAshoka, back row Gustav · Ragnar · Ashoka
    Gustav (X20), Ragnar (X12 · paid) and Ashoka (X14) score 66.93 out of 100 together, and each of the three has a job.

    Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Uprising applies Suppress, and takes the front, able to both absorb the opening rounds and heal through them. Ragnar brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, 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 Ragnar produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer; Gustav raises Ashoka’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; raw damage reaches only about 30% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 66.93/100 out of 100
  5. 78 Geraint, front rowHealer, middle rowRagnar, back row Geraint · Healer · Ragnar
    Geraint (X24), Healer (X10) and Ragnar (X12 · paid) score 65.02 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. 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. Ragnar is the win condition, bringing 69% of the lineup's expected damage: Pillage puts 640% 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 Healer produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on. What you give up: raw damage reaches only about 12% 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 65.02/100 out of 100
  6. 81 Alexander, front rowGustav, middle rowRagnar, back row Alexander · Gustav · Ragnar
    Alexander (SP · paid), Gustav (X20) and Ragnar (X12 · paid) score 64.73 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. Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Uprising applies Suppress, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 66% of the lineup's expected damage: Pillage puts 640% 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 Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Gustav raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 12% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 64.73/100 out of 100
  7. 90 Hellfire, front rowGeraint, middle rowRagnar, back row Hellfire · Geraint · Ragnar
    Hellfire (X09), Geraint (X24) and Ragnar (X12 · paid) score 63.38 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. 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 sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 69% of the lineup's expected damage: Pillage puts 640% 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 Hellfire produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on; Hellfire raises Ragnar’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 12% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 63.38/100 out of 100
  8. 91 Gustav, front rowHealer, middle rowRagnar, back row Gustav · Healer · Ragnar
    Gustav (X20), Healer (X10) and Ragnar (X12 · paid) score 63.33 out of 100 together, and each of the three has a job.

    Gustav is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Uprising applies Suppress, 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. Ragnar is the win condition, bringing 78% of the lineup's expected damage: Pillage puts 640% 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 Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Gustav raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 10% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 63.33/100 out of 100
  9. 106 Geraint, front rowDach Tengri, middle rowRagnar, back row Geraint · Dach Tengri · Ragnar
    Geraint (X24), Dach Tengri (X02) and Ragnar (X12 · paid) score 61.57 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. 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. Ragnar is the win condition, bringing 69% of the lineup's expected damage: Pillage puts 640% 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 Ragnar produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on; Dach Tengri raises Ragnar’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 12% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 61.57/100 out of 100
  10. 111 Alexander, front rowHunk, middle rowRagnar, back row Alexander · Hunk · Ragnar
    Alexander (SP · paid), Hunk (X01) and Ragnar (X12 · paid) score 60.44 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. Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 73% of the lineup's expected damage: Pillage puts 640% 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 Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Ragnar swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 11% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 60.44/100 out of 100
  11. 163 Hunk, front rowDesert Storm, middle rowRagnar, back row Hunk · Desert Storm · Ragnar
    Hunk (X01), Desert Storm (S04) and Ragnar (X12 · paid) score 58.92 out of 100 together, and each of the three has a job.

    Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Desert Storm adds a second source of control, so the lock rarely has an off round: strips 18% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 67% of the lineup's expected damage: Pillage puts 640% 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 Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Ragnar swings into a line that cannot answer. 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. How these scores work →

    Mid progression 58.92/100 out of 100
  12. 164 Ragnar, front rowDach Tengri, middle rowDesert Storm, back row Ragnar · Dach Tengri · Desert Storm
    Ragnar (X12 · paid), Dach Tengri (X02) and Desert Storm (S04) score 58.77 out of 100 together, and each of the three has a job.

    Ragnar is the win condition, bringing 74% of the lineup's expected damage: Pillage puts 640% into all enemy squads every time it fires, 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. Desert Storm 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Dach Tengri raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 11% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 58.77/100 out of 100
  13. 175 Theodora, front rowDesert Storm, middle rowRagnar, back row Theodora · Desert Storm · Ragnar
    Theodora (S04 · paid), Desert Storm (S04) and Ragnar (X12 · paid) score 56.75 out of 100 together, and each of the three has a job.

    Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% 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. Desert Storm 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 sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 71% of the lineup's expected damage: Pillage puts 640% 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 Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Ragnar swings into a line that cannot answer; Theodora raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 11% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 56.75/100 out of 100
  14. 180 Cleopatra VII, front rowTheodora, middle rowRagnar, back row Cleopatra VII · Theodora · Ragnar
    Cleopatra VII (S03 · paid), Theodora (S04 · paid) and Ragnar (X12 · paid) score 52.97 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 55% of the lineup's expected damage: Pillage puts 640% 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 Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Theodora raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Mid progression 52.97/100 out of 100

See the full Footmen rankings →

Best Mixed combos with Ragnar

Ragnar appears in 2 ranked Mixed combos.

  1. 66 Ragnar, front rowHannibal, middle rowSundiata, back row Ragnar · Hannibal · Sundiata
    Ragnar (cavalry · X12 · paid), Hannibal (footmen · X28 · paid) and Sundiata (cavalry · X15) score 72.87 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% 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. Sundiata is the win condition, bringing 70% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Sundiata waits on; Sundiata 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 Sundiata swings into a line that cannot answer. What you give up: raw damage reaches only about 19% 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 72.87/100 out of 100
  2. 167 Ragnar, front rowHealer, middle rowBjorn, back row Ragnar · Healer · Bjorn
    Ragnar (cavalry · X12 · paid), Healer (footmen · X10) and Bjorn (cavalry · X04) score 59.00 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, 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. Bjorn is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 90% 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 Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Bjorn raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 8% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 59.00/100 out of 100

See the full Mixed rankings →

Ragnar — skills

All 8 recorded skills for Ragnar, 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

Ferarless Man

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

Each round, restores some troop power for the hero's squad ( recovery rate: 180% ); if the hero's squad has a troop power highter than 60% before the restoration, all squads can gain 7.5% Evasion Rate , lasting till the battle ends ( stackable for up to 4 layers ).

3

Defensive Formation

Leadership Skill · Hero's Squad

Hero's squad has +50% Resistance

4

Offensive Formation

Leadership Skill · Hero's Squad

Hero's squad has +50% Might

5

Pillage

Combat Skill · 3 random enemy squads within effective range · Range 5 · Any

In round 1/3/5/7, deals 160%/320%/480%/640% damage to all enemy squads to all enemy squads respectively.

6

Awakened Life

Leadership Skill · Hero's Squad

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

7

Offense

Leadership Skill · Hero's Legion

Hero's formation has +40% Might.

8

Common Raven

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

After dealing damage, 50% chance for the hero's squad and the back-row squad to gain 8% chance to launch the " Fatal blow " and " Destructive Strike ", lasting till the battle ends ( stackable for up to 5 layers ).

Which Ragnar combos can YOU play?

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