Tarantula — what the skills grant
Totalled from Tarantula'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 — +641%, skill 5 — +402%, skill 5 — +403%.
About Tarantula
Tarantula is an Archer hero in Rise of Castles. On ROCMeta, Tarantula appears in 8 ranked combos in Archer lineups. Tarantula's highest-ranked appearance is Boudica · Sakura Blossom · Tarantula, which currently sits at Archer #260.
Across Tarantula's skills, the hero's own squad gains +15% Damage, +125% Resistance, +125% Might, -40% Damage Taken, and +100% Troop Power Recovery. The wider legion gains +40% Might.
Tarantula's strongest recorded skill hits for 641% damage.
Tarantula is most often ranked alongside Warden, Boudica, and Sakura Blossom — the heroes that share the most ranked combos with Tarantula. The full list of partners is further down the page.
Why Tarantula ranks where it does
Tarantula is built around burst damage and team buffs — stronger there than 93% of the roster.
Pairs best with Al-Hawra, Cyrus and El Cid. Al-Hawra's Desert Phantom supplies the trigger-rate boosts; Tarantula's Plundering Charge feeds on them. Tarantula supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.
Adds little alongside Belisarius, Boudica and Darius. both are carrys — the second adds little the first does not
Read from Tarantula's eight skills and compared against every other published hero — not an editorial opinion.
Most often ranked with Tarantula
Counted from the published lists: the partners who appear beside Tarantula in the most ranked lineups.
Proven synergies
A different question from the grid above: not who Tarantula is listed with, but whose kit the skill text says Tarantula actually feeds — or feeds on. Each claim names the effect and, wherever the card records one, the skill producing it, so you can check it against the cards further down. Some of these pairs share no ranked lineup at all; each one says why.
Al-Hawra
Not yet listedAl-Hawra's Desert Phantom supplies the trigger-rate boosts; Tarantula's Plundering Charge feeds on them. Tarantula supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.
Cyrus
Not yet listedCyrus's Tolerance supplies the trigger-rate boosts; Tarantula's Plundering Charge feeds on them. Tarantula supplies the combat-skill casts; Cyrus's Strategy to Victory feeds on them. No lineup around this pair clears the era and composition gates.
Roland
Not yet listedRoland's Song of Roland supplies the trigger-rate boosts; Tarantula's Plundering Charge feeds on them. Tarantula supplies the combat-skill casts; Roland's Paladins feeds on them. No lineup around this pair clears the era and composition gates.
Warden
7 shared lineupsWarden's Aspect of the Eagle supplies the trigger-rate boosts; Tarantula's Plundering Charge feeds on them.
Poison Master
1 shared lineupTarantula supplies the combat-skill casts; Poison Master's Spreading Poison feeds on them.
War Lord
Not yet listedWar Lord's War God Descends supplies the trigger-rate boosts; Tarantula's Plundering Charge feeds on them. Their strongest lineup together (Roku Boshuten completing it) scores 76.65, below the last ranked seat in its tier (78.57).
Best Archer combos with Tarantula
Tarantula appears in 8 ranked Archer combos.
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B Boudica · Sakura Blossom · Tarantula developer pick Mid progression Beats 2 of 8 reference lineups 60.73/100 out of 100 Boudica (X01 · paid), Sakura Blossom (X01) and Tarantula (X02) score 60.73 out of 100 together, and each of the three has a job.
Boudica brings a second damage line worth 38% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, 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. Tarantula is the win condition, bringing 45% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% 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 Boudica’s Song of Uprising waits on; Sakura Blossom raises Tarantula’s output directly rather than adding a number of its own. What you give up: Boudica (X01) 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. 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.
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B Warden · Inquisitor · Tarantula Mid progression Beats 0 of 8 reference lineups 81.87/100 out of 100 Warden (X06), Inquisitor (S02) and Tarantula (X02) score 81.87 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 63% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Inquisitor’s Judgement of Justice and Tarantula’s Plundering Charge both wait on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Warden raises Tarantula’s output directly rather than adding a number of its own. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest 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.
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B Tarantula · Warden · Leonidas Mid progression Beats 0 of 8 reference lineups 81.96/100 out of 100 Tarantula (X02), Warden (X06) and Leonidas (S00) score 81.96 out of 100 together, and each of the three has a job.
Tarantula is the win condition, bringing 71% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Leonidas’s Sharp Spear and Tarantula’s Plundering Charge both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Leonidas waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Tarantula swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); 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.
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B Warden · Witch Hunter · Tarantula Mid progression Beats 0 of 8 reference lineups 80.70/100 out of 100 Warden (X06), Witch Hunter (S02) and Tarantula (X02) score 80.70 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 60% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Tarantula’s Plundering Charge and Witch Hunter’s Purifying Flame both wait on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Warden raises Tarantula’s output directly rather than adding a number of its own. What you give up: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest 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.
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B Warden · Charles the Great · Tarantula Mid progression Beats 0 of 8 reference lineups 79.44/100 out of 100 Warden (X06), Charles the Great (S01) and Tarantula (X02) score 79.44 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 61% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Charles the Great’s Broken Armor and Tarantula’s Plundering Charge both wait on; Warden raises Tarantula’s output directly rather than adding a number of its own. What you give up: Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest 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.
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B Warden · Poison Master · Tarantula Mid progression Beats 0 of 8 reference lineups 82.24/100 out of 100 Warden (X06), Poison Master (X10) and Tarantula (X02) score 82.24 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 84% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Poison Master’s Deadly Virus and Tarantula’s Plundering Charge both wait on; Tarantula produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Tarantula swings into a line that cannot answer. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Poison Master (X10). Budget note: every hero in this lineup can be completed without spending.
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B Tarantula · Divine Arrow · Warden Mid progression Beats 0 of 8 reference lineups 79.97/100 out of 100 Tarantula (X02), Divine Arrow (S04) and Warden (X06) score 79.97 out of 100 together, and each of the three has a job.
Tarantula is the win condition, bringing 77% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, 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 Divine Arrow’s For Heaven and Tarantula’s Plundering Charge both wait on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Warden raises Tarantula’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.
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B Warden · Edward the Confessor · Tarantula Mid progression Beats 0 of 8 reference lineups 81.52/100 out of 100 Warden (X06), Edward the Confessor (S01) and Tarantula (X02) score 81.52 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 75% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Edward the Confessor’s King's Crossbow and Tarantula’s Plundering Charge both wait on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Warden raises Tarantula’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 12% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
Tarantula — skills
All 8 recorded skills for Tarantula, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Plundering Charge
30% chance to deal 641% damage to 2 random enemy squads within range, while the damage dealt by the hero's squad and the back row squad is increased by 40% for the next 2 attacks. If the hero's squad is the back row squad, then they gain a double damage buff effect. Lasts 2 rounds.
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 Tag-in
35% chance to deal 402% damage to 1 random enemy squad within range, and before the back row squad's next action, deal 403% damage to 1 random enemy squad within the range of 4.
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 Evasive Tactics
In battles, the hero's squad gains one of the buffs each round randomly: 1) restoring some troop power (recover rate: 100%) 2) Might, Resistance, Tactical Might and Tactical Resistance increased by 60%; 3) taking -40% damage.
Which Tarantula lineups can you field?
Select the heroes you own and the generator returns every ranked Tarantula lineup you can field today, the ones you are one hero short of, and the single unlock that opens the most.
Open the Combo Generator


