Rough Rider — what the skills grant
Totalled from Rough Rider'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 — +634%, skill 5 — +540%, skill 8 — +420%.
About Rough Rider
Rough Rider is a Cavalry / Archer / Footmen hero in Rise of Castles. On ROCMeta, Rough Rider appears in 23 ranked combos spanning Cavalry, Archer, Footmen, and Mixed lineups. Rough Rider's highest-ranked appearance is War Lord · Rough Rider · Avalanche, which currently sits at Cavalry #131.
Across Rough Rider's skills, the hero's own squad gains +40% Resistance, +40% Might, and +7% HP. The wider legion gains +30% Resistance.
Rough Rider's strongest recorded skill hits for 634% damage.
Rough Rider is most often ranked alongside War Lord, Fortuneteller, and The Brave — the heroes that share the most ranked combos with Rough Rider. The full list of partners is further down the page.
Why Rough Rider ranks where it does
Rough Rider is built around burst damage and enemy debuffs — stronger there than 98% of the roster.
Pairs best with Al-Hawra, Cyrus and Jeanne d'Arc. Al-Hawra feeds Rough Rider; Rough Rider feeds Al-Hawra
Read from Rough Rider's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Rough Rider
The heroes most often ranked alongside Rough Rider.
Best Cavalry combos with Rough Rider
Rough Rider appears in 7 ranked Cavalry combos.
- 131
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B War Lord · Rough Rider · Avalanche Mid progression 71.40/100 out of 100War Lord (S03), Rough Rider (S00) and Avalanche (X02) score 71.40 out of 100 together, and each of the three has a job.
War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Avalanche both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider and Avalanche both wait on; War Lord raises Avalanche’s output directly rather than adding a number of its own. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 137
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B War Lord · Rough Rider · Army Breaker Mid progression 69.95/100 out of 100War Lord (S03), Rough Rider (S00) and Army Breaker (X02) score 69.95 out of 100 together, and each of the three has a job.
War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Army Breaker is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 48% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Army Breaker both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 3% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 178
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B Lawman · Rough Rider · The Brave Mid progression 55.98/100 out of 100Lawman (X03), Rough Rider (S00) and The Brave (S04) score 55.98 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer; The Brave raises Rough Rider’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 4% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 184
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B War Lord · Rough Rider · Jane Starter 70.35/100 out of 100War Lord (S03), Rough Rider (S00) and Jane (S03) score 70.35 out of 100 together, and each of the three has a job.
War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Jane is the win condition, bringing 66% of the lineup's expected damage: 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider and Jane both wait on; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 206
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B Octavius · Rough Rider · Beast Queen Starter 58.43/100 out of 100Octavius (S02 · paid), Rough Rider (S00) and Beast Queen (S02) score 58.43 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. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer; Octavius raises Rough Rider’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 209
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B Octavius · Rough Rider · The Brave Starter 57.08/100 out of 100Octavius (S02 · paid), Rough Rider (S00) and The Brave (S04) score 57.08 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. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer; Octavius raises Rough Rider’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 218
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B Rough Rider · North's Rage · William Wallace Starter 42.06/100 out of 100Rough Rider (S00), North's Rage (S00) and William Wallace (S00) score 42.06 out of 100 together, and each of the three has a job.
Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and takes the front because those range-2 skills only connect from there. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: Eye of the Storm puts 667% into one enemy squad on a 50% 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 North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so William Wallace swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Rough Rider holds the front, but nothing here heals. Budget note: every hero in this lineup can be completed without spending. 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 Archer combos with Rough Rider
Rough Rider appears in 5 ranked Archer combos.
- 148
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B Hellfire · Rough Rider · Al-Hawra Mid progression 69.37/100 out of 100Hellfire (X09), Rough Rider (S00) and Al-Hawra (X01 · paid) score 69.37 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Al-Hawra is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 78% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Hellfire and Rough Rider both wait on; Hellfire produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Hellfire raises Rough Rider’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; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 149
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B Al-Hawra · Rough Rider · Tarantula Mid progression 69.22/100 out of 100Al-Hawra (X01 · paid), Rough Rider (S00) and Tarantula (X02) score 69.22 out of 100 together, and each of the three has a job.
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 takes the front as the one built to survive the opening exchange. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Tarantula is the win condition, bringing 62% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Rough Rider and Tarantula both wait on; Rough Rider produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Tarantula’s output directly rather than adding a number of its own. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 16% of the hardest-hitting trio in the roster. How these scores work →
- 201
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B Leonidas · Rough Rider · Al Faith Starter 54.61/100 out of 100Leonidas (S00), Rough Rider (S00) and Al Faith (S01) score 54.61 out of 100 together, and each of the three has a job.
Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer; Al Faith raises Rough Rider’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (S00) 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 →
- 215
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B Sky Breaker · Rough Rider · Jade Eagle Starter 47.94/100 out of 100Sky Breaker (S03), Rough Rider (S00) and Jade Eagle (S04) score 47.94 out of 100 together, and each of the three has a job.
Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and takes the front as the sturdiest of the three. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Jade Eagle adds a second source of control, so the lock rarely has an off round: Rapid Throw applies Silence 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 Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Jade Eagle swings into a line that cannot answer; Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt. What you give up: no hero here feeds another one's trigger; Rough Rider (S00) 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 →
- 216
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B Cleopatra VII · Rough Rider · Heroine of Courage Starter 47.80/100 out of 100Cleopatra VII (S03 · paid), Rough Rider (S00) and Heroine of Courage (S00) score 47.80 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. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% 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 Heroine of Courage raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
Best Footmen combos with Rough Rider
Rough Rider appears in 7 ranked Footmen combos.
- 137
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B Isabella I · Rough Rider · Scarlet Reaver Mid progression 65.79/100 out of 100Isabella I (S01), Rough Rider (S00) and Scarlet Reaver (X07) score 65.79 out of 100 together, and each of the three has a job.
Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. Rough Rider brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Scarlet Reaver is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Scarlet Reaver’s Flames of Truth produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Scarlet Reaver swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 23% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 146
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B Hellfire · Rough Rider · Fortuneteller Mid progression 63.85/100 out of 100Hellfire (X09), Rough Rider (S00) and Fortuneteller (X08) score 63.85 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider brings a second damage line worth 30% of the expected output, so no single silence stops the plan: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hellfire produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on; Hellfire raises Fortuneteller’s output directly rather than adding a number of its own. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 16% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 153
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B Pepin · Rough Rider · Scarlet Reaver Mid progression 63.13/100 out of 100Pepin (X12), Rough Rider (S00) and Scarlet Reaver (X07) score 63.13 out of 100 together, and each of the three has a job.
Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Rough Rider brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Scarlet Reaver is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rough Rider produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin raises Scarlet Reaver’s output directly rather than adding a number of its own. What you give up: Rough Rider (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 →
- 187
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B Soaring Hawk · Rough Rider · Bleeding Steed Starter 56.64/100 out of 100Soaring Hawk (S04), Rough Rider (S00) and Bleeding Steed (S03) score 56.64 out of 100 together, and each of the three has a job.
Soaring Hawk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the win condition, bringing 67% of the lineup's expected damage: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Rough Rider swings into a line that cannot answer; Bleeding Steed raises Rough Rider’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Rough Rider (S00) 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 →
- 198
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B Demon Spear · Rough Rider · Genghis Khan Starter 53.79/100 out of 100Demon Spear (S00), Rough Rider (S00) and Genghis Khan (S01) score 53.79 out of 100 together, and each of the three has a job.
Demon Spear is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Tamashi kari applies Silence for 1 round on a 85% roll, and takes the front because those range-2 skills only connect from there. Rough Rider brings a second damage line worth 36% of the expected output, so no single silence stops the plan: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Genghis Khan is the win condition, bringing 47% of the lineup's expected damage: Hunting Wolf puts 213% into all enemy squads on a 50% 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 Demon Spear produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; Demon Spear’s Tamashi kari applies Silence and takes a squad out of the fight for 1 round, so Genghis Khan swings into a line that cannot answer. What you give up: Demon Spear (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 →
- 206
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B Isabella I · Rough Rider · Jade Rakshasa Starter 51.00/100 out of 100Isabella I (S01), Rough Rider (S00) and Jade Rakshasa (S02) score 51.00 out of 100 together, and each of the three has a job.
Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and takes the front, able to both absorb the opening rounds and heal through them. Rough Rider brings a second damage line worth 34% of the expected output, so no single silence stops the plan: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Jade Rakshasa is the win condition, bringing 39% of the lineup's expected damage: Jade Lotus puts 162% x6 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 Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Jade Rakshasa swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Isabella I (S01) 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 →
- 212
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B Cleopatra VII · Rough Rider · Heroine of Courage Starter 49.09/100 out of 100Cleopatra VII (S03 · paid), Rough Rider (S00) and Heroine of Courage (S00) score 49.09 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. Rough Rider brings a second damage line worth 32% of the expected output, so no single silence stops the plan: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% 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 Heroine of Courage raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
Best Mixed combos with Rough Rider
Rough Rider appears in 4 ranked Mixed combos.
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B War Lord · Rough Rider · Fortuneteller Mid progression 68.99/100 out of 100War Lord (cavalry · S03), Rough Rider (cavalry · S00) and Fortuneteller (footmen · X08) score 68.99 out of 100 together, and each of the three has a job.
War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, 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 War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Fortuneteller both wait on; Rough Rider produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on. What you give up: Rough Rider (S00) 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. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 170
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B Immortal Guardian · Rough Rider · Fortuneteller Mid progression 58.57/100 out of 100Immortal Guardian (archer · S04), Rough Rider (archer · S00) and Fortuneteller (footmen · X08) score 58.57 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. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, 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 Rough Rider produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on. What you give up: Rough Rider (S00) 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. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 173
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B War Lord · Rough Rider · Bleeding Steed Starter 67.30/100 out of 100War Lord (cavalry · S03), Rough Rider (cavalry · S00) and Bleeding Steed (footmen · S03) score 67.30 out of 100 together, and each of the three has a job.
War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% 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 War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider and Bleeding Steed both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Bleeding Steed both wait on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Rough Rider swings into a line that cannot answer. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 3% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
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B War Lord · Rough Rider · Edward the Confessor Starter 67.25/100 out of 100War Lord (cavalry · S03), Rough Rider (archer · S00) and Edward the Confessor (archer · S01) score 67.25 out of 100 together, and each of the three has a job.
War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Edward the Confessor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Edward the Confessor both wait on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 4% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
Rough Rider — skills
All 8 recorded skills for Rough Rider, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Guerilla Warfae
1 turn prep, 55% chance to deal 634% damage to an enemy squad within range.
3 Legion Defensive Formation Iv
Hero's squad has +30% resistance.
4 Legion Offensive Formation IV
Hero's squad has +30% might.
5 Tag Tactic
35% chance to deal 540% damage to an enemy squad within range, causing the blunt blade effect, lowering 30% might for 2 turns.
6 Awakened Life
Hero's squad has +10% might and resistance, +7% HP, and 250% bonus to the skill "Dictator".
7 Defened
Hero's formation has +30% resistance.
8 Ferocious Charge
35% chance to deal %420 damage to single enemy target, causing weakened effect, -20% damage for 1 turns.
Which Rough Rider combos can YOU play?
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