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.
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 35 ranked combos spanning Cavalry, Archer, Footmen, and Mixed lineups. Ragnar's best-placed appearance is Alexander · Ragnar · Zhao Yun, which currently sits at #43 in the Footmen list’s Current meta tier.
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 Harald III, Hannibal, and Saladin — 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, Arslan and Heaven's Justice. both are carrys — 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.
Most often ranked with Ragnar
Counted from the published lists: the partners who appear beside Ragnar in the most ranked lineups.
Proven synergies
A different question from the grid above: not who Ragnar is listed with, but whose kit the skill text says Ragnar actually feeds — or feeds on. Each claim names the effect and, wherever the card records one, the skill producing it, so you can check it against the cards further down. Some of these pairs share no ranked lineup at all; each one says why.
Alberich
3 shared lineupsRagnar supplies the combat-skill casts; Alberich's Treasure Holder feeds on them.
King Arthur
2 shared lineupsRagnar supplies the combat-skill casts; King Arthur's Sword in the Stone feeds on them.
Cyrus
2 shared lineupsRagnar supplies the combat-skill casts; Cyrus's Strategy to Victory feeds on them.
Caesar
2 shared lineupsRagnar supplies the combat-skill casts; Caesar's Coalition Strike feeds on them.
Frederick I
2 shared lineupsRagnar supplies the combat-skill casts; Frederick I's Frenzy War feeds on them.
Lancelot
2 shared lineupsRagnar supplies the combat-skill casts; Lancelot's Dedication feeds on them.
Best Cavalry combos with Ragnar
Ragnar appears in 11 ranked Cavalry combos.
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B Roland · Ragnar · Attila 7/8 82.75/100 out of 100 Roland (X18), Ragnar (X12 · paid) and Attila (X27 · paid) score 82.75 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. 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. Attila is the win condition, bringing 77% 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 Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on; Roland’s Paladins produces prep-skips, the exact trigger Attila waits on; Ragnar produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.
- 126
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B Ragnar · Cyrus · Thorvi 5/8 83.04/100 out of 100 Ragnar (X12 · paid), Cyrus (SP · paid) and Thorvi (X29) score 83.04 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. Thorvi is the win condition, bringing 86% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Ragnar produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 46% of the hardest-hitting trio in the roster.
- 127
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B Roland · Ragnar · Lancelot 5/8 83.48/100 out of 100 Roland (X18), Ragnar (X12 · paid) and Lancelot (X20 · paid) score 83.48 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. 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. Lancelot is the win condition, bringing 76% 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 Lancelot’s Dedication produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Roland’s Paladins produces prep-skips, the exact trigger Lancelot waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down.
- 171
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B Ragnar · Saladin · Lancelot 3/8 87.46/100 out of 100 Ragnar (X12 · paid), Saladin (SP · paid) and Lancelot (X20 · paid) score 87.46 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 62% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster.
- 176
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B Cyrus · Ragnar · Caesar 3/8 75.86/100 out of 100 Cyrus (SP · paid), Ragnar (X12 · paid) and Caesar (SP · paid) score 75.86 out of 100 together, and each of the three has a job.
Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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 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’s Divine Julius waits on; Cyrus produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Ragnar produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on. What you give up: the damage runs off different engines, so the three do not compound; 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.
- 194
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B Thorven · Don Quixote · Ragnar 2/8 81.52/100 out of 100 Thorven (X29), Don Quixote (X22) and Ragnar (X12 · paid) score 81.52 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 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Don Quixote is the win condition, bringing 77% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% 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 Thorven’s Spiral Edge produces redirected attacks, the exact trigger Don Quixote’s Fight or Die waits on; Ragnar 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 Don Quixote swings into a line that cannot answer. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.
- 201
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B Ragnar · Saladin · Thorvi 1/8 83.08/100 out of 100 Ragnar (X12 · paid), Saladin (SP · paid) and Thorvi (X29) score 83.08 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 86% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Ragnar raises Thorvi’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; the trigger chain is thin — the three lean on one link rather than several.
- 213
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B Ragnar · Saladin · Attila 1/8 86.77/100 out of 100 Ragnar (X12 · paid), Saladin (SP · paid) and Attila (X27 · paid) score 86.77 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: raises what enemies take by 338% across its kit, 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’s Iron Calvary Surge 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 19% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.
- 217
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B Ragnar · Saladin · Tura Cartel 1/8 86.22/100 out of 100 Ragnar (X12 · paid), Saladin (SP · paid) and Tura Cartel (X21) score 86.22 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: raises what enemies take by 338% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel’s Serpent's Fang 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 18% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.
- 231
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B Octavius · Ragnar · Caesar 1/8 68.28/100 out of 100 Octavius (S02 · paid), Ragnar (X12 · paid) and Caesar (SP · paid) score 68.28 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: the trigger chain is thin — the three lean on one link rather than several; little here disrupts the enemy plan, so the fight is decided on raw output. 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.
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B Don Quixote · Ragnar · Saladin 0/8 83.75/100 out of 100 Don Quixote (X22), Ragnar (X12 · paid) and Saladin (SP · paid) score 83.75 out of 100 together, and each of the three has a job.
Don Quixote is the win condition, bringing 64% 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: raises what enemies take by 338% across its kit, 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’s Parry 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: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 18% of the hardest-hitting trio in the roster.
Best Archer combos with Ragnar
Ragnar appears in 9 ranked Archer combos.
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B Ragnar · Penthesilea · Oliver 4/7 79.59/100 out of 100 Ragnar (X12 · paid), Penthesilea (SP · paid) and Oliver (X24) score 79.59 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. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 89% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Ragnar raises Oliver’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound.
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B Ragnar · Zhuge Liang · Oliver 4/8 81.83/100 out of 100 Ragnar (X12 · paid), Zhuge Liang (X26) and Oliver (X24) score 81.83 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. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 75% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Ragnar raises Oliver’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; damage is spread across the enemy line, with no finisher to focus one squad down.
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B Ragnar · Al-Hawra · Oliver 3/8 80.28/100 out of 100 Ragnar (X12 · paid), Al-Hawra (X01 · paid) and Oliver (X24) score 80.28 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 78% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Ragnar produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Ragnar raises Oliver’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; a mid-era lineup anchored by Oliver (X24).
- 121
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B Helsingen · Ragnar · Frederick I 3/8 79.27/100 out of 100 Helsingen (X28), Ragnar (X12 · paid) and Frederick I (X16) score 79.27 out of 100 together, and each of the three has a job.
Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage 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. Frederick I is the win condition, bringing 47% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Helsingen produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 30% of the hardest-hitting trio in the roster.
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B Seraphina · Ragnar · Nicolas Flamel 3/8 81.45/100 out of 100 Seraphina (X28), Ragnar (X12 · paid) and Nicolas Flamel (X18) score 81.45 out of 100 together, and each of the three has a job.
Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% 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. Nicolas Flamel is the win condition, bringing 51% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 34% of the hardest-hitting trio in the roster.
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B Ragnar · Julian · Oliver 2/8 79.77/100 out of 100 Ragnar (X12 · paid), Julian (X25) and Oliver (X24) score 79.77 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. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 89% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on; Ragnar raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.
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B Helsingen · Ragnar · Nicolas Flamel 2/7 82.16/100 out of 100 Helsingen (X28), Ragnar (X12 · paid) and Nicolas Flamel (X18) score 82.16 out of 100 together, and each of the three has a job.
Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage 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. Nicolas Flamel is the win condition, bringing 52% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Ragnar raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 34% of the hardest-hitting trio in the roster.
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B Ragnar · Frederick I · Nicolas Flamel 2/8 79.02/100 out of 100 Ragnar (X12 · paid), Frederick I (X16) and Nicolas Flamel (X18) score 79.02 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. Frederick I brings a second damage line worth 37% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 45% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Ragnar produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt.
- 202
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B Ramses II · Ragnar · Henry II 1/8 71.99/100 out of 100 Ramses II (SP · paid), Ragnar (X12 · paid) and Henry II (X20) score 71.99 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 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. 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.
Best Footmen combos with Ragnar
Ragnar appears in 14 ranked Footmen combos.
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B Alexander · Ragnar · Zhao Yun 8/8 79.65/100 out of 100 Alexander (SP · paid), Ragnar (X12 · paid) and Zhao Yun (X26) score 79.65 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: raises what enemies take by 325% 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 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 73% 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 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; little here disrupts the enemy plan, so the fight is decided on raw output.
- 74
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B Alberich · Zhao Yun · Ragnar 5/8 79.00/100 out of 100 Alberich (X18 · paid), Zhao Yun (X26) and Ragnar (X12 · paid) score 79.00 out of 100 together, and each of the three has a job.
Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Zhao Yun is the win condition, bringing 76% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. 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 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 Alberich’s Treasure Holder waits on; Ragnar raises Zhao Yun’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; little here disrupts the enemy plan, so the fight is decided on raw output.
- 108
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B Harald III · Ragnar · Zhao Yun 3/8 78.73/100 out of 100 Harald III (X19), Ragnar (X12 · paid) and Zhao Yun (X26) score 78.73 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 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 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; the damage runs off different engines, so the three do not compound.
- 126
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B Harald III · Cleopatra VII · Ragnar 3/8 78.29/100 out of 100 Harald III (X19), Cleopatra VII (S03 · paid) and Ragnar (X12 · paid) score 78.29 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. Cleopatra VII adds a second source of control, so the lock rarely has an off round: Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Ragnar brings a second damage line worth 30% of the expected output, so no single silence stops the plan: 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 Harald III’s Absolute Authority produces redirected attacks, the exact trigger Cleopatra VII’s Dazzling Shield waits on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Harald III swings into a line that cannot answer; Ragnar raises Harald III’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; a mid-era lineup anchored by Harald III (X19).
- 131
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B Hannibal · Cleopatra VII · Ragnar 2/8 82.99/100 out of 100 Hannibal (X28 · paid), Cleopatra VII (S03 · paid) and Ragnar (X12 · paid) score 82.99 out of 100 together, and each of the three has a job.
Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. Cleopatra VII adds a second source of control, so the lock rarely has an off round: Mesmerizing Posture applies Confuse 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 76% 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 Cleopatra VII waits on; Hannibal’s Rear Escort produces redirected attacks, the exact trigger Cleopatra VII’s Dazzling Shield 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: raw damage reaches only about 9% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down.
- 135
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B Hannibal · Geraint · Ragnar 2/8 79.74/100 out of 100 Hannibal (X28 · paid), Geraint (X24) and Ragnar (X12 · paid) score 79.74 out of 100 together, and each of the three has a job.
Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. Geraint adds a second source of control, so the lock rarely has an off round: Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 79% 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 Rear Escort produces redirected attacks, the exact trigger Geraint’s Resilience 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: raw damage reaches only about 9% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down.
- 140
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B Geraint · Harald III · Ragnar 2/8 80.93/100 out of 100 Geraint (X24), Harald III (X19) and Ragnar (X12 · paid) score 80.93 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Harald III adds a second source of control, so the lock rarely has an off round: Absolute Authority applies Taunt on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Ragnar brings a second damage line worth 30% of the expected output, so no single silence stops the plan: 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 Geraint’s Undying Will produces redirected attacks, the exact trigger Harald III’s Eternal Black Sail waits on; Ragnar raises Harald III’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 22% of the hardest-hitting trio in the roster.
- 195
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B Hannibal · Harald III · Ragnar 1/8 82.51/100 out of 100 Hannibal (X28 · paid), Harald III (X19) and Ragnar (X12 · paid) score 82.51 out of 100 together, and each of the three has a job.
Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. Harald III adds a second source of control, so the lock rarely has an off round: Absolute Authority applies Taunt on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Ragnar brings a second damage line worth 33% of the expected output, so no single silence stops the plan: 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 Rear Escort produces redirected attacks, the exact trigger Harald III’s Eternal Black Sail waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Harald III swings into a line that cannot answer; Ragnar raises Harald III’s output directly rather than adding a number of its own. What you give up: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; raw damage reaches only about 20% of the hardest-hitting trio in the roster.
- 196
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B Hannibal · Alberich · Ragnar 1/8 80.08/100 out of 100 Hannibal (X28 · paid), Alberich (X18 · paid) and Ragnar (X12 · paid) score 80.08 out of 100 together, and each of the three has a job.
Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar brings a second damage line worth 43% of the expected output, so no single silence stops the plan: 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 Rear Escort produces redirected attacks, the exact trigger Alberich’s Treasure Holder waits on; Ragnar produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Alberich swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 16% of the hardest-hitting trio in the roster.
- 211
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B Hannibal · Lagertha · Ragnar 0/8 79.11/100 out of 100 Hannibal (X28 · paid), Lagertha (X27) and Ragnar (X12 · paid) score 79.11 out of 100 together, and each of the three has a job.
Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. Lagertha is the multiplier, raising what the other two put out rather than adding a number of its own: carries 64% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar brings a second damage line worth 37% of the expected output, so no single silence stops the plan: 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 Rear Escort produces redirected attacks, the exact trigger Lagertha’s Counterattack Tactics waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Lagertha swings into a line that cannot answer; Ragnar raises Lagertha’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 18% of the hardest-hitting trio in the roster.
- 220
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B King Arthur · Hannibal · Ragnar 0/8 78.78/100 out of 100 King Arthur (SP · paid), Hannibal (X28 · paid) and Ragnar (X12 · paid) score 78.78 out of 100 together, and each of the three has a job.
King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% 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 brings a second damage line worth 48% of the expected output, so no single silence stops the plan: 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 King Arthur waits on; King Arthur produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Ragnar produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.
- 223
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B Harald III · Alberich · Ragnar 0/8 78.72/100 out of 100 Harald III (X19), Alberich (X18 · paid) and Ragnar (X12 · paid) score 78.72 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. Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar brings a second damage line worth 23% of the expected output, so no single silence stops the plan: 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 Harald III’s Absolute Authority produces redirected attacks, the exact trigger Alberich’s Treasure Holder waits on; Ragnar produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Ragnar raises Harald III’s output directly rather than adding a number of its own. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 29% of the hardest-hitting trio in the roster.
- 233
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B Gustav · Harald III · Ragnar 0/8 80.41/100 out of 100 Gustav (X20), Harald III (X19) and Ragnar (X12 · paid) score 80.41 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 to pull enemy attacks inward -- exactly where that belongs. Harald III adds a second source of control, so the lock rarely has an off round: Absolute Authority applies Taunt on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Ragnar brings a second damage line worth 30% of the expected output, so no single silence stops the plan: 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 Aligned Force produces redirected attacks, the exact trigger Harald III’s Eternal Black Sail waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Harald III swings into a line that cannot answer; Gustav raises Harald III’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 23% of the hardest-hitting trio in the roster.
- 240
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B Harald III · King Arthur · Ragnar 0/8 79.06/100 out of 100 Harald III (X19), King Arthur (SP · paid) and Ragnar (X12 · paid) score 79.06 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. King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar brings a second damage line worth 24% of the expected output, so no single silence stops the plan: 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 Harald III’s Absolute Authority produces redirected attacks, the exact trigger King Arthur’s Wheel of Fortune waits on; Ragnar produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Ragnar raises Harald III’s output directly rather than adding a number of its own. What you give up: no one hero clearly carries, so the damage is easier to interrupt; raw damage reaches only about 28% of the hardest-hitting trio in the roster.
Best Mixed combos with Ragnar
Ragnar appears in 1 ranked Mixed combo.
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B Ragnar · Hannibal · Thorvi 1/8 85.06/100 out of 100 Ragnar (cavalry · X12 · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.06 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. Thorvi is the win condition, bringing 92% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi 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 Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 43% of the hardest-hitting trio in the roster.
Ragnar — skills
All 8 recorded skills for Ragnar, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Ferarless Man
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
Hero's squad has +50% Resistance
4 Offensive Formation
Hero's squad has +50% Might
5 Pillage
In round 1/3/5/7, deals 160%/320%/480%/640% damage to all enemy squads to all enemy squads respectively.
6 Awakened Life
Hero's squad has 15% Might and Resistance, +15% HP, and 250% bonus to the skill "Dictator".
7 Offense
Hero's formation has +40% Might.
8 Common Raven
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 ).
Questions about Ragnar
What is the best combo for Ragnar in Rise of Castles?
Ragnar's best ranked combo is Alexander · Ragnar · Zhao Yun: #43 in the Footmen list’s Current meta tier.
How many combos include Ragnar?
Ragnar appears in 35 ranked combos on ROCMeta.com, across 4 of the four lists.
Which Ragnar lineups can you field?
Select the heroes you own and the generator returns every ranked Ragnar lineup you can field today, the ones you are one hero short of, and the single unlock that opens the most.
Open the Combo Generator


