Ramses II — what the skills grant
Totalled from Ramses II'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.
About Ramses II
Ramses II is an Archer hero in Rise of Castles. On ROCMeta, Ramses II appears in 22 ranked combos spanning Archer and Mixed lineups. Ramses II's highest-ranked appearance is Galahad · Ramses II · Oliver, which currently sits at Archer #4.
Across Ramses II's skills, the hero's own squad gains +65% Resistance, +65% Might, +15% HP, +80% Fatal Blow Damage, and +238% Troop Power Recovery. The wider legion gains +40% Might.
Ramses II is most often ranked alongside Spectral Reaper, Beowulf, and Ashen Verdict — the heroes that share the most ranked combos with Ramses II. The full list of partners is further down the page.
Why Ramses II ranks where it does
Ramses II is built around healing and damage reduction — stronger there than 93% of the roster.
Pairs best with Ashen Verdict, Beowulf and Caesar. Ramses II feeds Ashen Verdict
Adds little alongside Achilles, Genghis Khan and Gustav. both are sustains — the second adds little the first does not
Read from Ramses II's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Ramses II
The heroes most often ranked alongside Ramses II.
Best Archer combos with Ramses II
Ramses II appears in 15 ranked Archer combos.
- 4
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B Galahad · Ramses II · Oliver Current meta 85.39/100 out of 100Galahad (X23), Ramses II (SP · paid) and Oliver (X24) score 85.39 out of 100 together, and each of the three has a job.
Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 89% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Galahad and Oliver both wait on; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 8
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B Ramses II · Beowulf · Oliver Current meta 84.00/100 out of 100Ramses II (SP · paid), Beowulf (SP · paid) and Oliver (X24) score 84.00 out of 100 together, and each of the three has a job.
Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 95% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf and Oliver both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 19
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B Galahad · Ramses II · Beowulf Current meta 78.41/100 out of 100Galahad (X23), Ramses II (SP · paid) and Beowulf (SP · paid) score 78.41 out of 100 together, and each of the three has a job.
Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Galahad and Beowulf both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Galahad swings into a line that cannot answer; Ramses II raises Galahad’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →
- 22
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B Seraphina · Ramses II · Nicolas Flamel Current meta 77.80/100 out of 100Seraphina (X28), Ramses II (SP · paid) and Nicolas Flamel (X18) score 77.80 out of 100 together, and each of the three has a job.
Seraphina brings a second damage line worth 36% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 64% 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: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 30% of the hardest-hitting trio in the roster. How these scores work →
- 41
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B Helsingen · Ramses II · Seraphina Current meta 75.45/100 out of 100Helsingen (X28), Ramses II (SP · paid) and Seraphina (X28) score 75.45 out of 100 together, and each of the three has a job.
Helsingen brings a second damage line worth 49% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the win condition, bringing 51% of the lineup's expected damage: Crimson Tide Fire Rain puts 285% 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 Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 21% of the hardest-hitting trio in the roster. How these scores work →
- 48
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B Ramses II · Defender · Spectral Reaper Current meta 74.77/100 out of 100Ramses II (SP · paid), Defender (X03) and Spectral Reaper (X03) score 74.77 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. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 80% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Defender and Spectral Reaper both wait on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Ramses II raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →
- 55
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B Ramses II · Warden · Spectral Reaper Current meta 74.05/100 out of 100Ramses II (SP · paid), Warden (X06) and Spectral Reaper (X03) score 74.05 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. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 79% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Spectral Reaper waits on; Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Spectral Reaper waits on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Spectral Reaper (X03) is the era weak point -- the enemy will aim at the oldest squad. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →
- 61
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B Ramses II · Defender · Ashen Verdict Current meta 73.36/100 out of 100Ramses II (SP · paid), Defender (X03) and Ashen Verdict (X05) score 73.36 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. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Defender and Ashen Verdict both wait on; Ramses II raises Ashen Verdict’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 70
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B Ramses II · Zhuge Liang · Beowulf Current meta 72.29/100 out of 100Ramses II (SP · paid), Zhuge Liang (X26) and Beowulf (SP · paid) score 72.29 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. 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. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf waits on; Ramses II raises Beowulf’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. 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 →
- 75
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B Ramses II · Ashen Verdict · Lilith Current meta 71.52/100 out of 100Ramses II (SP · paid), Ashen Verdict (X05) and Lilith (X09) score 71.52 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. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 67% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Ashen Verdict waits on; Ashen Verdict produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Ashen Verdict’s Righteous Fervor applies Disarm and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: raw damage reaches only about 18% 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 →
- 95
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B Ramses II · Belisarius · Darius Current meta 69.63/100 out of 100Ramses II (SP · paid), Belisarius (X12) and Darius (X13) score 69.63 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. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 57% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Ramses II raises Darius’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 19% of the hardest-hitting trio in the roster. How these scores work →
- 103
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B Ramses II · Ashen Verdict · Spectral Reaper Current meta 68.08/100 out of 100Ramses II (SP · paid), Ashen Verdict (X05) and Spectral Reaper (X03) score 68.08 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. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 54% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Ashen Verdict and Spectral Reaper both wait on; Ashen Verdict’s Righteous Fervor applies Disarm and takes a squad out of the fight, so Spectral Reaper swings into a line that cannot answer; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; Spectral Reaper (X03) is the era weak point -- the enemy will aim at the oldest squad. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →
- 106
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B Ramses II · Sakura Blossom · Spectral Reaper Current meta 67.11/100 out of 100Ramses II (SP · paid), Sakura Blossom (X01) and Spectral Reaper (X03) score 67.11 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. 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. Spectral Reaper is the win condition, bringing 78% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Spectral Reaper waits on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Ramses II raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Sakura Blossom (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 115
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B Ramses II · Ragnar · Henry II Current meta 66.07/100 out of 100Ramses 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 →
- 129
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B Ramses II · Al Faith · Charles the Great Current meta 56.11/100 out of 100Ramses II (SP · paid), Al Faith (S01) and Charles the Great (S01) score 56.11 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. 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. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Ramses II raises Charles the Great’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 5% of the hardest-hitting trio in the roster. 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 →
Best Mixed combos with Ramses II
Ramses II appears in 7 ranked Mixed combos.
- 14
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B Ramses II · Percival · Thorvi Current meta 79.96/100 out of 100Ramses II (archer · SP · paid), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 79.96 out of 100 together, and each of the three has a job.
Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 69% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Percival and Thorvi both wait on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Percival shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 15
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B Don Quixote · Ramses II · Thorven Current meta 79.92/100 out of 100Don Quixote (cavalry · X22), Ramses II (archer · SP · paid) and Thorven (cavalry · X29) score 79.92 out of 100 together, and each of the three has a job.
Don Quixote is the win condition, bringing 100% 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. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Don Quixote and Thorven both wait 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; Ramses II raises Don Quixote’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; Don Quixote, Ramses II, Thorven only reaches its own squad, not the whole team. How these scores work →
- 39
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B King Arthur · Ramses II · Achilles Current meta 75.90/100 out of 100King Arthur (footmen · SP · paid), Ramses II (archer · SP · paid) and Achilles (footmen · SP · paid) score 75.90 out of 100 together, and each of the three has a job.
King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Achilles doubles the healing, which turns a slow loss into a stalemate you win: carries 500% of recovery across its kit, 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger King Arthur waits on; Achilles produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Ramses II raises Achilles’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; King Arthur, Ramses II, Achilles only reaches its own squad, not the whole team. How these scores work →
- 43
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B Ramses II · Rainforest · Sundiata Current meta 75.04/100 out of 100Ramses II (archer · SP · paid), Rainforest (cavalry · X08) and Sundiata (cavalry · X15) score 75.04 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. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 75% 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Rainforest and Sundiata both wait on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Ramses II raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Rainforest (X08) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 48
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B Ramses II · Beowulf · Farah Current meta 74.49/100 out of 100Ramses II (archer · SP · paid), Beowulf (archer · SP · paid) and Farah (cavalry · X11) score 74.49 out of 100 together, and each of the three has a job.
Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf and Farah both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Farah swings into a line that cannot answer; Ramses II raises Farah’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Beowulf (SP). How these scores work →
- 60
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B Ramses II · Rainforest · Caesar Current meta 73.48/100 out of 100Ramses II (archer · SP · paid), Rainforest (cavalry · X08) and Caesar (cavalry · SP · paid) score 73.48 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. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Rainforest and Caesar both wait on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Ramses II raises Caesar’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Rainforest (X08) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 113
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B Ramses II · Cicero · Spectral Reaper Current meta 68.50/100 out of 100Ramses II (archer · SP · paid), Cicero (footmen · X01) and Spectral Reaper (archer · X03) score 68.50 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. Cicero is the saboteur, stripping the enemy's stats before the blows land: strips 126% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 78% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Cicero and Spectral Reaper both wait on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Ramses II raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Cicero (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
Ramses II — skills
All 8 recorded skills for Ramses II, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Peace of Silver Plate
For the first 2 round(s), all enemy and your squads take -45% Physical Damage ; in round 3-6 , all your squads have 80% chance to cast normal attacks 2 time(s) each rounds.
3 Archer Defensive Formation II
Archers in the hero's squad have 50% more Resistance.
4 Archer Offensive Formation II
Archers in the hero's squad have 50% more Might.
5 Battle of Kadesh
In battles, all your Archers squads gains 40% chance of "Fatal Blow"; the skill could increase the chance of "Fatal Blow" to up to 60% ; the portion that exceeds the upper limit of "Fatal Blow" will be multiplied by 3 time(s) and converted into the damage rate of "Fatal Blow".
6 Archer Awakened
Archers in the hero's squad gain +15% Might and Resistance, HP +15%, 250% bonus to the skill "Dictator".
7 Discipline - Archer
Archer's Might in the hero's legion is increased by 40%.
8 Ammon Wonder
Every time your squad triggers the "Fatal Blow", restores some troop power for the squad (recovery rate: 238%) and increases the damage rate of its Fatal Blow by 80% (stackable for up to 7 time(s)), lasting till the battle ends.
Which Ramses II combos can YOU play?
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