Rozen Blade — what the skills grant
Totalled from Rozen Blade'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 Rozen Blade
Rozen Blade is a Cavalry hero in Rise of Castles. On ROCMeta, Rozen Blade appears in 26 ranked combos spanning Cavalry and Mixed lineups. Rozen Blade's highest-ranked appearance is Octavius · Rozen Blade · Caesar, which currently sits at Cavalry #103.
Across Rozen Blade's skills, the hero's own squad gains +70% Resistance, +70% Might, and +180 Combat Speed. The wider legion gains +40% Might.
Rozen Blade is most often ranked alongside The Immortal, Cleopatra VII, and Sundiata — the heroes that share the most ranked combos with Rozen Blade. The full list of partners is further down the page.
Why Rozen Blade ranks where it does
Rozen Blade is built around healing — stronger there than 71% of the roster.
Pairs best with Al-Hawra, Ashen Verdict and Beowulf. Al-Hawra feeds Rozen Blade; Rozen Blade feeds Al-Hawra
Read from Rozen Blade's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Rozen Blade
The heroes most often ranked alongside Rozen Blade.
Best Cavalry combos with Rozen Blade
Rozen Blade appears in 18 ranked Cavalry combos.
- 103
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B Octavius · Rozen Blade · Caesar Current meta 63.86/100 out of 100Octavius (S02 · paid), Rozen Blade (S03) and Caesar (SP · paid) score 63.86 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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. 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Caesar waits on; Rozen Blade 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. What you give up: damage is spread across the enemy line rather than focused on one squad; Octavius (S02) 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 →
- 128
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B War Lord · Rozen Blade · Sundiata Mid progression 72.94/100 out of 100War Lord (S03), Rozen Blade (S03) and Sundiata (X15) score 72.94 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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. Sundiata is the win condition, bringing 100% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Sundiata waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rozen Blade and Sundiata both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Sundiata swings into a line that cannot answer. What you give up: War Lord (S03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 13% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 141
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B Rozen Blade · Rainforest · Sundiata Mid progression 68.01/100 out of 100Rozen Blade (S03), Rainforest (X08) and Sundiata (X15) score 68.01 out of 100 together, and each of the three has a job.
Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. Rainforest adds a second source of control, so the lock rarely has an off round: 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Rainforest and Sundiata both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Sundiata swings into a line that cannot answer. What you give up: Rozen Blade (S03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 18% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 142
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B Rozen Blade · The Immortal · Sundiata Mid progression 67.19/100 out of 100Rozen Blade (S03), The Immortal (S02) and Sundiata (X15) score 67.19 out of 100 together, and each of the three has a job.
Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. The Immortal 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. Sundiata is the win condition, bringing 78% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Immortal and Sundiata both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Sundiata swings into a line that cannot answer; The Immortal raises Sundiata’s output directly rather than adding a number of its own. What you give up: The Immortal (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 143
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B Cleopatra VII · Rozen Blade · Sundiata Mid progression 66.23/100 out of 100Cleopatra VII (S03 · paid), Rozen Blade (S03) and Sundiata (X15) score 66.23 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. Sundiata is the win condition, bringing 76% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII and Sundiata both wait on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Sundiata swings into a line that cannot answer. What you give up: Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 17% of the hardest-hitting trio in the roster. How these scores work →
- 145
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B Rozen Blade · Farah · Sundiata Mid progression 64.88/100 out of 100Rozen Blade (S03), Farah (X11) and Sundiata (X15) score 64.88 out of 100 together, and each of the three has a job.
Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 74% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Farah and Sundiata both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Sundiata swings into a line that cannot answer; Farah raises Sundiata’s output directly rather than adding a number of its own. What you give up: Rozen Blade (S03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 18% of the hardest-hitting trio in the roster. 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 →
- 146
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B Octavius · Rozen Blade · Rainforest Mid progression 62.93/100 out of 100Octavius (S02 · paid), Rozen Blade (S03) and Rainforest (X08) score 62.93 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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. Rainforest adds a second source of control, so the lock rarely has an off round: Absolute Suppress applies Suppress on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Rainforest waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Rainforest swings into a line that cannot answer; Octavius raises Rainforest’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; Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 149
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B Cleopatra VII · Rozen Blade · Farah Mid progression 61.51/100 out of 100Cleopatra VII (S03 · paid), Rozen Blade (S03) and Farah (X11) score 61.51 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. 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII and Farah both wait on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Farah swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. How these scores work →
- 150
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B Rozen Blade · The Boneless · Rainforest Mid progression 60.31/100 out of 100Rozen Blade (S03), The Boneless (S00) and Rainforest (X08) score 60.31 out of 100 together, and each of the three has a job.
Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. The Boneless adds a second source of control, so the lock rarely has an off round: Hack and Slash applies Disarm on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Rainforest adds a second source of control, so the lock rarely has an off round: Absolute Suppress applies Suppress on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Boneless and Rainforest both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Rainforest swings into a line that cannot answer. What you give up: The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 161
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B Rozen Blade · Rainforest · Farah Mid progression 58.26/100 out of 100Rozen Blade (S03), Rainforest (X08) and Farah (X11) score 58.26 out of 100 together, and each of the three has a job.
Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. Rainforest adds a second source of control, so the lock rarely has an off round: Absolute Suppress applies Suppress on a 50% roll, 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Rainforest and Farah both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Farah 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; Rozen Blade (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. 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 →
- 186
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B War Lord · Rozen Blade · The Immortal Starter 69.84/100 out of 100War Lord (S03), Rozen Blade (S03) and The Immortal (S02) score 69.84 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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. The Immortal is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Immortal waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rozen Blade and The Immortal both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so The Immortal swings into a line that cannot answer. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; The Immortal (S02) 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 Octavius · Rozen Blade · The Immortal Starter 62.33/100 out of 100Octavius (S02 · paid), Rozen Blade (S03) and The Immortal (S02) score 62.33 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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. The Immortal 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Immortal waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so The Immortal swings into a line that cannot answer; Octavius raises The Immortal’s output directly rather than adding a number of its own. What you give up: Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 5% of the hardest-hitting trio in the roster. How these scores work →
- 199
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B Cleopatra VII · Rozen Blade · The Boneless Starter 61.53/100 out of 100Cleopatra VII (S03 · paid), Rozen Blade (S03) and The Boneless (S00) score 61.53 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. The Boneless adds a second source of control, so the lock rarely has an off round: Hack and Slash applies Disarm 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII and The Boneless both wait 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: The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. How these scores work →
- 201
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B Cleopatra VII · Rozen Blade · The Brave Starter 59.82/100 out of 100Cleopatra VII (S03 · paid), Rozen Blade (S03) and The Brave (S04) score 59.82 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. The Brave adds a second source of control, so the lock rarely has an off round: 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII 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; The Brave raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 4% of the hardest-hitting trio in the roster. How these scores work →
- 202
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B Rozen Blade · The Boneless · The Immortal Starter 59.71/100 out of 100Rozen Blade (S03), The Boneless (S00) and The Immortal (S02) score 59.71 out of 100 together, and each of the three has a job.
Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. The Boneless adds a second source of control, so the lock rarely has an off round: Hack and Slash applies Disarm on a 50% roll, and sits in the middle, where the support reaches both the front and the back. The Immortal 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Boneless and The Immortal both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so The Immortal swings into a line that cannot answer. What you give up: The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 204
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B Beast Queen · Rozen Blade · The Immortal Starter 59.08/100 out of 100Beast Queen (S02), Rozen Blade (S03) and The Immortal (S02) score 59.08 out of 100 together, and each of the three has a job.
Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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. The Immortal is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Immortal waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so The Immortal swings into a line that cannot answer; Beast Queen raises The Immortal’s output directly rather than adding a number of its own. What you give up: Beast Queen (S02) 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. 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 →
- 207
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B Rozen Blade · The Boneless · William Wallace Starter 57.57/100 out of 100Rozen Blade (S03), The Boneless (S00) and William Wallace (S00) score 57.57 out of 100 together, and each of the three has a job.
Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. The Boneless adds a second source of control, so the lock rarely has an off round: Hack and Slash applies Disarm on a 50% roll, and sits in the middle, where the support reaches both the front and the back. 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Boneless waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so William Wallace swings into a line that cannot answer. What you give up: The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. 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 Rozen Blade
Rozen Blade appears in 8 ranked Mixed combos.
- 153
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B Liberator · Rozen Blade · The Immortal Mid progression 63.12/100 out of 100Liberator (footmen · X05), Rozen Blade (cavalry · S03) and The Immortal (cavalry · S02) score 63.12 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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. The Immortal 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Liberator and The Immortal both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so The Immortal swings into a line that cannot answer. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; The Immortal (S02) 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 →
- 157
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B Cicero · Rozen Blade · The Immortal Mid progression 62.01/100 out of 100Cicero (footmen · X01), Rozen Blade (cavalry · S03) and The Immortal (cavalry · S02) score 62.01 out of 100 together, and each of the three has a job.
Cicero is the saboteur, stripping the enemy's stats before the blows land: strips 126% of enemy Might, Resistance and damage in total, and takes the front as the one built to survive the opening exchange. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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. The Immortal 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cicero and The Immortal both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so The Immortal swings into a line that cannot answer. What you give up: The Immortal (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 160
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B Cicero · Chen Liu · Rozen Blade Mid progression 61.58/100 out of 100Cicero (footmen · X01), Chen Liu (footmen · X01) and Rozen Blade (cavalry · S03) score 61.58 out of 100 together, and each of the three has a job.
Cicero is the saboteur, stripping the enemy's stats before the blows land: strips 126% of enemy Might, Resistance and damage in total, and takes the front as the one built to survive the opening exchange. Chen Liu is the multiplier, raising what the other two put out rather than adding a number of its own: carries 190% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cicero and Chen Liu both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Chen Liu swings into a line that cannot answer. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; Rozen Blade (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 →
- 168
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B Cleopatra VII · Rozen Blade · Dach Tengri Mid progression 58.93/100 out of 100Cleopatra VII (cavalry · S03 · paid), Rozen Blade (cavalry · S03) and Dach Tengri (footmen · X02) score 58.93 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. Dach Tengri is the multiplier, raising what the other two put out rather than adding a number of its own: carries 32% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 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; 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; Dach Tengri raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 4% of the hardest-hitting trio in the roster. How these scores work →
- 181
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B Leonidas · Rozen Blade · The Immortal Starter 61.62/100 out of 100Leonidas (archer · S00), Rozen Blade (cavalry · S03) and The Immortal (cavalry · S02) score 61.62 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. 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. The Immortal 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Leonidas and The Immortal both wait on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so The Immortal swings into a line that cannot answer. What you give up: Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 183
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B Cleopatra VII · Rozen Blade · Desert Storm Starter 58.31/100 out of 100Cleopatra VII (cavalry · S03 · paid), Rozen Blade (cavalry · S03) and Desert Storm (footmen · S04) score 58.31 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. Desert Storm adds a second source of control, so the lock rarely has an off round: strips 18% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 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; 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: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 184
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B Genghis Khan · Rozen Blade · The Boneless Starter 58.17/100 out of 100Genghis Khan (footmen · S01), Rozen Blade (cavalry · S03) and The Boneless (cavalry · S00) score 58.17 out of 100 together, and each of the three has a job.
Genghis Khan is the lifeline: that healing decides whether this lineup is still standing in round five — carries 152% of recovery across its kit, and takes the front as the sturdiest of the three. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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. The Boneless adds a second source of control, so the lock rarely has an off round: Hack and Slash applies Disarm 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Boneless waits on; Rozen Blade produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; Rozen Blade’s Blitz applies Suppress 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: Genghis Khan (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 188
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B Cleopatra VII · Rozen Blade · Divine Arrow Starter 57.32/100 out of 100Cleopatra VII (archer · S03 · paid), Rozen Blade (cavalry · S03) and Divine Arrow (archer · S04) score 57.32 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. Divine Arrow adds a second source of control, so the lock rarely has an off round: For Heaven applies Disarm on a 25% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII 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; raw damage reaches only about 5% of the hardest-hitting trio in the roster. How these scores work →
Rozen Blade — skills
All 8 recorded skills for Rozen Blade, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Blitz
30% chance to remove the debuff of ally Cavalry and archers (excluding Debuffs from pre-battle skills), give their Basic Attacks 25% chance to cause 1 turn Suppression , lasting 1 turn.
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 Swarming Attack
During the first 3 turns, all friendly squads gain 100 Combat Speed and a 70% chance to deal 2 basic attacks on each turn(effects of the same type cannot be stacked).
6 Cavalry Awakened
Hero's squad gains 20% Cavalry Might and Resistance, and 180 Cavalry Combat Speed. 250% bonus to the skill "Dictator".
7 Discipline - Cavalry
Cavalry's Might in the hero's legion is increased by 40%.
8 Surrounding Siege
During Battle, Whenever 2 random enemy squads take damage, they take 12% extra damage , maximum 5 stacks.
Which Rozen Blade combos can YOU play?
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