Seraphina — what the skills grant
Totalled from Seraphina's own skill descriptions. Squad buffs apply to the hero's own squad; legion buffs apply to the whole legion — they stack differently in game, so they are counted separately.
Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +285%, skill 5 — +213%, skill 8 — +180%.
About Seraphina
Seraphina is an Archer hero in Rise of Castles. On ROCMeta, Seraphina appears in 18 ranked combos spanning Archer and Mixed lineups. Seraphina's highest-ranked appearance is Seraphina · Robin Hood · Frederick I, which currently sits at Archer #20.
Across Seraphina's skills, the hero's own squad gains +65% Resistance, +65% Might, and +15% Damage. The wider legion gains +40% Might.
Seraphina's strongest recorded skill hits for 285% damage.
Seraphina is most often ranked alongside Helsingen, Nicolas Flamel, and Frederick I — the heroes that share the most ranked combos with Seraphina. The full list of partners is further down the page.
Why Seraphina ranks where it does
Seraphina has no single standout axis; the value is in filling gaps rather than leading a lineup.
Pairs best with Al-Hawra, Alexander and Arslan. Al-Hawra feeds Seraphina; Seraphina feeds Al-Hawra
Read from Seraphina's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Seraphina
The heroes most often ranked alongside Seraphina.
Best Archer combos with Seraphina
Seraphina appears in 13 ranked Archer combos.
- 20
F
M
B Seraphina · Robin Hood · Frederick I Current meta 78.01/100 out of 100Seraphina (X28), Robin Hood (X21) and Frederick I (X16) score 78.01 out of 100 together, and each of the three has a job.
Seraphina brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 52% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads 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 Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 45% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 22
F
M
B Seraphina · Ramses II · Nicolas Flamel Current meta 77.80/100 out of 100Seraphina (X28), Ramses II (SP · paid) and Nicolas Flamel (X18) score 77.80 out of 100 together, and each of the three has a job.
Seraphina brings a second damage line worth 36% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 64% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 30% of the hardest-hitting trio in the roster. How these scores work →
- 27
F
M
B Henry V · Seraphina · Henry II Current meta 77.38/100 out of 100Henry V (X17), Seraphina (X28) and Henry II (X20) score 77.38 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. Seraphina brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 62% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Henry V’s Wildfire of Wales produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Henry II swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Henry II deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 46% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 31
F
M
B Hellfire · Seraphina · Frederick I Current meta 76.56/100 out of 100Hellfire (X09), Seraphina (X28) and Frederick I (X16) score 76.56 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Seraphina brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 69% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads 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 Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Hellfire produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 34% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 37
F
M
B Helsingen · Beowulf · Seraphina Current meta 76.02/100 out of 100Helsingen (X28), Beowulf (SP · paid) and Seraphina (X28) score 76.02 out of 100 together, and each of the three has a job.
Helsingen brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Seraphina is the win condition, bringing 45% of the lineup's expected damage: Crimson Tide Fire Rain puts 285% 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 Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 23% of the hardest-hitting trio in the roster. How these scores work →
- 41
F
M
B Helsingen · Ramses II · Seraphina Current meta 75.45/100 out of 100Helsingen (X28), Ramses II (SP · paid) and Seraphina (X28) score 75.45 out of 100 together, and each of the three has a job.
Helsingen brings a second damage line worth 49% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the win condition, bringing 51% of the lineup's expected damage: Crimson Tide Fire Rain puts 285% 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 Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 21% of the hardest-hitting trio in the roster. How these scores work →
- 44
F
M
B Hellfire · Seraphina · Nicolas Flamel Current meta 75.09/100 out of 100Hellfire (X09), Seraphina (X28) and Nicolas Flamel (X18) score 75.09 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Seraphina brings a second damage line worth 36% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 64% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 30% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 57
F
M
B Seraphina · Hector · Nicolas Flamel Current meta 73.89/100 out of 100Seraphina (X28), Hector (X15 · paid) and Nicolas Flamel (X18) score 73.89 out of 100 together, and each of the three has a job.
Seraphina brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 43% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 73
F
M
B Galahad · Helsingen · Seraphina Current meta 71.72/100 out of 100Galahad (X23), Helsingen (X28) and Seraphina (X28) score 71.72 out of 100 together, and each of the three has a job.
Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% 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. Helsingen brings a second damage line worth 38% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Seraphina is the win condition, bringing 40% of the lineup's expected damage: Crimson Tide Fire Rain puts 285% 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 Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation. How these scores work →
- 74
F
M
B Hellfire · Helsingen · Seraphina Current meta 71.71/100 out of 100Hellfire (X09), Helsingen (X28) and Seraphina (X28) score 71.71 out of 100 together, and each of the three has a job.
Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Helsingen brings a second damage line worth 49% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Seraphina is the win condition, bringing 51% of the lineup's expected damage: Crimson Tide Fire Rain puts 285% 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 Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 21% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 76
F
M
B Helsingen · Seraphina · Hector Current meta 71.36/100 out of 100Helsingen (X28), Seraphina (X28) and Hector (X15 · paid) score 71.36 out of 100 together, and each of the three has a job.
Helsingen brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Seraphina brings a second damage line worth 30% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; no one hero clearly carries, so the damage is easier to interrupt. How these scores work →
- 81
F
M
B Eidolon · Seraphina · Nicolas Flamel Current meta 70.98/100 out of 100Eidolon (X07), Seraphina (X28) and Nicolas Flamel (X18) score 70.98 out of 100 together, and each of the three has a job.
Eidolon is the multiplier, raising what the other two put out rather than adding a number of its own: carries 140% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Seraphina brings a second damage line worth 32% of the expected output, so no single silence stops the plan: Crimson Tide Fire Rain puts 285% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 58% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 33% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 128
F
M
B Helsingen · Al-Hawra · Seraphina Current meta 60.61/100 out of 100Helsingen (X28), Al-Hawra (X01 · paid) and Seraphina (X28) score 60.61 out of 100 together, and each of the three has a job.
Helsingen brings a second damage line worth 45% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the win condition, bringing 48% of the lineup's expected damage: Crimson Tide Fire Rain puts 285% 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 Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: Helsingen holds the front, but nothing here heals; damage is spread across the enemy line rather than focused on one squad. 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 →
Best Mixed combos with Seraphina
Seraphina appears in 5 ranked Mixed combos.
- 41
F
M
B Helsingen · Seraphina · Attila Current meta 75.79/100 out of 100Helsingen (archer · X28), Seraphina (archer · X28) and Attila (cavalry · X27 · paid) score 75.79 out of 100 together, and each of the three has a job.
Helsingen brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 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 Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 34% of the hardest-hitting trio in the roster. How these scores work →
- 44
F
M
B Seraphina · Gustav · Frederick I Current meta 74.91/100 out of 100Seraphina (archer · X28), Gustav (footmen · X20) and Frederick I (archer · X16) score 74.91 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. Gustav is the lifeline: that healing decides whether this lineup is still standing in round five — carries 200% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 65% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads 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 Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 27% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 67
F
M
B Seraphina · Hasdrubal · Nicolas Flamel Current meta 72.82/100 out of 100Seraphina (archer · X28), Hasdrubal (footmen · X23) and Nicolas Flamel (archer · X18) score 72.82 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. Hasdrubal adds a second source of control, so the lock rarely has an off round: Counter-espionage applies Silence for 2 rounds on a 85% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 64% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 22% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 72
F
M
B Alexander · Geraint · Seraphina Current meta 72.43/100 out of 100Alexander (footmen · SP · paid), Geraint (footmen · X24) and Seraphina (archer · X28) score 72.43 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: strips 325% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Seraphina adds a second source of control, so the lock rarely has an off round: 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 Alexander’s The Conqueror produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on; Seraphina shuts off enemy recovery, so what Seraphina deals stays dealt. What you give up: raw damage reaches only about 12% 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 →
- 82
F
M
B Helsingen · Hasdrubal · Seraphina Current meta 71.22/100 out of 100Helsingen (archer · X28), Hasdrubal (footmen · X23) and Seraphina (archer · X28) score 71.22 out of 100 together, and each of the three has a job.
Helsingen brings a second damage line worth 49% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 sits in the middle, where the support reaches both the front and the back. Seraphina adds a second source of control, so the lock rarely has an off round: 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 Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
Seraphina — skills
All 8 recorded skills for Seraphina, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Crimson Tide Fire Rain
70% chance to set a random 2 squad On Fire , dealing 285% Burning Damage before their next action. If already On Fire, they are Silenced for 1 round.
3 Archer Defensive Formation II
Archers in the hero's squad have 50% more Resistance.
4 Archer Offensive Formation II
Archers in the hero's squad have 50% more Might.
5 Firearm Brand
When the hero's squad acts, 1-3 random enemy squads are set on Fire, dealing 213% Burning Damage before their next action, and gain Firearm Mark; if Firearm Mark and Shadow Crossbow Mark overlap, the target is inflicted with Null-Heal status, lasting 2 rounds.
6 Archer Awakened
Archer in Hero's squad has +15% Might and Resistance, and +15% Damage. 250% bonus to the skill "Dictator".
7 Discipline - Archer
Archer's Might in the hero's legion is increased by 40%.
8 Redflame Curse
When our archer squad takes damage, inflicts RedFlame on the attacker, increasing their damage taken by 20%, stackable up to 4 times, lasting 1 rounds; additionally has a 50% chance to inflict Burning on the attacker, dealing 180% Burning damage before their next action, stackable up to 5 times, lasting 2 rounds.
Which Seraphina combos can YOU play?
Select the heroes you own in the free combo generator and instantly see every Seraphina lineup you can field — plus the best heroes to unlock next.
Open the combo generator


