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 18 ranked combos spanning Archer and Mixed lineups. Tarantula's highest-ranked appearance is Tarantula · Warden · Frederick I, which currently sits at Archer #29.
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 Al-Hawra, Warden, and Frederick I — 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 Saladin. Al-Hawra feeds Tarantula; Tarantula feeds Al-Hawra
Adds little alongside Alfred, Arslan and Attila. 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.
Heroes that pair well with Tarantula
The heroes most often ranked alongside Tarantula.
Best Archer combos with Tarantula
Tarantula appears in 15 ranked Archer combos.
- 29
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B Tarantula · Warden · Frederick I Current meta 76.85/100 out of 100Tarantula (X02), Warden (X06) and Frederick I (X16) score 76.85 out of 100 together, and each of the three has a job.
Tarantula brings a second damage line worth 28% of the expected output, so no single silence stops the plan: 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 shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 66% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Tarantula and Frederick I both wait on; Tarantula produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Tarantula raises Frederick I’s output directly rather than adding a number of its own. What you give up: Tarantula (X02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 36% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 34
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B Tarantula · Al-Hawra · Frederick I Current meta 76.33/100 out of 100Tarantula (X02), Al-Hawra (X01 · paid) and Frederick I (X16) score 76.33 out of 100 together, and each of the three has a job.
Tarantula brings a second damage line worth 29% of the expected output, so no single silence stops the plan: 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 67% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Frederick I both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom and Frederick I’s Frenzy War both wait on; Tarantula raises Frederick I’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 35% of the hardest-hitting trio in the roster. How these scores work →
- 36
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B Tarantula · Warden · Oliver Current meta 76.29/100 out of 100Tarantula (X02), Warden (X06) and Oliver (X24) score 76.29 out of 100 together, and each of the three has a job.
Tarantula brings a second damage line worth 17% of the expected output, so no single silence stops the plan: 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 shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 80% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Tarantula and Oliver both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Oliver waits on; Tarantula raises Oliver’s output directly rather than adding a number of its own. What you give up: Tarantula (X02) 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 →
- 40
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B Tarantula · Al-Hawra · Oliver Current meta 75.67/100 out of 100Tarantula (X02), Al-Hawra (X01 · paid) and Oliver (X24) score 75.67 out of 100 together, and each of the three has a job.
Tarantula brings a second damage line worth 17% of the expected output, so no single silence stops the plan: 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 80% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Oliver both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Tarantula raises Oliver’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) 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. How these scores work →
- 62
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B Tarantula · Warden · Nicolas Flamel Current meta 73.22/100 out of 100Tarantula (X02), Warden (X06) and Nicolas Flamel (X18) score 73.22 out of 100 together, and each of the three has a job.
Tarantula brings a second damage line worth 32% of the expected output, so no single silence stops the plan: 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 shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 62% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Tarantula and Nicolas Flamel both wait on; Tarantula raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: Tarantula (X02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 31% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 64
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B Tarantula · Al-Hawra · Nicolas Flamel Current meta 72.88/100 out of 100Tarantula (X02), Al-Hawra (X01 · paid) and Nicolas Flamel (X18) score 72.88 out of 100 together, and each of the three has a job.
Tarantula brings a second damage line worth 33% of the expected output, so no single silence stops the plan: 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 62% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Nicolas Flamel both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Tarantula raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 31% of the hardest-hitting trio in the roster. How these scores work →
- 104
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B Tarantula · Julian · Ashen Verdict Current meta 67.94/100 out of 100Tarantula (X02), Julian (X25) and Ashen Verdict (X05) score 67.94 out of 100 together, and each of the three has a job.
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 takes the front, able to both absorb the opening rounds and heal through them. Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Ashen Verdict waits on; Ashen Verdict’s Righteous Fervor applies Disarm 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 16% of the hardest-hitting trio in the roster; Tarantula (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 →
- 113
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B Tarantula · Sakura Blossom · Frederick I Current meta 66.15/100 out of 100Tarantula (X02), Sakura Blossom (X01) and Frederick I (X16) score 66.15 out of 100 together, and each of the three has a job.
Tarantula brings a second damage line worth 28% of the expected output, so no single silence stops the plan: 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. 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. Frederick I is the win condition, bringing 66% 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 Tarantula produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Tarantula raises Frederick I’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; Sakura Blossom (X01) 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 →
- 145
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B Al-Hawra · Yukimura Sanada · Tarantula Mid progression 69.96/100 out of 100Al-Hawra (X01 · paid), Yukimura Sanada (S00) and Tarantula (X02) score 69.96 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. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Tarantula is the win condition, bringing 66% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Yukimura Sanada and Tarantula both wait on; Yukimura Sanada produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Tarantula’s output directly rather than adding a number of its own. What you give up: Yukimura Sanada (S00) 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. How these scores work →
- 149
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B Al-Hawra · Rough Rider · Tarantula Mid progression 69.22/100 out of 100Al-Hawra (X01 · paid), Rough Rider (S00) and Tarantula (X02) score 69.22 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. 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. Tarantula is the win condition, bringing 62% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Rough Rider and Tarantula both wait on; Rough Rider produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Tarantula’s output directly rather than adding a number of its own. What you give up: Rough Rider (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. How these scores work →
- 150
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B Tarantula · Al-Hawra · Heroine of Courage Mid progression 68.56/100 out of 100Tarantula (X02), Al-Hawra (X01 · paid) and Heroine of Courage (S00) score 68.56 out of 100 together, and each of the three has a job.
Tarantula is the win condition, bringing 64% 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Heroine of Courage both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Tarantula’s output directly rather than adding a number of its own. What you give up: Heroine of Courage (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. How these scores work →
- 152
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B Tarantula · Al-Hawra · Charles the Great Mid progression 68.22/100 out of 100Tarantula (X02), Al-Hawra (X01 · paid) and Charles the Great (S01) score 68.22 out of 100 together, and each of the three has a job.
Tarantula is the win condition, bringing 62% 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Charles the Great both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra 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 16% of the hardest-hitting trio in the roster. How these scores work →
- 168
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B Tarantula · Sakura Blossom · Boudica Mid progression 61.01/100 out of 100Tarantula (X02), Sakura Blossom (X01) and Boudica (X01 · paid) score 61.01 out of 100 together, and each of the three has a job.
Tarantula is the win condition, bringing 57% 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. 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. Boudica brings a second damage line worth 32% 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 stays in the back, where the range-3 skills still touch the enemy front line. 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: Sakura Blossom (X01) 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. 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 →
- 173
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B Tarantula · North's Rage · Al Faith Mid progression 60.14/100 out of 100Tarantula (X02), North's Rage (S00) and Al Faith (S01) score 60.14 out of 100 together, and each of the three has a job.
Tarantula is the win condition, bringing 68% 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. 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. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% 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 North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Al Faith raises Tarantula’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 →
- 179
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B Tarantula · Yukimura Sanada · Heroine of Courage Mid progression 58.01/100 out of 100Tarantula (X02), Yukimura Sanada (S00) and Heroine of Courage (S00) score 58.01 out of 100 together, and each of the three has a job.
Tarantula is the win condition, bringing 57% 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. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Heroine of Courage raises Tarantula’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Yukimura Sanada (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 →
Best Mixed combos with Tarantula
Tarantula appears in 3 ranked Mixed combos.
- 93
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B Tarantula · Al-Hawra · Tura Cartel Current meta 69.96/100 out of 100Tarantula (archer · X02), Al-Hawra (archer · X01 · paid) and Tura Cartel (cavalry · X21) score 69.96 out of 100 together, and each of the three has a job.
Tarantula brings a second damage line worth 28% of the expected output, so no single silence stops the plan: 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 68% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Tura Cartel both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 27% of the hardest-hitting trio in the roster. How these scores work →
- 140
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B War Lord · Queen Anne · Tarantula Mid progression 67.33/100 out of 100War Lord (cavalry · S03), Queen Anne (archer · S00) and Tarantula (archer · X02) score 67.33 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. 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 sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 70% 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 War Lord’s War God Descends produces prep-skips, the exact trigger Queen Anne waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Queen Anne and Tarantula both wait on; Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Tarantula swings into a line that cannot answer. What you give up: Queen Anne (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 145
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B Tarantula · Al-Hawra · Roku Boshuten Mid progression 66.45/100 out of 100Tarantula (archer · X02), Al-Hawra (archer · X01 · paid) and Roku Boshuten (cavalry · S03) score 66.45 out of 100 together, and each of the three has a job.
Tarantula is the win condition, bringing 65% 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Roku Boshuten both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom and Roku Boshuten’s Gokuraku Jodo both wait on; Al-Hawra raises Tarantula’s output directly rather than adding a number of its own. What you give up: Roku Boshuten (S03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 11% of the hardest-hitting trio in the roster. How these scores work →
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 combos can YOU play?
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