Best comboTop ranked

Hellfire · North's Rage · Soaring Hawk

Footmen #162
Hellfire Rise of Castles heroHellfire
North's Rage Rise of Castles heroNorth's Rage
Soaring Hawk Rise of Castles heroSoaring Hawk

Soaring Hawk — what the skills grant

Totalled from Soaring Hawk'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.

Might
-38% enemy squads
+65% hero's squad
Resistance
+65% hero's squad
+40% hero's legion
HP
+15% hero's squad
Damage Taken
-30% friendly squads

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +179%, skill 5 — +120%.

About Soaring Hawk

Soaring Hawk is a Footmen hero in Rise of Castles. On ROCMeta, Soaring Hawk appears in 13 ranked combos spanning Footmen and Mixed lineups. Soaring Hawk's highest-ranked appearance is Hellfire · North's Rage · Soaring Hawk, which currently sits at Footmen #162.

Across Soaring Hawk's skills, the hero's own squad gains +65% Might, +65% Resistance, and +15% HP. The wider legion gains +40% Resistance.

Soaring Hawk's strongest recorded skill hits for 179% damage.

Soaring Hawk is most often ranked alongside Bleeding Steed, North's Rage, and Desert Storm — the heroes that share the most ranked combos with Soaring Hawk. The full list of partners is further down the page.

Why Soaring Hawk ranks where it does

Soaring Hawk has no single standout axis; the value is in filling gaps rather than leading a lineup.

Pairs best with Al-Hawra, Cyrus and Saladin. Al-Hawra feeds Soaring Hawk; Soaring Hawk feeds Al-Hawra

Read from Soaring Hawk's eight skills and compared against every other published hero — not an editorial opinion.

Heroes that pair well with Soaring Hawk

The heroes most often ranked alongside Soaring Hawk.

Best Footmen combos with Soaring Hawk

Soaring Hawk appears in 11 ranked Footmen combos.

  1. 162 Hellfire, front rowNorth's Rage, middle rowSoaring Hawk, back row Hellfire · North's Rage · Soaring Hawk
    Hellfire (X09), North's Rage (S00) and Soaring Hawk (S04) score 59.07 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Soaring Hawk is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Hellfire raises North's Rage’s output directly rather than adding a number of its own. 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 →

    Mid progression 59.07/100 out of 100
  2. 167 Soaring Hawk, front rowHealer, middle rowQueen Anne, back row Soaring Hawk · Healer · Queen Anne
    Soaring Hawk (S04), Healer (X10) and Queen Anne (S00) score 57.62 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. Healer is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Queen Anne is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Slaughter applies Suppress on a 30% roll, and stays in the back, where the range-3 skills still touch the enemy front line. Be clear about what this is: the three cover each other rather than trigger each other, so it earns its place on coverage, not on a chain. What you give up: no hero here feeds another one's trigger; Queen Anne (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 →

    Mid progression 57.62/100 out of 100
  3. 172 Soaring Hawk, front rowHunk, middle rowGenghis Khan, back row Soaring Hawk · Hunk · Genghis Khan
    Soaring Hawk (S04), Hunk (X01) and Genghis Khan (S01) score 57.25 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. 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 sits in the middle, where the support reaches both the front and the back. Genghis Khan is the win condition, bringing 64% of the lineup's expected damage: Hunting Wolf puts 213% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Soaring Hawk produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Genghis Khan swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Genghis Khan (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 →

    Mid progression 57.25/100 out of 100
  4. 182 Soaring Hawk, front rowDach Tengri, middle rowDesert Storm, back row Soaring Hawk · Dach Tengri · Desert Storm
    Soaring Hawk (S04), Dach Tengri (X02) and Desert Storm (S04) score 50.36 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. Dach Tengri is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 32% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Desert Storm 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Dach Tengri raises Desert Storm’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. 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 →

    Mid progression 50.36/100 out of 100
  5. 186 Soaring Hawk, front rowNorth's Rage, middle rowBleeding Steed, back row Soaring Hawk · North's Rage · Bleeding Steed
    Soaring Hawk (S04), North's Rage (S00) and Bleeding Steed (S03) score 56.69 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so North's Rage swings into a line that cannot answer; Bleeding Steed raises North's Rage’s output directly rather than adding a number of its own. 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 →

    Starter 56.69/100 out of 100
  6. 187 Soaring Hawk, front rowRough Rider, middle rowBleeding Steed, back row Soaring Hawk · Rough Rider · Bleeding Steed
    Soaring Hawk (S04), Rough Rider (S00) and Bleeding Steed (S03) score 56.64 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. Rough Rider is the win condition, bringing 67% of the lineup's expected damage: 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. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Rough Rider swings into a line that cannot answer; Bleeding Steed raises Rough Rider’s output directly rather than adding a number of its own. 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 →

    Starter 56.64/100 out of 100
  7. 191 Soaring Hawk, front rowBleeding Steed, middle rowCao Cao, back row Soaring Hawk · Bleeding Steed · Cao Cao
    Soaring Hawk (S04), Bleeding Steed (S03) and Cao Cao (S01) score 55.35 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. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: strips 151% 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Cao Cao swings into a line that cannot answer; Bleeding Steed raises Cao Cao’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Cao Cao (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 →

    Starter 55.35/100 out of 100
  8. 194 Soaring Hawk, front rowBleeding Steed, middle rowHeaven's Justice, back row Soaring Hawk · Bleeding Steed · Heaven's Justice
    Soaring Hawk (S04), Bleeding Steed (S03) and Heaven's Justice (S00) score 55.11 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. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the win condition, bringing 68% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad on a 55% 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 Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Heaven's Justice swings into a line that cannot answer; Bleeding Steed raises Heaven's Justice’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heaven's Justice (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 →

    Starter 55.11/100 out of 100
  9. 195 Soaring Hawk, front rowKublai, middle rowBleeding Steed, back row Soaring Hawk · Kublai · Bleeding Steed
    Soaring Hawk (S04), Kublai (S00) and Bleeding Steed (S03) score 55.08 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. Kublai is the win condition, bringing 68% of the lineup's expected damage: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Kublai swings into a line that cannot answer; Bleeding Steed raises Kublai’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Kublai (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 →

    Starter 55.08/100 out of 100
  10. 202 Soaring Hawk, front rowTheodora, middle rowCao Cao, back row Soaring Hawk · Theodora · Cao Cao
    Soaring Hawk (S04), Theodora (S04 · paid) and Cao Cao (S01) score 51.92 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. Theodora is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 50% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: strips 151% 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 Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Cao Cao swings into a line that cannot answer; Theodora raises Cao Cao’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Cao Cao (S01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 51.92/100 out of 100
  11. 209 Soaring Hawk, front rowBleeding Steed, middle rowDesert Storm, back row Soaring Hawk · Bleeding Steed · Desert Storm
    Soaring Hawk (S04), Bleeding Steed (S03) and Desert Storm (S04) score 50.16 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. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Desert Storm 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Desert Storm swings into a line that cannot answer; Bleeding Steed raises Desert Storm’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. 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 →

    Starter 50.16/100 out of 100

See the full Footmen rankings →

Best Mixed combos with Soaring Hawk

Soaring Hawk appears in 2 ranked Mixed combos.

  1. 176 War Lord, front rowNorth's Rage, middle rowSoaring Hawk, back row War Lord · North's Rage · Soaring Hawk
    War Lord (cavalry · S03), North's Rage (cavalry · S00) and Soaring Hawk (footmen · S04) score 66.54 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Soaring Hawk is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Soaring Hawk both wait on; War Lord raises North's Rage’s output directly rather than adding a number of its own. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 66.54/100 out of 100
  2. 193 Soaring Hawk, front rowSky Breaker, middle rowJade Eagle, back row Soaring Hawk · Sky Breaker · Jade Eagle
    Soaring 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 →

    Starter 53.46/100 out of 100

See the full Mixed rankings →

Soaring Hawk — skills

All 8 recorded skills for Soaring Hawk, straight from the hero's game card.

1

Dictator

Leadership Skill · Hero's Squad

The soldier amount cap of the hero's squad is increased by 23,100.

2

Contempt

Combat Skill · 2 random enemy squads within effective range · Range 3 · Footmen

40% chance to deal 179% damage to 2 random enemy squads within range, making their Might -38%, lasting 2 turns.

3

Footmen Defensive Formation II

Leadership Skill · Hero's Squad

Footmen in the hero's squad has 50% more Resistance.

4

Footmen Offensive Formation II

Leadership Skill · Hero's Squad

Footmen in the hero's squad has 50% more Might.

5

Cavalry Raid

Status Skill · 1 random friendly squad within effective range · Range 0 · Footmen

Heroes squad have 100% chance to counterattack when basic attacked, dealing 120% damage to attacking source.

6

Footmen Awakened

Leadership Skill · Hero's Squad

Footmen in Hero's squad has +15% Might and Resistance, and +15% HP. 250% bonus to the skill "Dictator".

7

Defensive Order - Footmen

Leadership Skill · Hero's Legion

Footmen in the hero's squad gain +40% Resistance.

8

Iron Guard of the Sand

Pre-Battle Skill · 3 random friendly squads within effective range · Range 2 · Footmen

First two turns, All friendly squads take -30% damage, after turn 3, heroes squad recover 30% units when dealing damage.

Which Soaring Hawk combos can YOU play?

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