Roku Boshuten — what the skills grant
Totalled from Roku Boshuten'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 2 — +255%, skill 8 — +195.6%.
About Roku Boshuten
Roku Boshuten is a Cavalry hero in Rise of Castles. On ROCMeta, Roku Boshuten appears in 8 ranked combos spanning Cavalry and Mixed lineups. Roku Boshuten's highest-ranked appearance is Tarantula · Al-Hawra · Roku Boshuten, which currently sits at Mixed #145.
Across Roku Boshuten's skills, the hero's own squad gains +65% Might, +65% Resistance, and +15% Damage. The wider legion gains +40% Might.
Roku Boshuten's strongest recorded skill hits for 255% damage.
Roku Boshuten is most often ranked alongside John I, Heaven's Justice, and Jane — the heroes that share the most ranked combos with Roku Boshuten. The full list of partners is further down the page.
Why Roku Boshuten ranks where it does
Roku Boshuten is built around team buffs and enemy debuffs — stronger there than 98% of the roster.
Pairs best with Al-Hawra, Alberich and Ashoka. Al-Hawra feeds Roku Boshuten; Roku Boshuten feeds Al-Hawra
Read from Roku Boshuten's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Roku Boshuten
The heroes most often ranked alongside Roku Boshuten.
Best Cavalry combos with Roku Boshuten
Roku Boshuten appears in 5 ranked Cavalry combos.
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B John I · Roku Boshuten · Jane Mid progression 58.89/100 out of 100John I (X13), Roku Boshuten (S03) and Jane (S03) score 58.89 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 66% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jane brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Light's Judgement puts 334.5% into all enemy squads 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 John I produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer; Jane shuts off enemy recovery, so what John I deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; Roku Boshuten (S03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 159
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B John I · Roku Boshuten · Heaven's Justice Mid progression 58.41/100 out of 100John I (X13), Roku Boshuten (S03) and Heaven's Justice (S00) score 58.41 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 74% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: Mortal Coil puts 506% into one enemy squad on a 55% 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 John I produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer; Roku Boshuten raises John I’s output directly rather than adding a number of its own. What you give up: Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 160
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B John I · Kublai · Roku Boshuten Mid progression 58.39/100 out of 100John I (X13), Kublai (S00) and Roku Boshuten (S03) score 58.39 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 74% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. Kublai is the flex piece -- modest alone, but covering what the other two leave open: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification 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 John I produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer; Roku Boshuten raises John I’s output directly rather than adding a number of its own. What you give up: Kublai (S00) is the era weak point -- the enemy will aim at the oldest squad; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 208
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B Isabella I · Roku Boshuten · Lionheart Starter 57.48/100 out of 100Isabella I (S01), Roku Boshuten (S03) and Lionheart (S01) score 57.48 out of 100 together, and each of the three has a job.
Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 62% of the lineup's expected damage: Lionheart's Charge puts 343% 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 Isabella I produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Roku Boshuten raises Lionheart’s output directly rather than adding a number of its own. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 210
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B Cleopatra VII · Rozen Blade · Roku Boshuten Starter 56.85/100 out of 100Cleopatra VII (S03 · paid), Rozen Blade (S03) and Roku Boshuten (S03) score 56.85 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. Rozen Blade adds a second source of control, so the lock rarely has an off round: Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII waits on; Cleopatra VII produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Cleopatra VII swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
Best Mixed combos with Roku Boshuten
Roku Boshuten appears in 3 ranked Mixed combos.
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B Tarantula · Al-Hawra · Roku Boshuten Mid progression 66.45/100 out of 100Tarantula (archer · X02), Al-Hawra (archer · X01 · paid) and Roku Boshuten (cavalry · S03) score 66.45 out of 100 together, and each of the three has a job.
Tarantula is the win condition, bringing 65% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% of damage amplification 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Roku Boshuten both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom and Roku Boshuten’s Gokuraku Jodo both wait on; Al-Hawra raises Tarantula’s output directly rather than adding a number of its own. What you give up: Roku Boshuten (S03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 11% of the hardest-hitting trio in the roster. How these scores work →
- 163
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B Ashoka · Roku Boshuten · Heaven's Justice Mid progression 60.75/100 out of 100Ashoka (footmen · X14), Roku Boshuten (cavalry · S03) and Heaven's Justice (cavalry · S00) score 60.75 out of 100 together, and each of the three has a job.
Ashoka is the win condition, bringing 69% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: Mortal Coil puts 506% into one enemy squad on a 55% 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 Ashoka produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so Ashoka swings into a line that cannot answer. What you give up: Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 20% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 190
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B Immortal Guardian · Roku Boshuten · Mary Tudor Starter 54.68/100 out of 100Immortal Guardian (archer · S04), Roku Boshuten (cavalry · S03) and Mary Tudor (cavalry · S00) score 54.68 out of 100 together, and each of the three has a job.
Immortal Guardian is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 64% 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. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Mary Tudor is the win condition, bringing 68% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 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 Mary Tudor produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so Mary Tudor swings into a line that cannot answer; Roku Boshuten raises Mary Tudor’s output directly rather than adding a number of its own. What you give up: Mary Tudor (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
Roku Boshuten — skills
All 8 recorded skills for Roku Boshuten, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Gou
40% chance to deal 255% damage to two random enemy squads within range, making their might and resistance -55%, lasting 2 turns.
3 Cavalry Defensive Formation II
Cavalry in the hero's squad has 50% more Resistance.
4 Cavalry Offensive Formation II
Cavalry in the hero's squad has 50% more Might.
5 Gokuraku Jodo
During battle, whenever casting a skill that requires prepping, 100% chance for the hero's squad to enter the state of clarity, immune to silence, disarm, suppression and confusion. Lasting 2 turns. After casting a combat skill, 100% chance to increase the might and resistance by 100% to two random friendly squads, lasting 2 turns.
6 Cavalry Awakened
Hero's squad gains 15% Cavalry Might and Resistance, 15% increased cavalry damage, 250% increased effect for the skill "Dictator".
7 Discipline - Cavalry
Cavalry's Might in the hero's legion is increased by 40%.
8 Takeji Zaiten
1 turn prep, 40% chance to deal 195.6% damage to all enemy squads within range, silencing them, making them unable to use combat skills, lasting 1 turns.
Which Roku Boshuten combos can YOU play?
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