Saladin — what the skills grant
Totalled from Saladin's own skill descriptions. Squad buffs apply to the hero's own squad; legion buffs apply to the whole legion — they stack differently in game, so they are counted separately.
Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 5 — +400%, skill 8 — +430%.
About Saladin
Saladin is a Cavalry hero in Rise of Castles. On ROCMeta, Saladin appears in 138 ranked combos spanning Cavalry and Mixed lineups. Saladin's highest-ranked appearance is Cyrus · Saladin · Zhao Yun, which currently sits at Cavalry #1.
Across Saladin's skills, the hero's own squad gains +65% Resistance, +65% Might, and +15% Damage. The wider legion gains +40% Might.
Saladin's strongest recorded skill hits for 430% damage.
Saladin is most often ranked alongside Thorvi, Lancelot, and Oliver — the heroes that share the most ranked combos with Saladin. The full list of partners is further down the page.
Why Saladin ranks where it does
Saladin is built around enemy debuffs and burst damage — stronger there than 79% of the roster.
Pairs best with Al-Hawra, Alfred and Army Breaker. Al-Hawra's Desert Phantom supplies the trigger-rate boosts; Saladin's Jihad Command feeds on them. Saladin supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. Their strongest lineup together (Oliver completing it) scores 84.63 — list-worthy, but the selection spent those seats on more varied lineups.
Read from Saladin's eight skills and compared against every other published hero — not an editorial opinion.
Most often ranked with Saladin
Counted from the published lists: the partners who appear beside Saladin in the most ranked lineups.
Proven synergies
A different question from the grid above: not who Saladin is listed with, but whose kit the skill text says Saladin actually feeds — or feeds on. Each claim names the effect and, wherever the card records one, the skill producing it, so you can check it against the cards further down. Some of these pairs share no ranked lineup at all; each one says why.
Roland
12 shared lineupsRoland's Paladins supplies the prep-skips; Saladin feeds on them. Roland's Song of Roland supplies the trigger-rate boosts; Saladin's Jihad Command feeds on them. Saladin supplies the combat-skill casts; Roland's Paladins feeds on them. Saladin's Whirlwind Slash supplies the prep-skips; Roland feeds on them. Saladin's Whirlwind Slash supplies the trigger-rate boosts; Roland's Song of Roland feeds on them.
Lancelot
27 shared lineupsLancelot's Dedication supplies the prep-skips; Saladin feeds on them. Saladin supplies the combat-skill casts; Lancelot's Dedication feeds on them. Saladin's Whirlwind Slash supplies the prep-skips; Lancelot feeds on them. Saladin's Whirlwind Slash supplies the trigger-rate boosts; Lancelot's Immortal feeds on them.
Cyrus
8 shared lineupsCyrus's Tolerance supplies the trigger-rate boosts; Saladin's Jihad Command feeds on them. Saladin supplies the combat-skill casts; Cyrus's Strategy to Victory feeds on them. Saladin's Whirlwind Slash supplies the prep-skips; Cyrus feeds on them. Saladin's Whirlwind Slash supplies the trigger-rate boosts; Cyrus's Epic Conqueror feeds on them.
Jeanne d'Arc
4 shared lineupsJeanne d'Arc's Siege of Orleans supplies the prep-skips; Saladin feeds on them. Saladin supplies the combat-skill casts; Jeanne d'Arc's Siege of Orleans feeds on them. Saladin's Whirlwind Slash supplies the prep-skips; Jeanne d'Arc feeds on them. Saladin's Whirlwind Slash supplies the trigger-rate boosts; Jeanne d'Arc's The Banner of Joan feeds on them.
El Cid
Not yet listedEl Cid's Song of El Cid supplies the trigger-rate boosts; Saladin's Jihad Command feeds on them. Saladin's Whirlwind Slash supplies the prep-skips; El Cid feeds on them. Saladin's Whirlwind Slash supplies the trigger-rate boosts; El Cid's Trial of Light feeds on them. No lineup around this pair clears the era and composition gates.
War Lord
Not yet listedSaladin's Whirlwind Slash supplies the prep-skips; War Lord feeds on them. War Lord's War God Descends supplies the prep-skips; Saladin feeds on them. War Lord's War God Descends supplies the trigger-rate boosts; Saladin's Jihad Command feeds on them. No lineup around this pair clears the era and composition gates.
Best Cavalry combos with Saladin
Saladin appears in 83 ranked Cavalry combos — showing the top 24.
- 1
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B Cyrus · Saladin · Zhao Yun Current meta Beats 29 of 29 in battle 89.75/100 out of 100 Cyrus (SP · paid), Saladin (SP · paid) and Zhao Yun (X26) score 89.75 out of 100 together, and each of the three has a job.
Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 84% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Cyrus waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command waits on. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.
- 9
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B Roland · Saladin · Thorvi Current meta Beats 19 of 29 in battle 88.80/100 out of 100 Roland (X18), Saladin (SP · paid) and Thorvi (X29) score 88.80 out of 100 together, and each of the three has a job.
Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 93% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command and Thorvi’s Thunderlance Thrust both wait on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.
- 11
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B Thorven · Thorvi · Saladin Current meta Beats 18 of 29 in battle 89.69/100 out of 100 Thorven (X29), Thorvi (X29) and Saladin (SP · paid) score 89.69 out of 100 together, and each of the three has a job.
Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Thorvi is the win condition, bringing 93% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.
- 15
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B Roland · Saladin · Lancelot Current meta Beats 16 of 29 in battle 88.48/100 out of 100 Roland (X18), Saladin (SP · paid) and Lancelot (X20 · paid) score 88.48 out of 100 together, and each of the three has a job.
Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 78% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.
- 16
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B Cyrus · Saladin · Thorvi Current meta Beats 15 of 29 in battle 90.31/100 out of 100 Cyrus (SP · paid), Saladin (SP · paid) and Thorvi (X29) score 90.31 out of 100 together, and each of the three has a job.
Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 87% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Cyrus waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command and Thorvi’s Thunderlance Thrust both wait on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 46% of the hardest-hitting trio in the roster.
- 17
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B Lancelot · Saladin · Thorvi Current meta Beats 14 of 29 in battle 92.54/100 out of 100 Lancelot (X20 · paid), Saladin (SP · paid) and Thorvi (X29) score 92.54 out of 100 together, and each of the three has a job.
Lancelot brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 74% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Thorvi’s Thunderlance Thrust both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: the damage runs off different engines, so the three do not compound; a current-era lineup with no legacy weak point.
- 19
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B Louis IX · Saladin · Thorvi Current meta Beats 11 of 29 in battle 90.43/100 out of 100 Louis IX (X19), Saladin (SP · paid) and Thorvi (X29) score 90.43 out of 100 together, and each of the three has a job.
Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 83% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Louis IX’s Royal Codes and Thorvi’s Thunderlance Thrust both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Louis IX waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Louis IX holds the front, but nothing here heals.
- 20
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B Attila · Saladin · Thorvi Current meta Beats 10 of 29 in battle 93.90/100 out of 100 Attila (X27 · paid), Saladin (SP · paid) and Thorvi (X29) score 93.90 out of 100 together, and each of the three has a job.
Attila brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 72% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Thorvi’s Thunderlance Thrust both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Attila shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 55% of the hardest-hitting trio in the roster.
- 22
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B Thorven · Saladin · Lancelot Current meta Beats 10 of 29 in battle 88.68/100 out of 100 Thorven (X29), Saladin (SP · paid) and Lancelot (X20 · paid) score 88.68 out of 100 together, and each of the three has a job.
Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 78% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.
- 23
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B Lancelot · Saladin · Oliver Current meta Beats 9 of 29 in battle 91.04/100 out of 100 Lancelot (X20 · paid), Saladin (SP · paid) and Oliver (X24) score 91.04 out of 100 together, and each of the three has a job.
Lancelot brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Oliver’s Paladin's Resilience both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 43% of the hardest-hitting trio in the roster.
- 24
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B Cyrus · Saladin · Oliver Current meta Beats 7 of 29 in battle 90.67/100 out of 100 Cyrus (SP · paid), Saladin (SP · paid) and Oliver (X24) score 90.67 out of 100 together, and each of the three has a job.
Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Cyrus waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Saladin’s Jihad Command both wait on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 35% of the hardest-hitting trio in the roster.
- 26
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B Pompey · Saladin · Thorvi Current meta Beats 5 of 29 in battle 88.54/100 out of 100 Pompey (X16), Saladin (SP · paid) and Thorvi (X29) score 88.54 out of 100 together, and each of the three has a job.
Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 86% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Pompey’s Rome Destroyer and Thorvi’s Thunderlance Thrust both wait on; Saladin produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.
- 27
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B Tura Cartel · Saladin · Oliver Current meta Beats 4 of 29 in battle 89.33/100 out of 100 Tura Cartel (X21), Saladin (SP · paid) and Oliver (X24) score 89.33 out of 100 together, and each of the three has a job.
Tura Cartel brings a second damage line worth 27% of the expected output, so no single silence stops the plan: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and takes the front as the sturdiest of the three. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Tura Cartel’s Serpent's Fang both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Tura Cartel shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 44% of the hardest-hitting trio in the roster.
- 28
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B Louis IX · Saladin · Oliver Current meta Beats 3 of 29 in battle 88.46/100 out of 100 Louis IX (X19), Saladin (SP · paid) and Oliver (X24) score 88.46 out of 100 together, and each of the three has a job.
Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Louis IX’s Royal Codes and Oliver’s Paladin's Resilience both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Louis IX waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 37% of the hardest-hitting trio in the roster.
- 29
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B Attila · Saladin · Oliver Current meta Beats 3 of 29 in battle 90.34/100 out of 100 Attila (X27 · paid), Saladin (SP · paid) and Oliver (X24) score 90.34 out of 100 together, and each of the three has a job.
Attila brings a second damage line worth 27% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Oliver’s Paladin's Resilience both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Attila shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 44% of the hardest-hitting trio in the roster.
- 30
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B Thorvi · Saladin · Tura Cartel Current meta Beats 0 of 29 in battle 89.38/100 out of 100 Thorvi (X29), Saladin (SP · paid) and Tura Cartel (X21) score 89.38 out of 100 together, and each of the three has a job.
Thorvi is the win condition, bringing 73% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Tura Cartel brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust and Tura Cartel’s Serpent's Fang both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Tura Cartel shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: Thorvi holds the front, but nothing here heals; the damage runs off different engines, so the three do not compound.
- 41
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B Roland · Saladin · Attila Current meta Beats 8 of 8 reference lineups 86.59/100 out of 100 Roland (X18), Saladin (SP · paid) and Attila (X27 · paid) score 86.59 out of 100 together, and each of the three has a job.
Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 80% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Saladin’s Jihad Command both wait on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 15% of the hardest-hitting trio in the roster.
- 46
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B Tura Cartel · Jeanne d'Arc · Saladin Current meta Beats 8 of 8 reference lineups 83.50/100 out of 100 Tura Cartel (X21), Jeanne d'Arc (SP · paid) and Saladin (SP · paid) score 83.50 out of 100 together, and each of the three has a job.
Tura Cartel is the win condition, bringing 69% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and takes the front as the sturdiest of the three. Jeanne d'Arc 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 sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Jeanne d'Arc’s The Banner of Joan and Tura Cartel’s Serpent's Fang both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Jeanne d'Arc waits on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Saladin and Tura Cartel both wait on. What you give up: Jeanne d'Arc (SP) 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.
- 51
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B Roland · Saladin · Zhao Yun Current meta Beats 7 of 8 reference lineups 86.10/100 out of 100 Roland (X18), Saladin (SP · paid) and Zhao Yun (X26) score 86.10 out of 100 together, and each of the three has a job.
Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 91% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.
- 58
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B Don Quixote · Saladin · Lancelot Current meta Beats 7 of 8 reference lineups 84.11/100 out of 100 Don Quixote (X22), Saladin (SP · paid) and Lancelot (X20 · paid) score 84.11 out of 100 together, and each of the three has a job.
Don Quixote is the win condition, bringing 52% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot brings a second damage line worth 37% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Don Quixote’s Parry and Lancelot’s Immortal both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote and Lancelot both wait on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; the damage runs off different engines, so the three do not compound.
- 63
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B Cyrus · Saladin · Lancelot Current meta Beats 7 of 8 reference lineups 87.50/100 out of 100 Cyrus (SP · paid), Saladin (SP · paid) and Lancelot (X20 · paid) score 87.50 out of 100 together, and each of the three has a job.
Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 65% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Cyrus and Lancelot both wait on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Saladin’s Jihad Command both wait on. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.
- 66
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B Attila · Saladin · Zhao Yun Current meta Beats 6 of 8 reference lineups 86.40/100 out of 100 Attila (X27 · paid), Saladin (SP · paid) and Zhao Yun (X26) score 86.40 out of 100 together, and each of the three has a job.
Attila brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 67% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Attila shuts off enemy recovery, so what Zhao Yun deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; no one hero clearly carries, so the damage is easier to interrupt.
- 75
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B Oliver · Saladin · Thorven Current meta Beats 6 of 8 reference lineups 87.79/100 out of 100 Oliver (X24), Saladin (SP · paid) and Thorven (X29) score 87.79 out of 100 together, and each of the three has a job.
Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and takes the front as the sturdiest of the three. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 32% of the hardest-hitting trio in the roster.
- 76
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B Lancelot · Saladin · Zhao Yun Current meta Beats 6 of 8 reference lineups 87.65/100 out of 100 Lancelot (X20 · paid), Saladin (SP · paid) and Zhao Yun (X26) score 87.65 out of 100 together, and each of the three has a job.
Lancelot brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 69% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 34% of the hardest-hitting trio in the roster.
Best Mixed combos with Saladin
Saladin appears in 55 ranked Mixed combos — showing the top 24.
- 12
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B Henry V · Saladin · Thorvi Current meta Beats 17 of 29 in battle 89.32/100 out of 100 Henry V (archer · X17), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 89.32 out of 100 together, and each of the three has a job.
Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 83% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Henry V’s Wildfire Rhapsody and Thorvi’s Thunderlance Thrust both wait on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Henry V, Saladin, Thorvi only reaches its own squad, not the whole team.
- 18
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B Hasdrubal · Saladin · Thorvi Current meta Beats 13 of 29 in battle 87.62/100 out of 100 Hasdrubal (footmen · X23), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 87.62 out of 100 together, and each of the three has a job.
Hasdrubal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Counter-espionage applies Silence for 2 rounds on a 85% roll, and takes the front as the sturdiest of the three. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 93% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hasdrubal’s Tenacity and Thorvi’s Thunderlance Thrust both wait on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Hasdrubal, Saladin, Thorvi only reaches its own squad, not the whole team.
- 20
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B Henry V · Saladin · Oliver Current meta Beats 12 of 29 in battle 88.55/100 out of 100 Henry V (archer · X17), Saladin (cavalry · SP · paid) and Oliver (archer · X24) score 88.55 out of 100 together, and each of the three has a job.
Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Henry V’s Wildfire Rhapsody and Oliver’s Paladin's Resilience both wait on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 37% of the hardest-hitting trio in the roster.
- 23
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B King Cnut · Saladin · Thorvi Current meta Beats 10 of 29 in battle 88.37/100 out of 100 King Cnut (footmen · X17), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 88.37 out of 100 together, and each of the three has a job.
King Cnut 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, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 90% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger King Cnut’s Frenzy Tides and Thorvi’s Thunderlance Thrust both wait on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; King Cnut raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; King Cnut, Saladin, Thorvi only reaches its own squad, not the whole team.
- 28
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B Zhuge Liang · Saladin · Thorvi Current meta Beats 2 of 29 in battle 90.23/100 out of 100 Zhuge Liang (archer · X26), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 90.23 out of 100 together, and each of the three has a job.
Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 81% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Saladin and Thorvi both wait on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Zhuge Liang raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; Zhuge Liang, Saladin, Thorvi only reaches its own squad, not the whole team.
- 29
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B Zhuge Liang · Saladin · Oliver Current meta Beats 2 of 29 in battle 89.42/100 out of 100 Zhuge Liang (archer · X26), Saladin (cavalry · SP · paid) and Oliver (archer · X24) score 89.42 out of 100 together, and each of the three has a job.
Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver and Saladin both wait on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 38% of the hardest-hitting trio in the roster.
- 55
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B Gustav · Saladin · Lancelot Current meta Beats 7 of 8 reference lineups 85.92/100 out of 100 Gustav (footmen · X20), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 85.92 out of 100 together, and each of the three has a job.
Gustav is the lifeline: that healing decides whether this lineup is still standing in round five — carries 200% of recovery across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 72% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; Gustav, Saladin, Lancelot only reaches its own squad, not the whole team.
- 61
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B Zhao Yun · Hannibal · Saladin Current meta Beats 7 of 8 reference lineups 85.50/100 out of 100 Zhao Yun (footmen · X26), Hannibal (footmen · X28 · paid) and Saladin (cavalry · SP · paid) score 85.50 out of 100 together, and each of the three has a job.
Zhao Yun is the win condition, bringing 91% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and takes the front as the one built to survive the opening exchange. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Saladin waits on; Saladin produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 31% of the hardest-hitting trio in the roster.
- 68
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B Penthesilea · Saladin · Thorvi Current meta Beats 6 of 8 reference lineups 86.23/100 out of 100 Penthesilea (archer · SP · paid), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 86.23 out of 100 together, and each of the three has a job.
Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 92% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Saladin and Thorvi both wait on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Penthesilea, Saladin, Thorvi only reaches its own squad, not the whole team.
- 86
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B Geraint · Saladin · Lancelot Current meta Beats 5 of 8 reference lineups 85.75/100 out of 100 Geraint (footmen · X24), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 85.75 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 73% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; Geraint, Saladin, Lancelot only reaches its own squad, not the whole team.
- 87
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B Gustav · Saladin · Attila Current meta Beats 5 of 8 reference lineups 84.14/100 out of 100 Gustav (footmen · X20), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 84.14 out of 100 together, and each of the three has a job.
Gustav is the lifeline: that healing decides whether this lineup is still standing in round five — carries 200% of recovery across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 74% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 16% of the hardest-hitting trio in the roster.
- 91
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B Alexander · Saladin · Lancelot Current meta Beats 5 of 8 reference lineups 84.28/100 out of 100 Alexander (footmen · SP · paid), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 84.28 out of 100 together, and each of the three has a job.
Alexander is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 325% across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 54% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; Alexander, Saladin, Lancelot only reaches its own squad, not the whole team.
- 96
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B Hasdrubal · Saladin · Lancelot Current meta Beats 4 of 8 reference lineups 85.05/100 out of 100 Hasdrubal (footmen · X23), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 85.05 out of 100 together, and each of the three has a job.
Hasdrubal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Counter-espionage applies Silence for 2 rounds on a 85% roll, and takes the front as the sturdiest of the three. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 78% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hasdrubal’s Tenacity and Lancelot’s Immortal both wait on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; Hasdrubal, Saladin, Lancelot only reaches its own squad, not the whole team.
- 98
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B Zhao Yun · La Hire · Saladin Current meta Beats 4 of 8 reference lineups 86.05/100 out of 100 Zhao Yun (footmen · X26), La Hire (footmen · X22) and Saladin (cavalry · SP · paid) score 86.05 out of 100 together, and each of the three has a job.
Zhao Yun is the win condition, bringing 84% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and takes the front as the one built to survive the opening exchange. La Hire 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 sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger La Hire’s Shield Breaker waits on; La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command waits on; La Hire’s Shield Breaker applies Disarm and takes a squad out of the fight for 1 round, so Zhao Yun swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 33% of the hardest-hitting trio in the roster.
- 105
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B Alexander · Saladin · Attila Current meta Beats 4 of 8 reference lineups 84.56/100 out of 100 Alexander (footmen · SP · paid), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 84.56 out of 100 together, and each of the three has a job.
Alexander is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 325% across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 56% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; Alexander, Saladin, Attila only reaches its own squad, not the whole team.
- 110
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B King Arthur · Zhao Yun · Saladin Current meta Beats 3 of 8 reference lineups 85.96/100 out of 100 King Arthur (footmen · SP · paid), Zhao Yun (footmen · X26) and Saladin (cavalry · SP · paid) score 85.96 out of 100 together, and each of the three has a job.
King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Zhao Yun is the win condition, bringing 82% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger King Arthur’s Sword in the Stone waits on; Zhao Yun produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound.
- 111
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B Harald III · Saladin · Lancelot Current meta Beats 3 of 8 reference lineups 84.29/100 out of 100 Harald III (footmen · X19), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 84.29 out of 100 together, and each of the three has a job.
Harald III is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Authority applies Taunt on a 55% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 60% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Harald III, Saladin, Lancelot only reaches its own squad, not the whole team.
- 113
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B Geraint · Saladin · Attila Current meta Beats 3 of 8 reference lineups 84.20/100 out of 100 Geraint (footmen · X24), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 84.20 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 75% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 16% of the hardest-hitting trio in the roster.
- 123
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B Penthesilea · Saladin · Lancelot Current meta Beats 3 of 8 reference lineups 85.32/100 out of 100 Penthesilea (archer · SP · paid), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 85.32 out of 100 together, and each of the three has a job.
Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 77% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Saladin waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; Penthesilea, Saladin, Lancelot only reaches its own squad, not the whole team.
- 129
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B Hasdrubal · Saladin · Oliver Current meta Beats 3 of 8 reference lineups 85.89/100 out of 100 Hasdrubal (footmen · X23), Saladin (cavalry · SP · paid) and Oliver (cavalry · X24) score 85.89 out of 100 together, and each of the three has a job.
Hasdrubal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Counter-espionage applies Silence for 2 rounds on a 85% roll, and takes the front as the sturdiest of the three. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hasdrubal’s Tenacity and Oliver’s Paladin's Resilience both wait on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Hasdrubal, Saladin, Oliver only reaches its own squad, not the whole team.
- 130
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B Penthesilea · Saladin · Oliver Current meta Beats 3 of 8 reference lineups 87.06/100 out of 100 Penthesilea (archer · SP · paid), Saladin (cavalry · SP · paid) and Oliver (archer · X24) score 87.06 out of 100 together, and each of the three has a job.
Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver and Saladin both wait on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 32% of the hardest-hitting trio in the roster.
- 142
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B Lancelot · Saladin · Seraphina Current meta Beats 2 of 8 reference lineups 84.03/100 out of 100 Lancelot (cavalry · X20 · paid), Saladin (cavalry · SP · paid) and Seraphina (archer · X28) score 84.03 out of 100 together, and each of the three has a job.
Lancelot is the win condition, bringing 58% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Seraphina’s Crimson Tide Fire Rain both wait on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; Lancelot, Saladin, Seraphina only reaches its own squad, not the whole team.
- 144
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B Lancelot · Hannibal · Saladin Current meta Beats 2 of 8 reference lineups 85.56/100 out of 100 Lancelot (cavalry · X20 · paid), Hannibal (footmen · X28 · paid) and Saladin (cavalry · SP · paid) score 85.56 out of 100 together, and each of the three has a job.
Lancelot is the win condition, bringing 78% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Saladin waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; Lancelot, Hannibal, Saladin only reaches its own squad, not the whole team.
- 145
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B Seraphina · Saladin · Attila Current meta Beats 2 of 8 reference lineups 84.25/100 out of 100 Seraphina (archer · X28), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 84.25 out of 100 together, and each of the three has a job.
Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 60% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Seraphina’s Crimson Tide Fire Rain both wait on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.
Saladin — skills
All 8 recorded skills for Saladin, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Sultan's Verdict
In battle, the hero's squad gains Targeted Attack state; each round, 100% chance to make enemy front-row squads take +50% damage and enter Devour Mend state (attrition rate 25%), stackable up to 8 stacks, lasting until the end of battle.
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 Whirlwind Slash
70% chance to deal 400% skill damage to enemy front-row squads; In rounds 1 and 3, all your cavalry squad's skill release chance +20%; In rounds 2 and 4, when all your cavalry squads release a prep skill, 100% chance to skip 1 round of prep time.
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 Jihad Command
After a normal attack, 65% chance to deal 430% physical damage to enemy front-row squads and grant 1 stacks of dodging to 2 friendly squads, lasting 1 rounds; when all your cavalry squads start a prep skill, Saladin gains 1 stacks of combo, stackable up to 2 stacks, lasting 1 rounds.
Which Saladin lineups can you field?
Select the heroes you own and the generator returns every ranked Saladin lineup you can field today, the ones you are one hero short of, and the single unlock that opens the most.
Open the Combo Generator


