The Brave — what the skills grant
Totalled from The Brave'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.
About The Brave
The Brave is a Cavalry hero in Rise of Castles. On ROCMeta, The Brave appears in 19 ranked combos spanning Cavalry and Mixed lineups. The Brave's highest-ranked appearance is Army Breaker · The Brave · El Cid, which currently sits at Cavalry #262.
Across The Brave's skills, the hero's own squad gains +65% Resistance, +65% Might, and +100 Combat Speed. The wider legion gains +40% Might.
The Brave is most often ranked alongside War Lord, El Cid, and Isabella I — the heroes that share the most ranked combos with The Brave. The full list of partners is further down the page.
Why The Brave ranks where it does
The Brave is built around enemy debuffs and team buffs — stronger there than 92% of the roster.
Pairs best with Al-Hawra, Cyrus and El Cid. Al-Hawra's Desert Phantom supplies the trigger-rate boosts; The Brave's No Turning Back feeds on them. The Brave supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.
Read from The Brave's eight skills and compared against every other published hero — not an editorial opinion.
Most often ranked with The Brave
Counted from the published lists: the partners who appear beside The Brave in the most ranked lineups.
Proven synergies
A different question from the grid above: not who The Brave is listed with, but whose kit the skill text says The Brave 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; The Brave's No Turning Back feeds on them. The Brave 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; The Brave's No Turning Back feeds on them. The Brave 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; The Brave's No Turning Back feeds on them. The Brave supplies the combat-skill casts; Roland's Paladins feeds on them. No lineup around this pair clears the era and composition gates.
War Lord
9 shared lineupsWar Lord's War God Descends supplies the trigger-rate boosts; The Brave's No Turning Back feeds on them.
El Cid
8 shared lineupsEl Cid's Song of El Cid supplies the trigger-rate boosts; The Brave's No Turning Back feeds on them.
Warden
2 shared lineupsWarden's Aspect of the Eagle supplies the trigger-rate boosts; The Brave's No Turning Back feeds on them.
Best Cavalry combos with The Brave
The Brave appears in 15 ranked Cavalry combos.
- 5
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B Army Breaker · The Brave · El Cid Mid progression Beats 2 of 8 reference lineups 80.86/100 out of 100 Army Breaker (X02), The Brave (S04) and El Cid (X12) score 80.86 out of 100 together, and each of the three has a job.
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 takes the front, able to both absorb the opening rounds and heal through them. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. El Cid is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Army Breaker’s Formation: Enigma and The Brave’s No Turning Back both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so El Cid swings into a line that cannot answer; Army Breaker raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.
- 22
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B Octavius · The Brave · Caesar developer pick Mid progression Beats 1 of 8 reference lineups 72.28/100 out of 100 Octavius (S02 · paid), The Brave (S04) and Caesar (SP · paid) score 72.28 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 Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 The Brave produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Octavius raises Caesar’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 10% 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.
- 26
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B Lawman · The Brave · El Cid Mid progression Beats 1 of 8 reference lineups 81.12/100 out of 100 Lawman (X03), The Brave (S04) and El Cid (X12) score 81.12 out of 100 together, and each of the three has a job.
Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Lawman’s High Noon and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so El Cid swings into a line that cannot answer; The Brave raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Lawman (X03). Budget note: every hero in this lineup can be completed without spending.
- 29
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B Hellfire · The Brave · El Cid Mid progression Beats 1 of 8 reference lineups 81.35/100 out of 100 Hellfire (X09), The Brave (S04) and El Cid (X12) score 81.35 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so El Cid swings into a line that cannot answer; Hellfire raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.
- 39
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B Isabella I · The Brave · El Cid Mid progression Beats 1 of 8 reference lineups 80.69/100 out of 100 Isabella I (S01), The Brave (S04) and El Cid (X12) score 80.69 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and The Brave’s No Turning Back both wait on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so El Cid swings into a line that cannot answer; The Brave raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.
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B John I · The Brave · El Cid Mid progression Beats 0 of 8 reference lineups 81.49/100 out of 100 John I (X13), The Brave (S04) and El Cid (X12) score 81.49 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 75% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger John I’s Lord of the Sea and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so John I swings into a line that cannot answer; The Brave raises John I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; a mid-era lineup anchored by John I (X13). Budget note: every hero in this lineup can be completed without spending.
- 48
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B War Lord · The Brave · Sundiata Mid progression Beats 0 of 8 reference lineups 80.86/100 out of 100 War Lord (S03), The Brave (S04) and Sundiata (X15) score 80.86 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Sundiata’s Flame of Revenge and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; War Lord raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line. Budget note: every hero in this lineup can be completed without spending.
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B El Cid · Rozen Blade · The Brave Mid progression Beats 0 of 8 reference lineups 80.88/100 out of 100 El Cid (X12), Rozen Blade (S03) and The Brave (S04) score 80.88 out of 100 together, and each of the three has a job.
El Cid is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front as the sturdiest of the three. 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. The Brave adds a second source of control, so the lock rarely has an off round: Freezing Gaze applies Disarm on a 80% 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Rozen Blade’s Blitz and The Brave’s No Turning Back both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so El Cid swings into a line that cannot answer; The Brave raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.
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B War Lord · The Brave · El Cid Mid progression Beats 0 of 8 reference lineups 80.76/100 out of 100 War Lord (S03), The Brave (S04) and El Cid (X12) score 80.76 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. El Cid is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger El Cid’s Trial of Light and The Brave’s No Turning Back both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so El Cid swings into a line that cannot answer. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.
- 8
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B War Lord · The Brave · Lionheart Starter Beats 1 of 8 reference lineups 75.28/100 out of 100 War Lord (S03), The Brave (S04) and Lionheart (S01) score 75.28 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 100% of the lineup's expected damage: Lionheart's Charge puts 343% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Lionheart’s Heart of Lion and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; War Lord raises Lionheart’s output directly rather than adding a number of its own. What you give up: Lionheart (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
- 11
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B War Lord · The Brave · The Immortal Starter Beats 0 of 8 reference lineups 75.45/100 out of 100 War Lord (S03), The Brave (S04) and The Immortal (S02) score 75.45 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. The Immortal is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger The Brave’s No Turning Back and The Immortal’s Armor Shred both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so The Immortal swings into a line that cannot answer; War Lord raises The Immortal’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; The Immortal (S02) 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.
- 14
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B War Lord · The Brave · Black Prince Starter Beats 0 of 8 reference lineups 75.86/100 out of 100 War Lord (S03), The Brave (S04) and Black Prince (S01) score 75.86 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Black Prince adds a second source of control, so the lock rarely has an off round: Dragon Siege applies Suppress for 2 rounds on a 35% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Black Prince’s Dragon Siege and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Black Prince swings into a line that cannot answer; War Lord raises Black Prince’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.
- 19
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B War Lord · The Brave · Mary Tudor Starter Beats 0 of 8 reference lineups 76.90/100 out of 100 War Lord (S03), The Brave (S04) and Mary Tudor (S00) score 76.90 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Mary Tudor is the win condition, bringing 100% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Mary Tudor’s Reign of Sorrow and The Brave’s No Turning Back both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer. What you give up: Mary Tudor (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B War Lord · The Brave · Isabella I Starter Beats 0 of 8 reference lineups 76.89/100 out of 100 War Lord (S03), The Brave (S04) and Isabella I (S01) score 76.89 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. 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 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 trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; a mid-era lineup anchored by The Brave (S04). Budget note: every hero in this lineup can be completed without spending.
- 31
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B War Lord · The Brave · Roku Boshuten Starter Beats 0 of 8 reference lineups 77.82/100 out of 100 War Lord (S03), The Brave (S04) and Roku Boshuten (S03) score 77.82 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Roku Boshuten’s Gou and The Brave’s No Turning Back both wait on; The Brave produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Roku Boshuten swings into a line that cannot answer. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; a mid-era lineup anchored by The Brave (S04). Budget note: every hero in this lineup can be completed without spending.
Best Mixed combos with The Brave
The Brave appears in 4 ranked Mixed combos.
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B Ashoka · The Brave · El Cid Mid progression Beats 2 of 8 reference lineups 81.56/100 out of 100 Ashoka (footmen · X14), The Brave (cavalry · S04) and El Cid (cavalry · X12) score 81.56 out of 100 together, and each of the three has a job.
Ashoka is the win condition, bringing 72% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. El Cid 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and The Brave’s No Turning Back both wait on; The Brave produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Ashoka 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 Ashoka (X14). Budget note: every hero in this lineup can be completed without spending.
- 13
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B Warden · The Brave · Sundiata Mid progression Beats 1 of 8 reference lineups 80.06/100 out of 100 Warden (archer · X06), The Brave (cavalry · S04) and Sundiata (cavalry · X15) score 80.06 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 93% 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 Sundiata’s Flame of Revenge and The Brave’s No Turning Back both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Sundiata waits on; The Brave’s Freezing Gaze 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 12% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line. Budget note: every hero in this lineup can be completed without spending.
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B Warden · The Brave · Eselfred Mid progression Beats 0 of 8 reference lineups 79.32/100 out of 100 Warden (archer · X06), The Brave (cavalry · S04) and Eselfred (archer · X14) score 79.32 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 90% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; 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 War Lord · The Brave · Genghis Khan Starter Beats 0 of 8 reference lineups 74.63/100 out of 100 War Lord (cavalry · S03), The Brave (cavalry · S04) and Genghis Khan (footmen · S01) score 74.63 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Genghis Khan is the lifeline: that healing decides whether this lineup is still standing in round five — carries 152% of recovery 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Genghis Khan’s Hunting Wolf and The Brave’s No Turning Back both wait on; The Brave produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Genghis Khan swings into a line that cannot answer. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; Genghis Khan (S01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending.
The Brave — skills
All 8 recorded skills for The Brave, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Freezing Gaze
First 3 turns of the battle, 80% chance each turn to Disarm 2 enemy squads within range.
3 Cavalry Defensive Formation II
Cavalry in the hero's squad has 50% more Resistance.
4 Cavalry Offensive Formation II
Cavalry in the hero's squad has 50% more Might.
5 No Turning Back
Turn prep. 30% to Silence 2 random enemy squads within range, lasting 2 turns.
6 Cavalry Awakened
Hero's squad gains 15% Cavalry Might and Resistance, and 100 Cavalry Combat Speed. 250% bonus to the skill "Dictator".
7 Discipline - Cavalry
Cavalry's Might in the hero's legion is increased by 40%.
8 Tundra Soul
In battle, all enemy squads lose -60% Might and Resistance , combat speed -100 , damage taken increases by 5% and damage dealt -5% from round 5, all your cavalry squads deal 40% more damage .
Which The Brave lineups can you field?
Select the heroes you own and the generator returns every ranked The Brave 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


