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 30 ranked combos spanning Cavalry and Mixed lineups. Saladin's highest-ranked appearance is Attila · 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 Attila, Lancelot, and Tura Cartel — 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 feeds Saladin; Saladin feeds Al-Hawra
Read from Saladin's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Saladin
The heroes most often ranked alongside Saladin.
Best Cavalry combos with Saladin
Saladin appears in 19 ranked Cavalry combos.
- 1
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B Attila · Saladin · Zhao Yun Current meta 86.66/100 out of 100Attila (X27 · paid), Saladin (SP · paid) and Zhao Yun (X26) score 86.66 out of 100 together, and each of the three has a job.
Attila brings a second damage line worth 28% 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: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 65% 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 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 2
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B Lancelot · Saladin · Zhao Yun Current meta 86.62/100 out of 100Lancelot (X20 · paid), Saladin (SP · paid) and Zhao Yun (X26) score 86.62 out of 100 together, and each of the three has a job.
Lancelot brings a second damage line worth 20% 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: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 72% 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 waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 62% of the hardest-hitting trio in the roster. How these scores work →
- 3
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B Zhao Yun · Saladin · Tura Cartel Current meta 85.75/100 out of 100Zhao Yun (X26), Saladin (SP · paid) and Tura Cartel (X21) score 85.75 out of 100 together, and each of the three has a job.
Zhao Yun is the win condition, bringing 66% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. 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 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 Tura Cartel waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Tura Cartel 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; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 4
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B Lancelot · Saladin · Oliver Current meta 84.77/100 out of 100Lancelot (X20 · paid), Saladin (SP · paid) and Oliver (X24) score 84.77 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: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 67% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot and Oliver both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 52% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 12
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B Thorven · Saladin · Thorvi Current meta 81.77/100 out of 100Thorven (X29), Saladin (SP · paid) and Thorvi (X29) score 81.77 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 180% 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: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 80% 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 Thorvi waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Thorven waits on; Saladin produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →
- 23
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B Attila · Farah · Saladin Current meta 78.48/100 out of 100Attila (X27 · paid), Farah (X11) and Saladin (SP · paid) score 78.48 out of 100 together, and each of the three has a job.
Attila is the win condition, bringing 67% of the lineup's expected damage: 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. 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, 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 Attila waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Attila (X27). How these scores work →
- 24
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B Attila · Cyrus · Saladin Current meta 78.43/100 out of 100Attila (X27 · paid), Cyrus (SP · paid) and Saladin (SP · paid) score 78.43 out of 100 together, and each of the three has a job.
Attila is the win condition, bringing 67% of the lineup's expected damage: 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. 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 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: strips 75% of enemy Might, Resistance and damage in total, 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 Cyrus waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila and Cyrus both wait on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Attila and Saladin both wait on. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation. How these scores work →
- 25
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B Ragnar · Saladin · Attila Current meta 78.36/100 out of 100Ragnar (X12 · paid), Saladin (SP · paid) and Attila (X27 · paid) score 78.36 out of 100 together, and each of the three has a job.
Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery 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: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 64% 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 Attila waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: raw damage reaches only about 30% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 27
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B Hellfire · Saladin · Lancelot Current meta 77.84/100 out of 100Hellfire (X09), Saladin (SP · paid) and Lancelot (X20 · paid) score 77.84 out of 100 together, and each of the three has a job.
Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 71% 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 Hellfire and Lancelot both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Hellfire produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Saladin (SP). How these scores work →
- 28
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B Ragnar · Saladin · Tura Cartel Current meta 77.82/100 out of 100Ragnar (X12 · paid), Saladin (SP · paid) and Tura Cartel (X21) score 77.82 out of 100 together, and each of the three has a job.
Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery 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: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 63% of the lineup's expected damage: 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 Tura Cartel waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Saladin (SP). How these scores work →
- 33
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B Don Quixote · Ragnar · Saladin Current meta 77.23/100 out of 100Don Quixote (X22), Ragnar (X12 · paid) and Saladin (SP · paid) score 77.23 out of 100 together, and each of the three has a job.
Don Quixote is the win condition, bringing 65% 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. Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery 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: strips 75% of enemy Might, Resistance and damage in total, 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 Don Quixote waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote waits on; Ragnar raises Don Quixote’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 30% of the hardest-hitting trio in the roster; little here disrupts the enemy plan, so the fight is decided on raw output. How these scores work →
- 37
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B Lancelot · Farah · Saladin Current meta 76.39/100 out of 100Lancelot (X20 · paid), Farah (X11) and Saladin (SP · paid) score 76.39 out of 100 together, and each of the three has a job.
Lancelot is the win condition, bringing 56% 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. 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, 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 Lancelot waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Saladin (SP). How these scores work →
- 46
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B Hellfire · Bjorn · Saladin Current meta 74.81/100 out of 100Hellfire (X09), Bjorn (X04) and Saladin (SP · paid) score 74.81 out of 100 together, and each of the three has a job.
Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% 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: strips 75% of enemy Might, Resistance and damage in total, 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 Hellfire and Bjorn both wait on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Hellfire raises Saladin’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Bjorn (X04) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 54
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B Army Breaker · Bjorn · Saladin Current meta 73.21/100 out of 100Army Breaker (X02), Bjorn (X04) and Saladin (SP · paid) score 73.21 out of 100 together, and each of the three has a job.
Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Bjorn is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 90% 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: strips 75% of enemy Might, Resistance and damage in total, 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 Army Breaker and Bjorn both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Army Breaker raises Saladin’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Army Breaker (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 55
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B Hellfire · Army Breaker · Saladin Current meta 73.14/100 out of 100Hellfire (X09), Army Breaker (X02) and Saladin (SP · paid) score 73.14 out of 100 together, and each of the three has a job.
Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% 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: strips 75% of enemy Might, Resistance and damage in total, 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 Hellfire and Army Breaker both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Hellfire raises Saladin’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Army Breaker (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 59
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B John I · Bjorn · Saladin Current meta 72.23/100 out of 100John I (X13), Bjorn (X04) and Saladin (SP · paid) score 72.23 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 70% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% 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: strips 75% of enemy Might, Resistance and damage in total, 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 John I and Bjorn both wait on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so John I swings into a line that cannot answer; Bjorn raises John I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; Bjorn (X04) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 61
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B John I · Warhammer · Saladin Current meta 72.17/100 out of 100John I (X13), Warhammer (X06) and Saladin (SP · paid) score 72.17 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 69% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, 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: strips 75% of enemy Might, Resistance and damage in total, 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 John I and Warhammer both wait on; Warhammer shuts off enemy recovery, so what John I deals stays dealt. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; Warhammer (X06) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 63
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B Lawman · Bjorn · Saladin Current meta 72.08/100 out of 100Lawman (X03), Bjorn (X04) and Saladin (SP · paid) score 72.08 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Bjorn is the multiplier, raising what the other two put out rather than adding a number of its own: carries 90% 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: strips 75% of enemy Might, Resistance and damage in total, 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 Lawman and Bjorn both wait on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Bjorn raises Saladin’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Lawman (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 99
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B Wind Walker · Saladin · John I Current meta 64.52/100 out of 100Wind Walker (X01), Saladin (SP · paid) and John I (X13) score 64.52 out of 100 together, and each of the three has a job.
Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 68% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Wind Walker and John I both wait on; Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; Wind Walker (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
Best Mixed combos with Saladin
Saladin appears in 11 ranked Mixed combos.
- 7
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B Henry V · Saladin · Oliver Current meta 80.57/100 out of 100Henry V (archer · X17), Saladin (cavalry · SP · paid) and Oliver (archer · X24) score 80.57 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: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 78% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Henry V and Oliver 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: raw damage reaches only about 45% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →
- 8
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B La Hire · Saladin · Oliver Current meta 80.56/100 out of 100La Hire (footmen · X22), Saladin (cavalry · SP · paid) and Oliver (cavalry · X24) score 80.56 out of 100 together, and each of the three has a job.
La Hire brings a second damage line worth 10% of the expected output, so no single silence stops the plan: Shield Breaker puts 325% into 2 enemy squads 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: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 79% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger La Hire and Oliver both wait on; La Hire’s Shield Breaker applies Disarm and takes a squad out of the fight for 1 round, so Oliver swings into a line that cannot answer. What you give up: raw damage reaches only about 44% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 23
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B Beowulf · Saladin · Attila Current meta 78.24/100 out of 100Beowulf (archer · SP · paid), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 78.24 out of 100 together, and each of the three has a job.
Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, 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: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 73% 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 waits on; Beowulf’s Dragon Slayer applies Disarm 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 26% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →
- 25
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B Tomyris · Saladin · Lancelot Current meta 77.98/100 out of 100Tomyris (archer · X28), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 77.98 out of 100 together, and each of the three has a job.
Tomyris is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 115% of damage reduction 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: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 70% 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 waits on; Saladin produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Tomyris, Saladin, Lancelot only reaches its own squad, not the whole team. How these scores work →
- 28
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B Attila · La Hire · Saladin Current meta 77.75/100 out of 100Attila (cavalry · X27 · paid), La Hire (footmen · X22) and Saladin (cavalry · SP · paid) score 77.75 out of 100 together, and each of the three has a job.
Attila is the win condition, bringing 67% of the lineup's expected damage: 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. La Hire brings a second damage line worth 16% of the expected output, so no single silence stops the plan: Shield Breaker puts 325% into 2 enemy squads on a 60% 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: strips 75% of enemy Might, Resistance and damage in total, 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 prep-skips, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila and La Hire both wait on; La Hire’s Shield Breaker applies Disarm and takes a squad out of the fight for 1 round, so Attila swings into a line that cannot answer. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 30
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B Gustav · Saladin · Tura Cartel Current meta 77.08/100 out of 100Gustav (footmen · X20), Saladin (cavalry · SP · paid) and Tura Cartel (cavalry · X21) score 77.08 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, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 73% of the lineup's expected damage: 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 prep-skips, the exact trigger Tura Cartel waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →
- 33
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B Robin Hood · Saladin · Tura Cartel Current meta 76.48/100 out of 100Robin Hood (archer · X21), Saladin (cavalry · SP · paid) and Tura Cartel (cavalry · X21) score 76.48 out of 100 together, and each of the three has a job.
Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 300% of enemy Might, Resistance and damage in total, 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: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 58% of the lineup's expected damage: 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 prep-skips, the exact trigger Tura Cartel waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: raw damage reaches only about 31% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →
- 58
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B Lancelot · Dach Tengri · Saladin Current meta 73.64/100 out of 100Lancelot (cavalry · X20 · paid), Dach Tengri (footmen · X02) and Saladin (cavalry · SP · paid) score 73.64 out of 100 together, and each of the three has a job.
Lancelot is the win condition, bringing 71% 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. 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 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: strips 75% of enemy Might, Resistance and damage in total, 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 prep-skips, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot waits on; Saladin produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; Dach Tengri (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 59
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B Hellfire · Poison Master · Saladin Current meta 73.61/100 out of 100Hellfire (archer · X09), Poison Master (archer · X10) and Saladin (cavalry · SP · paid) score 73.61 out of 100 together, and each of the three has a job.
Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% 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: strips 75% of enemy Might, Resistance and damage in total, 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 Hellfire and Poison Master both wait on; Hellfire produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Saladin swings into a line that cannot answer. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Saladin (SP). How these scores work →
- 99
F
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B Vikram · Lawman · Saladin Current meta 69.53/100 out of 100Vikram (footmen · X04), Lawman (cavalry · X03) and Saladin (cavalry · SP · paid) score 69.53 out of 100 together, and each of the three has a job.
Vikram is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% of recovery across its kit, 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: strips 75% of enemy Might, Resistance and damage in total, 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 Vikram and Lawman both wait on; Vikram’s Alluring Arm applies Suppress and takes a squad out of the fight, so Saladin swings into a line that cannot answer. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Lawman (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 108
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B Hunk · Army Breaker · Saladin Current meta 68.73/100 out of 100Hunk (footmen · X01), Army Breaker (cavalry · X02) and Saladin (cavalry · SP · paid) score 68.73 out of 100 together, and each of the three has a job.
Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% 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: strips 75% of enemy Might, Resistance and damage in total, 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 Hunk and Army Breaker both wait on; Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Army Breaker raises Saladin’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; Hunk (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
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.
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