Sky Breaker — what the skills grant
Totalled from Sky Breaker'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 — +325%, skill 5 — +267.5%, skill 8 — +260%.
About Sky Breaker
Sky Breaker is an Archer hero in Rise of Castles. On ROCMeta, Sky Breaker appears in 11 ranked combos spanning Archer and Mixed lineups. Sky Breaker's highest-ranked appearance is Sky Breaker · Witch Hunter · Frederick I, which currently sits at Archer #121.
Across Sky Breaker's skills, the hero's own squad gains +65% Resistance, +65% Might, and +40 Combat Speed. The wider legion gains +40% Resistance.
Sky Breaker's strongest recorded skill hits for 325% damage.
Sky Breaker is most often ranked alongside Witch Hunter, Jade Eagle, and Divine Arrow — the heroes that share the most ranked combos with Sky Breaker. The full list of partners is further down the page.
Why Sky Breaker ranks where it does
Sky Breaker is built around healing and burst damage — stronger there than 85% of the roster.
Pairs best with Al-Hawra, Cyrus and Jeanne d'Arc. Al-Hawra feeds Sky Breaker; Sky Breaker feeds Al-Hawra
Read from Sky Breaker's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Sky Breaker
The heroes most often ranked alongside Sky Breaker.
Best Archer combos with Sky Breaker
Sky Breaker appears in 9 ranked Archer combos.
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B Sky Breaker · Witch Hunter · Frederick I Current meta 63.57/100 out of 100Sky Breaker (S03), Witch Hunter (S02) and Frederick I (X16) score 63.57 out of 100 together, and each of the three has a job.
Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and takes the front as the sturdiest of the three. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 71% 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 Witch Hunter’s Purifying Flame produces burns, the exact trigger Frederick I’s Frenzy War waits on; Sky Breaker produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Frederick I swings into a line that cannot answer. What you give up: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; 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 -- the score above is what that classic core is still worth against the current roster. How these scores work →
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B Al-Hawra · Sky Breaker · Lilith Mid progression 70.58/100 out of 100Al-Hawra (X01 · paid), Sky Breaker (S03) and Lilith (X09) score 70.58 out of 100 together, and each of the three has a job.
Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 65% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Sky Breaker and Lilith both wait on; Al-Hawra produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Sky Breaker produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; Sky Breaker (S03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
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B Sky Breaker · Sakura Blossom · Eselfred Mid progression 60.94/100 out of 100Sky Breaker (S03), Sakura Blossom (X01) and Eselfred (X14) score 60.94 out of 100 together, and each of the three has a job.
Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and takes the front as the sturdiest of the three. Sakura Blossom 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 sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 70% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% 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 Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Eselfred’s Fortified Line of Attack waits on; Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Sakura Blossom raises Eselfred’s output directly rather than adding a number of its own. What you give up: Sky Breaker (S03) is the era weak point -- the enemy will aim at the oldest squad; 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 →
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B Immortal Guardian · Divine Arrow · Sky Breaker Starter 55.92/100 out of 100Immortal Guardian (S04), Divine Arrow (S04) and Sky Breaker (S03) score 55.92 out of 100 together, and each of the three has a job.
Immortal Guardian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Sky Breaker adds a second source of control, so the lock rarely has an off round: Soul of the Mountain applies Disarm, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; 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 →
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B Divine Arrow · Edward the Confessor · Sky Breaker Starter 52.34/100 out of 100Divine Arrow (S04), Edward the Confessor (S01) and Sky Breaker (S03) score 52.34 out of 100 together, and each of the three has a job.
Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Edward the Confessor adds a second source of control, so the lock rarely has an off round: King's Crossbow applies Suppress on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Sky Breaker adds a second source of control, so the lock rarely has an off round: Soul of the Mountain applies Disarm, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer; Edward the Confessor raises Sky Breaker’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Edward the Confessor (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
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B Isabella I · Sky Breaker · Witch Hunter Starter 51.61/100 out of 100Isabella I (S01), Sky Breaker (S03) and Witch Hunter (S02) score 51.61 out of 100 together, and each of the three has a job.
Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and sits in the middle, where the support reaches both the front and the back. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% 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 Witch Hunter’s Purifying Flame produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Witch Hunter swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; no one hero clearly carries, so the damage is easier to interrupt. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →
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B Sky Breaker · Rough Rider · Jade Eagle Starter 47.94/100 out of 100Sky Breaker (S03), Rough Rider (S00) and Jade Eagle (S04) score 47.94 out of 100 together, and each of the three has a job.
Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and takes the front as the sturdiest of the three. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Jade Eagle adds a second source of control, so the lock rarely has an off round: Rapid Throw applies Silence on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Jade Eagle swings into a line that cannot answer; Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt. What you give up: no hero here feeds another one's trigger; Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
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B Sky Breaker · North's Rage · Jade Eagle Starter 47.77/100 out of 100Sky Breaker (S03), North's Rage (S00) and Jade Eagle (S04) score 47.77 out of 100 together, and each of the three has a job.
Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and takes the front as the sturdiest of the three. North's Rage adds a second source of control, so the lock rarely has an off round: For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Jade Eagle adds a second source of control, so the lock rarely has an off round: Rapid Throw applies Silence on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Jade Eagle swings into a line that cannot answer; Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt. What you give up: no hero here feeds another one's trigger; North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
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B Sky Breaker · Inquisitor · Witch Hunter Starter 47.26/100 out of 100Sky Breaker (S03), Inquisitor (S02) and Witch Hunter (S02) score 47.26 out of 100 together, and each of the three has a job.
Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and takes the front as the sturdiest of the three. Inquisitor adds a second source of control, so the lock rarely has an off round: Judgement of Justice applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% 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 Witch Hunter’s Purifying Flame produces burns, the exact trigger Inquisitor’s Atonement waits on; Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Witch Hunter swings into a line that cannot answer. 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. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →
Best Mixed combos with Sky Breaker
Sky Breaker appears in 2 ranked Mixed combos.
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B War Lord · Sky Breaker · Jane Starter 65.13/100 out of 100War Lord (cavalry · S03), Sky Breaker (archer · S03) and Jane (cavalry · S03) score 65.13 out of 100 together, and each of the three has a job.
War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 65% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger Sky Breaker and Jane both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Sky Breaker and Jane both wait on; Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Jane swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; War Lord (S03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
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B Soaring Hawk · Sky Breaker · Jade Eagle Starter 53.46/100 out of 100Soaring Hawk (footmen · S04), Sky Breaker (archer · S03) and Jade Eagle (archer · S04) score 53.46 out of 100 together, and each of the three has a job.
Soaring Hawk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and sits in the middle, where the support reaches both the front and the back. Jade Eagle adds a second source of control, so the lock rarely has an off round: Rapid Throw applies Silence on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Jade Eagle swings into a line that cannot answer; Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt. What you give up: no hero here feeds another one's trigger; 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 →
Sky Breaker — skills
All 8 recorded skills for Sky Breaker, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Wrath of the Wilderness
40% chance to deal 325% damage to 2 random enemy squad(s) within the valid range and make the skill damage the said squad(s) deal(s) -20% for 2 round(s).
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 Soul of the Mountain
First 2 turns, disarm 2 random enemy squads, make them unable to basic attack, on the 2nd turn, deal 267.5% damage to all enemy squads.
6 Archer Awakened
Hero's squad gains 15% Archer Might and Resistance, 40 Archer Combat Speed. and 250% bonus to the skill "Dictator".
7 Defensive Order - Archer
Archers in the hero's squad gain +40% Resistance.
8 Breath of the Forest
1 turn prep, 50% chance to deal 260% damage to 2 random enemy squads within range, and heal self and a random friendly squad (142% recovery rate).
Which Sky Breaker combos can YOU play?
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