Best comboTop ranked

King Arthur · Hannibal · Theodora

Footmen #42
King Arthur Rise of Castles heroKing Arthur
Hannibal Rise of Castles heroHannibal
Theodora Rise of Castles heroTheodora

Theodora — what the skills grant

Totalled from Theodora'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
+50% friendly squads
Resistance
+65% hero's squad
+40% hero's legion
Might
+65% hero's squad
HP
+15% hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +20%, skill 5 — +160%.

About Theodora

Theodora is a Footmen hero in Rise of Castles. On ROCMeta, Theodora appears in 16 ranked combos spanning Footmen and Mixed lineups. Theodora's highest-ranked appearance is King Arthur · Hannibal · Theodora, which currently sits at Footmen #42.

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

Theodora's strongest recorded skill hits for 160% damage.

Theodora is most often ranked alongside Desert Storm, Cleopatra VII, and King Arthur — the heroes that share the most ranked combos with Theodora. The full list of partners is further down the page.

Why Theodora ranks where it does

Theodora is built around team buffs — stronger there than 87% of the roster.

It comes at a cost to your own side, so Theodora wants a partner that heals or absorbs to pay it back.

Pairs best with Al-Hawra, Cyrus and Lilith. Al-Hawra feeds Theodora; Theodora feeds Al-Hawra

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

Heroes that pair well with Theodora

The heroes most often ranked alongside Theodora.

Best Footmen combos with Theodora

Theodora appears in 14 ranked Footmen combos.

  1. 42 King Arthur, front rowHannibal, middle rowTheodora, back row King Arthur · Hannibal · Theodora
    King Arthur (SP · paid), Hannibal (X28 · paid) and Theodora (S04 · paid) score 70.44 out of 100 together, and each of the three has a job.

    King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% 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. 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. Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger King Arthur waits on; King Arthur produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Theodora produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; Theodora (S04) is the era weak point -- the enemy will aim at the oldest squad. This is one of the lineups recommended in-game by the developers, and the scorecard shows why it earns the recommendation. How these scores work →

    Current meta 70.44/100 out of 100
  2. 107 Alberich, front rowTheodora, middle rowAshoka, back row Alberich · Theodora · Ashoka
    Alberich (X18 · paid), Theodora (S04 · paid) and Ashoka (X14) score 61.57 out of 100 together, and each of the three has a job.

    Alberich is the saboteur, stripping the enemy's stats before the blows land: strips 27% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 81% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Alberich produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Theodora produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Ashoka swings into a line that cannot answer. What you give up: Theodora (S04) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 25% 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 →

    Current meta 61.57/100 out of 100
  3. 120 Harald III, front rowHealer, middle rowTheodora, back row Harald III · Healer · Theodora
    Harald III (X19), Healer (X10) and Theodora (S04 · paid) score 58.38 out of 100 together, and each of the three has a job.

    Harald III is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Authority applies Taunt on a 55% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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. Theodora is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 50% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Harald III swings into a line that cannot answer; Theodora raises Harald III’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 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. How these scores work →

    Current meta 58.38/100 out of 100
  4. 121 King Arthur, front rowBleeding Steed, middle rowTheodora, back row King Arthur · Bleeding Steed · Theodora
    King Arthur (SP · paid), Bleeding Steed (S03) and Theodora (S04 · paid) score 58.29 out of 100 together, and each of the three has a job.

    King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% 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. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Theodora is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 50% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Bleeding Steed produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so King Arthur swings into a line that cannot answer; Bleeding Steed raises King Arthur’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. 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 →

    Current meta 58.29/100 out of 100
  5. 124 Alexander, front rowBleeding Steed, middle rowTheodora, back row Alexander · Bleeding Steed · Theodora
    Alexander (SP · paid), Bleeding Steed (S03) and Theodora (S04 · paid) score 55.72 out of 100 together, and each of the three has a job.

    Alexander is the saboteur, stripping the enemy's stats before the blows land: strips 325% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Theodora is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 50% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Alexander swings into a line that cannot answer; Bleeding Steed raises Alexander’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 2% 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 →

    Current meta 55.72/100 out of 100
  6. 175 Theodora, front rowDesert Storm, middle rowRagnar, back row Theodora · Desert Storm · Ragnar
    Theodora (S04 · paid), Desert Storm (S04) and Ragnar (X12 · paid) score 56.75 out of 100 together, and each of the three has a job.

    Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% 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. Desert Storm is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 71% of the lineup's expected damage: Pillage puts 640% into all 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 Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Ragnar swings into a line that cannot answer; Theodora raises Ragnar’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 11% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 56.75/100 out of 100
  7. 179 Vikram, front rowTheodora, middle rowHeaven's Justice, back row Vikram · Theodora · Heaven's Justice
    Vikram (X04), Theodora (S04 · paid) and Heaven's Justice (S00) score 54.89 out of 100 together, and each of the three has a job.

    Vikram is the shield: the damage reduction and staying power buy the rounds the plan needs — 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. Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the win condition, bringing 66% of the lineup's expected damage: Mortal Coil puts 506% into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Vikram’s Alluring Arm applies Suppress and takes a squad out of the fight, so Heaven's Justice swings into a line that cannot answer; Theodora raises Heaven's Justice’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 54.89/100 out of 100
  8. 180 Cleopatra VII, front rowTheodora, middle rowRagnar, back row Cleopatra VII · Theodora · Ragnar
    Cleopatra VII (S03 · paid), Theodora (S04 · paid) and Ragnar (X12 · paid) score 52.97 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. Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ragnar is the win condition, bringing 55% of the lineup's expected damage: Pillage puts 640% into all 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 Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Theodora raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Mid progression 52.97/100 out of 100
  9. 183 Theodora, front rowChen Liu, middle rowCicero, back row Theodora · Chen Liu · Cicero
    Theodora (S04 · paid), Chen Liu (X01) and Cicero (X01) score 42.86 out of 100 together, and each of the three has a job.

    Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% 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. Chen Liu is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 190% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Cicero is the saboteur, stripping the enemy's stats before the blows land: strips 126% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Chen Liu swings into a line that cannot answer; Theodora raises Chen Liu’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Theodora holds the front, but nothing here heals. 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 42.86/100 out of 100
  10. 188 Theodora, front rowJiguang Qi, middle rowGenghis Khan, back row Theodora · Jiguang Qi · Genghis Khan
    Theodora (S04 · paid), Jiguang Qi (S01) and Genghis Khan (S01) score 56.53 out of 100 together, and each of the three has a job.

    Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% 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. Jiguang Qi is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Genghis Khan is the win condition, bringing 63% of the lineup's expected damage: Hunting Wolf puts 213% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Theodora produces combat-skill casts, the exact trigger Jiguang Qi’s Unyelding and Genghis Khan’s Fortune's Favor both wait on; Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Genghis Khan swings into a line that cannot answer; Theodora raises Genghis Khan’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; Jiguang Qi (S01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 56.53/100 out of 100
  11. 189 Theodora, front rowYukimura Sanada, middle rowGenghis Khan, back row Theodora · Yukimura Sanada · Genghis Khan
    Theodora (S04 · paid), Yukimura Sanada (S00) and Genghis Khan (S01) score 55.80 out of 100 together, and each of the three has a job.

    Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% 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. 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. Genghis Khan is the win condition, bringing 59% of the lineup's expected damage: Hunting Wolf puts 213% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Theodora produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Genghis Khan swings into a line that cannot answer; Theodora raises Genghis Khan’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 10% of the hardest-hitting trio in the roster. How these scores work →

    Starter 55.80/100 out of 100
  12. 193 Cleopatra VII, front rowTheodora, middle rowDesert Storm, back row Cleopatra VII · Theodora · Desert Storm
    Cleopatra VII (S03 · paid), Theodora (S04 · paid) and Desert Storm (S04) score 55.22 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. Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Desert Storm adds a second source of control, so the lock rarely has an off round: strips 18% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Cleopatra VII swings into a line that cannot answer; Theodora raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 55.22/100 out of 100
  13. 201 Theodora, front rowIsabella I, middle rowJade Rakshasa, back row Theodora · Isabella I · Jade Rakshasa
    Theodora (S04 · paid), Isabella I (S01) and Jade Rakshasa (S02) score 52.76 out of 100 together, and each of the three has a job.

    Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% 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. Isabella I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Queen of the Storm applies Suppress on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Jade Rakshasa is the win condition, bringing 56% of the lineup's expected damage: Jade Lotus puts 162% x6 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 Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Jade Rakshasa swings into a line that cannot answer; Theodora raises Jade Rakshasa’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. How these scores work →

    Starter 52.76/100 out of 100
  14. 202 Soaring Hawk, front rowTheodora, middle rowCao Cao, back row Soaring Hawk · Theodora · Cao Cao
    Soaring Hawk (S04), Theodora (S04 · paid) and Cao Cao (S01) score 51.92 out of 100 together, and each of the three has a job.

    Soaring Hawk is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Theodora is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 50% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: strips 151% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Cao Cao swings into a line that cannot answer; Theodora raises Cao Cao’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Cao Cao (S01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 51.92/100 out of 100

See the full Footmen rankings →

Best Mixed combos with Theodora

Theodora appears in 2 ranked Mixed combos.

  1. 191 Theodora, front rowAl Faith, middle rowDesert Storm, back row Theodora · Al Faith · Desert Storm
    Theodora (footmen · S04 · paid), Al Faith (archer · S01) and Desert Storm (footmen · S04) score 54.11 out of 100 together, and each of the three has a job.

    Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% 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. Al Faith is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Desert Storm is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Desert Storm swings into a line that cannot answer; Theodora raises Desert Storm’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 2% of the hardest-hitting trio in the roster. How these scores work →

    Starter 54.11/100 out of 100
  2. 196 Cleopatra VII, front rowDivine Arrow, middle rowTheodora, back row Cleopatra VII · Divine Arrow · Theodora
    Cleopatra VII (archer · S03 · paid), Divine Arrow (archer · S04) and Theodora (footmen · S04 · paid) score 53.05 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. Divine Arrow adds a second source of control, so the lock rarely has an off round: For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% 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 Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; Theodora raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Starter 53.05/100 out of 100

See the full Mixed rankings →

Theodora — skills

All 8 recorded skills for Theodora, 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

Queen's Ambition

Combat Skill · 1 random friendly squad within effective range · Range 3 · Footmen

60% chance to deal 20% skill damage to 1 random friendly squad(s), excluding the hero's squad, making the target squad(s) deal 50% more damage, lasting 2 round(s).

3

Footmen Defensive Formation II

Leadership Skill · Hero's Squad

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

4

Footmen Offensive Formation II

Leadership Skill · Hero's Squad

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

5

Art of Eternity

Pre-Battle Skill · 3 random enemy squads within effective range · Range 5 · Footmen

When the hero takes damage, 40% chance to deal 160% Skill Damage to all enemy squads, with 40% chance to subject them to 1 random status(es) out of Suppressed/Silenced/Disarmed/Confused statuses, Lasting 2 round(s).

6

Footmen Awakened

Leadership Skill · Hero's Squad

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

7

Defensive Order - Footmen

Leadership Skill · Hero's Legion

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

8

No Giving Up

Pre-Battle Skill · 1 random friendly squad within effective range · Range 2 · Footmen

When the front-low squad deals damage, restore some troop power for the squad to 60% of the damage dealt, lasting 6 round(s); the effect can take effect for up to 2 time(s) in a round. When the front-row squad is dead, the hero will fight for 1 more round(s) (the effect does not apply to battles against the Territory Guardians).

Which Theodora combos can YOU play?

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