Best comboTop ranked

Cyrus · Sundiata · Oliver

Cavalry #5
Cyrus Rise of Castles heroCyrus
Sundiata Rise of Castles heroSundiata
Oliver Rise of Castles heroOliver

Sundiata — what the skills grant

Totalled from Sundiata'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.

Damage
-15% enemy squads
+200% hero's squad
Resistance
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +537%, skill 5 — +410%, skill 8 — +514%.

About Sundiata

Sundiata is a Cavalry hero in Rise of Castles. On ROCMeta, Sundiata appears in 29 ranked combos spanning Cavalry and Mixed lineups. Sundiata's highest-ranked appearance is Cyrus · Sundiata · Oliver, which currently sits at Cavalry #5.

Across Sundiata's skills, the hero's own squad gains +200% Damage, +65% Resistance, and +65% Might. The wider legion gains +40% Might.

Sundiata's strongest recorded skill hits for 537% damage.

Sundiata is most often ranked alongside Pompey, Rainforest, and Rozen Blade — the heroes that share the most ranked combos with Sundiata. The full list of partners is further down the page.

Why Sundiata ranks where it does

Sundiata is built around burst damage — stronger there than 95% of the roster.

Pairs best with Al-Hawra, Cyrus and Defender. Al-Hawra feeds Sundiata

Adds little alongside Alfred, Arslan and Ashoka. both are carrys — the second adds little the first does not

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

Heroes that pair well with Sundiata

The heroes most often ranked alongside Sundiata.

Best Cavalry combos with Sundiata

Sundiata appears in 19 ranked Cavalry combos.

  1. 5 Cyrus, front rowSundiata, middle rowOliver, back row Cyrus · Sundiata · Oliver
    Cyrus (SP · paid), Sundiata (X15) and Oliver (X24) score 83.36 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Sundiata brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Flame of Revenge puts 537% into one enemy squad on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 66% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Sundiata and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: raw damage reaches only about 53% 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 →

    Current meta 83.36/100 out of 100
  2. 29 Roland, front rowThorven, middle rowSundiata, back row Roland · Thorven · Sundiata
    Roland (X18), Thorven (X29) and Sundiata (X15) score 77.78 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 100% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Roland’s Paladins produces prep-skips, the exact trigger Thorven waits on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Thorven (X29). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 77.78/100 out of 100
  3. 42 Pompey, front rowThorven, middle rowSundiata, back row Pompey · Thorven · Sundiata
    Pompey (X16), Thorven (X29) and Sundiata (X15) score 75.51 out of 100 together, and each of the three has a job.

    Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 71% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Thorven produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Sundiata swings into a line that cannot answer. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Thorven (X29). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 75.51/100 out of 100
  4. 47 Cyrus, front rowRainforest, middle rowSundiata, back row Cyrus · Rainforest · Sundiata
    Cyrus (SP · paid), Rainforest (X08) and Sundiata (X15) score 74.65 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 60% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Rainforest and Sundiata both wait on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Cyrus shuts off enemy recovery, so what Sundiata deals stays dealt. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; Rainforest (X08) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 74.65/100 out of 100
  5. 50 Pompey, front rowSundiata, middle rowOliver, back row Pompey · Sundiata · Oliver
    Pompey (X16), Sundiata (X15) and Oliver (X24) score 74.08 out of 100 together, and each of the three has a job.

    Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Sundiata brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Flame of Revenge puts 537% into one enemy squad on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 65% 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 Sundiata produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey raises Oliver’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 74.08/100 out of 100
  6. 68 Zhao Yun, front rowRainforest, middle rowSundiata, back row Zhao Yun · Rainforest · Sundiata
    Zhao Yun (X26), Rainforest (X08) and Sundiata (X15) score 71.50 out of 100 together, and each of the three has a job.

    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 takes the front as the one built to survive the opening exchange. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Flame of Revenge puts 537% into one enemy squad 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 Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Rainforest (X08) 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 →

    Current meta 71.50/100 out of 100
  7. 83 Pompey, front rowRainforest, middle rowSundiata, back row Pompey · Rainforest · Sundiata
    Pompey (X16), Rainforest (X08) and Sundiata (X15) score 68.17 out of 100 together, and each of the three has a job.

    Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 58% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Rainforest produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Pompey raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 23% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 68.17/100 out of 100
  8. 84 Pompey, front rowArmy Breaker, middle rowSundiata, back row Pompey · Army Breaker · Sundiata
    Pompey (X16), Army Breaker (X02) and Sundiata (X15) score 67.76 out of 100 together, and each of the three has a job.

    Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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. Sundiata is the win condition, bringing 71% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Sundiata produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Pompey raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; Army Breaker (X02) 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 →

    Current meta 67.76/100 out of 100
  9. 85 Hellfire, front rowThorven, middle rowSundiata, back row Hellfire · Thorven · Sundiata
    Hellfire (X09), Thorven (X29) and Sundiata (X15) score 67.69 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. 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 sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 100% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Hellfire produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Hellfire raises Sundiata’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 13% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 67.69/100 out of 100
  10. 90 Pompey, front rowBjorn, middle rowSundiata, back row Pompey · Bjorn · Sundiata
    Pompey (X16), Bjorn (X04) and Sundiata (X15) score 66.60 out of 100 together, and each of the three has a job.

    Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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. Sundiata is the win condition, bringing 62% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Sundiata produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Pompey raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 21% of the hardest-hitting trio in the roster; Bjorn (X04) 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 →

    Current meta 66.60/100 out of 100
  11. 91 Pompey, front rowWarhammer, middle rowSundiata, back row Pompey · Warhammer · Sundiata
    Pompey (X16), Warhammer (X06) and Sundiata (X15) score 66.13 out of 100 together, and each of the three has a job.

    Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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. Sundiata is the win condition, bringing 61% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Sundiata produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Warhammer shuts off enemy recovery, so what Sundiata deals stays dealt; Pompey raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; Warhammer (X06) 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 →

    Current meta 66.13/100 out of 100
  12. 128 War Lord, front rowRozen Blade, middle rowSundiata, back row War Lord · Rozen Blade · Sundiata
    War Lord (S03), Rozen Blade (S03) and Sundiata (X15) score 72.94 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 100% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Sundiata waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rozen Blade and Sundiata both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Sundiata swings into a line that cannot answer. What you give up: War Lord (S03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 13% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 72.94/100 out of 100
  13. 141 Rozen Blade, front rowRainforest, middle rowSundiata, back row Rozen Blade · Rainforest · Sundiata
    Rozen Blade (S03), Rainforest (X08) and Sundiata (X15) score 68.01 out of 100 together, and each of the three has a job.

    Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. Rainforest adds a second source of control, so the lock rarely has an off round: Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 75% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Rainforest and Sundiata both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Sundiata swings into a line that cannot answer. What you give up: Rozen Blade (S03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 18% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 68.01/100 out of 100
  14. 142 Rozen Blade, front rowThe Immortal, middle rowSundiata, back row Rozen Blade · The Immortal · Sundiata
    Rozen Blade (S03), The Immortal (S02) and Sundiata (X15) score 67.19 out of 100 together, and each of the three has a job.

    Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. The Immortal 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. Sundiata is the win condition, bringing 78% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Immortal and Sundiata both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Sundiata swings into a line that cannot answer; The Immortal raises Sundiata’s output directly rather than adding a number of its own. What you give up: The Immortal (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 67.19/100 out of 100
  15. 143 Cleopatra VII, front rowRozen Blade, middle rowSundiata, back row Cleopatra VII · Rozen Blade · Sundiata
    Cleopatra VII (S03 · paid), Rozen Blade (S03) and Sundiata (X15) score 66.23 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rozen Blade adds a second source of control, so the lock rarely has an off round: Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 76% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII and Sundiata both wait on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Sundiata swings into a line that cannot answer. What you give up: Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 17% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 66.23/100 out of 100
  16. 144 Hellfire, front rowRainforest, middle rowSundiata, back row Hellfire · Rainforest · Sundiata
    Hellfire (X09), Rainforest (X08) and Sundiata (X15) score 65.71 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. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 75% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Hellfire raises Sundiata’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 18% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 65.71/100 out of 100
  17. 145 Rozen Blade, front rowFarah, middle rowSundiata, back row Rozen Blade · Farah · Sundiata
    Rozen Blade (S03), Farah (X11) and Sundiata (X15) score 64.88 out of 100 together, and each of the three has a job.

    Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and takes the front as the sturdiest of the three. 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. Sundiata is the win condition, bringing 74% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Farah and Sundiata both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Sundiata swings into a line that cannot answer; Farah raises Sundiata’s output directly rather than adding a number of its own. What you give up: Rozen Blade (S03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 18% 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 64.88/100 out of 100
  18. 147 Octavius, front rowThe Immortal, middle rowSundiata, back row Octavius · The Immortal · Sundiata
    Octavius (S02 · paid), The Immortal (S02) and Sundiata (X15) score 62.59 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. The Immortal 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. Sundiata is the win condition, bringing 71% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Octavius raises Sundiata’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 62.59/100 out of 100
  19. 154 Isabella I, front rowHeroine of Courage, middle rowSundiata, back row Isabella I · Heroine of Courage · Sundiata
    Isabella I (S01), Heroine of Courage (S00) and Sundiata (X15) score 59.49 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. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 71% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Heroine of Courage raises Sundiata’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Isabella I (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 59.49/100 out of 100

See the full Cavalry rankings →

Best Mixed combos with Sundiata

Sundiata appears in 10 ranked Mixed combos.

  1. 34 Pompey, front rowPenthesilea, middle rowSundiata, back row Pompey · Penthesilea · Sundiata
    Pompey (cavalry · X16), Penthesilea (archer · SP · paid) and Sundiata (cavalry · X15) score 76.24 out of 100 together, and each of the three has a job.

    Pompey is the lifeline: that healing decides whether this lineup is still standing in round five — carries 308% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 103% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 70% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Pompey and Sundiata both wait on; Sundiata produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Sundiata swings into a line that cannot answer. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Penthesilea (SP). How these scores work →

    Current meta 76.24/100 out of 100
  2. 37 Pompey, front rowZhuge Liang, middle rowSundiata, back row Pompey · Zhuge Liang · Sundiata
    Pompey (cavalry · X16), Zhuge Liang (archer · X26) and Sundiata (cavalry · X15) score 75.97 out of 100 together, and each of the three has a job.

    Pompey is the lifeline: that healing decides whether this lineup is still standing in round five — carries 308% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 67% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Pompey and Sundiata both wait on; Sundiata produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 20% 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 →

    Current meta 75.97/100 out of 100
  3. 40 Lagertha, front rowHannibal, middle rowSundiata, back row Lagertha · Hannibal · Sundiata
    Lagertha (footmen · X27), Hannibal (footmen · X28 · paid) and Sundiata (cavalry · X15) score 75.90 out of 100 together, and each of the three has a job.

    Lagertha is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 137% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Sundiata is the win condition, bringing 95% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Sundiata waits on; Sundiata produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Sundiata swings into a line that cannot answer. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Hannibal (X28). How these scores work →

    Current meta 75.90/100 out of 100
  4. 43 Ramses II, front rowRainforest, middle rowSundiata, back row Ramses II · Rainforest · Sundiata
    Ramses II (archer · SP · paid), Rainforest (cavalry · X08) and Sundiata (cavalry · X15) score 75.04 out of 100 together, and each of the three has a job.

    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 takes the front, able to both absorb the opening rounds and heal through them. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 75% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Rainforest and Sundiata both wait on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Ramses II raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Rainforest (X08) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 75.04/100 out of 100
  5. 51 Hannibal, front rowHealer, middle rowSundiata, back row Hannibal · Healer · Sundiata
    Hannibal (footmen · X28 · paid), Healer (footmen · X10) and Sundiata (cavalry · X15) score 74.27 out of 100 together, and each of the three has a job.

    Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. Healer is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Sundiata is the win condition, bringing 100% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Sundiata waits on; Sundiata produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Sundiata swings into a line that cannot answer. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Hannibal (X28). How these scores work →

    Current meta 74.27/100 out of 100
  6. 66 Ragnar, front rowHannibal, middle rowSundiata, back row Ragnar · Hannibal · Sundiata
    Ragnar (cavalry · X12 · paid), Hannibal (footmen · X28 · paid) and Sundiata (cavalry · X15) score 72.87 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. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Sundiata is the win condition, bringing 70% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Sundiata waits on; Sundiata produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Sundiata swings into a line that cannot answer. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 72.87/100 out of 100
  7. 121 Warden, front rowRainforest, middle rowSundiata, back row Warden · Rainforest · Sundiata
    Warden (archer · X06), Rainforest (cavalry · X08) and Sundiata (cavalry · X15) score 74.00 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 70% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Rainforest and Sundiata both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Rainforest and Sundiata both wait on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Sundiata swings into a line that cannot answer. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; Warden (X06) 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 74.00/100 out of 100
  8. 123 Warden, front rowSpectral Reaper, middle rowSundiata, back row Warden · Spectral Reaper · Sundiata
    Warden (archer · X06), Spectral Reaper (archer · X03) and Sundiata (cavalry · X15) score 73.19 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Spectral Reaper brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Tamashi-kusari puts 742% into one enemy squad on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 68% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Spectral Reaper and Sundiata both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Spectral Reaper and Sundiata both wait on; Spectral Reaper shuts off enemy recovery, so what Sundiata deals stays dealt. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; Spectral Reaper (X03) 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 73.19/100 out of 100
  9. 128 Al-Hawra, front rowDefender, middle rowSundiata, back row Al-Hawra · Defender · Sundiata
    Al-Hawra (archer · X01 · paid), Defender (archer · X03) and Sundiata (cavalry · X15) score 70.98 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. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 85% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Sundiata waits on; Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Defender and Sundiata both wait on; Defender produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 70.98/100 out of 100
  10. 146 Leonidas, front rowDefender, middle rowSundiata, back row Leonidas · Defender · Sundiata
    Leonidas (archer · S00), Defender (archer · X03) and Sundiata (cavalry · X15) score 66.45 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 82% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Leonidas and Sundiata both wait on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Defender raises Sundiata’s output directly rather than adding a number of its own. What you give up: Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 16% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 66.45/100 out of 100

See the full Mixed rankings →

Sundiata — skills

All 8 recorded skills for Sundiata, 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

Flame of Revenge

Additional Attack · 1 random enemy squad within effective range · Range 5 · Cavalry

Following a normal attack, 40% chance to deal 537% damage to the enemy squad with the highest Might and make its Skill Damage -15% (stackable), lasting till the battle ends.

3

Cavalry Defensive Formation II

Leadership Skill · Hero's Squad

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

4

Cavalry Offensive Formation II

Leadership Skill · Hero's Squad

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

5

Roaring Lion

Additional Attack · 1 random enemy squad within effective range · Range 5 · Cavalry

Following a normal attack, 45% chance to deal 410% damage to 2 random enemy squad(s) within the valid range; when the target's troop power exceeds 70% , the damage will be increased by 50% additionally .

6

Cavalry Awakened

Leadership Skill · Hero's Squad

Hero's squad gains 15% Cavalry Might and Resistance, 15% Cavalry Damage, 250% increased effect for the skill "Dictator".

7

Discipline - Cavalry

Leadership Skill · Hero's Legion

Cavalry's Might in the hero's legion is increased by 40%.

8

Manding Lion

Pre-Battle Skill · 1 random enemy squad within effective range · Range 5 · Cavalry

The Manding Lion's squad deals 150% more Physical Damage . Following an additional attack, 70% chance to deal 514% Physical Damage to a random enemy squad within the valid range and make the hero's squad deal -15% Physical Damage ( stackable for up to 6 time(s) and can be triggered up to 3 time(s) each round).

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