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Thorven · Geraint · Thorvi

Mixed #1
Thorven Rise of Castles heroThorven
Geraint Rise of Castles heroGeraint
Thorvi Rise of Castles heroThorvi

Thorvi — what the skills grant

Totalled from Thorvi'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.

Attrition
+50% enemy squads
Resistance
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion
Fatal Blow Damage
+80% friendly squads
Combat Speed
+100 hero's squad
Evasion Rate
+5% hero's squad
Fatal Blow Rate
+10 hero's squad

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +405%, skill 8 — +450%.

About Thorvi

Thorvi is a Cavalry hero in Rise of Castles. On ROCMeta, Thorvi appears in 156 ranked combos spanning Cavalry and Mixed lineups. Thorvi's highest-ranked appearance is Thorven · Geraint · Thorvi, which currently sits at Mixed #1.

Across Thorvi's skills, the hero's own squad gains +65% Resistance, +65% Might, +100 Combat Speed, +5% Evasion Rate, and +10 Fatal Blow Rate. The wider legion gains +40% Might.

Thorvi's strongest recorded skill hits for 450% damage.

Thorvi is most often ranked alongside Roland, Saladin, and Hannibal — the heroes that share the most ranked combos with Thorvi. The full list of partners is further down the page.

Why Thorvi ranks where it does

Thorvi is built around evasion and burst damage — stronger there than 91% of the roster.

Pairs best with Al-Hawra, Cyrus and Defender. Al-Hawra's Desert Phantom supplies the trigger-rate boosts; Thorvi's Thunderlance Thrust feeds on them. Thorvi supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. Their strongest lineup together (Saladin completing it) scores 84.59 — list-worthy, but the selection spent those seats on more varied lineups.

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

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

Most often ranked with Thorvi

Counted from the published lists: the partners who appear beside Thorvi in the most ranked lineups.

Proven synergies

A different question from the grid above: not who Thorvi is listed with, but whose kit the skill text says Thorvi 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.

Roland portrait

Roland

30 shared lineups

Roland's Song of Roland supplies the trigger-rate boosts; Thorvi's Thunderlance Thrust feeds on them. Thorvi supplies the combat-skill casts; Roland's Paladins feeds on them.

Hannibal portrait

Hannibal

26 shared lineups

Hannibal's Dual Strike supplies the extra basic attacks; Thorvi feeds on them. Thorvi supplies the follow-up attacks; Hannibal's Dual Strike feeds on them.

Cyrus portrait

Cyrus

21 shared lineups

Cyrus's Tolerance supplies the trigger-rate boosts; Thorvi's Thunderlance Thrust feeds on them. Thorvi supplies the combat-skill casts; Cyrus's Strategy to Victory feeds on them.

Al-Hawra portrait

Al-Hawra

Not yet listed

Al-Hawra's Desert Phantom supplies the trigger-rate boosts; Thorvi's Thunderlance Thrust feeds on them. Thorvi supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. Their strongest lineup together (Saladin completing it) scores 84.59 — list-worthy, but the selection spent those seats on more varied lineups.

Warden portrait

Warden

Not yet listed

Warden's Aspect of the Eagle supplies the trigger-rate boosts; Thorvi's Thunderlance Thrust feeds on them. Warden's Aspect of the Tiger supplies the extra basic attacks; Thorvi feeds on them. No lineup around this pair clears the era and composition gates.

Saladin portrait

Saladin

30 shared lineups

Saladin's Whirlwind Slash supplies the trigger-rate boosts; Thorvi's Thunderlance Thrust feeds on them.

Best Cavalry combos with Thorvi

Thorvi appears in 63 ranked Cavalry combos — showing the top 24.

  1. 4 Thorven, front rowRoland, middle rowThorvi, back row Thorven · Roland · Thorvi Current meta Beats 24 of 29 in battle 90.48/100 out of 100
    Thorven (X29), Roland (X18) and Thorvi (X29) score 90.48 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  2. 6 Roland, front rowTura Cartel, middle rowThorvi, back row Roland · Tura Cartel · Thorvi Current meta Beats 22 of 29 in battle 91.71/100 out of 100
    Roland (X18), Tura Cartel (X21) and Thorvi (X29) score 91.71 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Tura Cartel brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 77% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust and Tura Cartel’s Serpent's Fang both wait on; Tura Cartel produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Tura Cartel shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: raw damage reaches only about 51% 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.

  3. 7 Roland, front rowPercival, middle rowThorvi, back row Roland · Percival · Thorvi Current meta Beats 22 of 29 in battle 89.09/100 out of 100
    Roland (X18), Percival (X25) and Thorvi (X29) score 89.09 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 87% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Percival produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 45% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  4. 8 Roland, front rowLouis IX, middle rowThorvi, back row Roland · Louis IX · Thorvi Current meta Beats 21 of 29 in battle 90.61/100 out of 100
    Roland (X18), Louis IX (X19) and Thorvi (X29) score 90.61 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 89% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Louis IX’s Royal Codes and Thorvi’s Thunderlance Thrust both wait on; Louis IX produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: raw damage reaches only about 44% 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.

  5. 9 Roland, front rowSaladin, middle rowThorvi, back row Roland · Saladin · Thorvi Current meta Beats 19 of 29 in battle 88.80/100 out of 100
    Roland (X18), Saladin (SP · paid) and Thorvi (X29) score 88.80 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 93% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command and Thorvi’s Thunderlance Thrust both wait on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  6. 10 Cyrus, front rowTura Cartel, middle rowThorvi, back row Cyrus · Tura Cartel · Thorvi Current meta Beats 19 of 29 in battle 89.94/100 out of 100
    Cyrus (SP · paid), Tura Cartel (X21) and Thorvi (X29) score 89.94 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Tura Cartel brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 73% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust and Tura Cartel’s Serpent's Fang both wait on; Tura Cartel produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 54% of the hardest-hitting trio in the roster.

  7. 11 Thorven, front rowThorvi, middle rowSaladin, back row Thorven · Thorvi · Saladin Current meta Beats 18 of 29 in battle 89.69/100 out of 100
    Thorven (X29), Thorvi (X29) and Saladin (SP · paid) score 89.69 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Thorvi is the win condition, bringing 93% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  8. 12 Roland, front rowAttila, middle rowThorvi, back row Roland · Attila · Thorvi Current meta Beats 18 of 29 in battle 92.42/100 out of 100
    Roland (X18), Attila (X27 · paid) and Thorvi (X29) score 92.42 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Attila brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 77% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Thorvi’s Thunderlance Thrust both wait on; Attila produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Attila shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: raw damage reaches only about 52% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  9. 13 Attila, front rowCyrus, middle rowThorvi, back row Attila · Cyrus · Thorvi Current meta Beats 18 of 29 in battle 90.35/100 out of 100
    Attila (X27 · paid), Cyrus (SP · paid) and Thorvi (X29) score 90.35 out of 100 together, and each of the three has a job.

    Attila brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 73% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Thorvi’s Thunderlance Thrust both wait on; Attila produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Attila shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 55% of the hardest-hitting trio in the roster.

  10. 14 Cyrus, front rowLouis IX, middle rowThorvi, back row Cyrus · Louis IX · Thorvi Current meta Beats 17 of 29 in battle 89.25/100 out of 100
    Cyrus (SP · paid), Louis IX (X19) and Thorvi (X29) score 89.25 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 84% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Louis IX’s Royal Codes and Thorvi’s Thunderlance Thrust both wait on; Louis IX produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 47% of the hardest-hitting trio in the roster.

  11. 16 Cyrus, front rowSaladin, middle rowThorvi, back row Cyrus · Saladin · Thorvi Current meta Beats 15 of 29 in battle 90.31/100 out of 100
    Cyrus (SP · paid), Saladin (SP · paid) and Thorvi (X29) score 90.31 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 87% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Cyrus waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command and Thorvi’s Thunderlance Thrust both wait on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 46% of the hardest-hitting trio in the roster.

  12. 17 Lancelot, front rowSaladin, middle rowThorvi, back row Lancelot · Saladin · Thorvi Current meta Beats 14 of 29 in battle 92.54/100 out of 100
    Lancelot (X20 · paid), Saladin (SP · paid) and Thorvi (X29) score 92.54 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 74% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Thorvi’s Thunderlance Thrust both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: the damage runs off different engines, so the three do not compound; a current-era lineup with no legacy weak point.

  13. 19 Louis IX, front rowSaladin, middle rowThorvi, back row Louis IX · Saladin · Thorvi Current meta Beats 11 of 29 in battle 90.43/100 out of 100
    Louis IX (X19), Saladin (SP · paid) and Thorvi (X29) score 90.43 out of 100 together, and each of the three has a job.

    Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 83% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Louis IX’s Royal Codes and Thorvi’s Thunderlance Thrust both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Louis IX waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Louis IX holds the front, but nothing here heals.

  14. 20 Attila, front rowSaladin, middle rowThorvi, back row Attila · Saladin · Thorvi Current meta Beats 10 of 29 in battle 93.90/100 out of 100
    Attila (X27 · paid), Saladin (SP · paid) and Thorvi (X29) score 93.90 out of 100 together, and each of the three has a job.

    Attila brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 72% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Thorvi’s Thunderlance Thrust both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Attila shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 55% of the hardest-hitting trio in the roster.

  15. 26 Pompey, front rowSaladin, middle rowThorvi, back row Pompey · Saladin · Thorvi Current meta Beats 5 of 29 in battle 88.54/100 out of 100
    Pompey (X16), Saladin (SP · paid) and Thorvi (X29) score 88.54 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 86% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Pompey’s Rome Destroyer and Thorvi’s Thunderlance Thrust both wait on; Saladin produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  16. 30 Thorvi, front rowSaladin, middle rowTura Cartel, back row Thorvi · Saladin · Tura Cartel Current meta Beats 0 of 29 in battle 89.38/100 out of 100
    Thorvi (X29), Saladin (SP · paid) and Tura Cartel (X21) score 89.38 out of 100 together, and each of the three has a job.

    Thorvi is the win condition, bringing 73% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Tura Cartel brings a second damage line worth 22% of the expected output, so no single silence stops the plan: 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust and Tura Cartel’s Serpent's Fang both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Tura Cartel shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: Thorvi holds the front, but nothing here heals; the damage runs off different engines, so the three do not compound.

  17. 50 Thorven, front rowThorvi, middle rowCyrus, back row Thorven · Thorvi · Cyrus Current meta Beats 8 of 8 reference lineups 87.94/100 out of 100
    Thorven (X29), Thorvi (X29) and Cyrus (SP · paid) score 87.94 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Thorvi is the win condition, bringing 93% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Cyrus 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Thorven produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  18. 52 Roland, front rowCyrus, middle rowThorvi, back row Roland · Cyrus · Thorvi Current meta Beats 7 of 7 reference lineups 87.16/100 out of 100
    Roland (X18), Cyrus (SP · paid) and Thorvi (X29) score 87.16 out of 100 together, and each of the three has a job.

    Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Cyrus 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 sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 93% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror and Thorvi’s Thunderlance Thrust both wait on; Cyrus produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  19. 67 Cyrus, front rowZhao Yun, middle rowThorvi, back row Cyrus · Zhao Yun · Thorvi Current meta Beats 6 of 8 reference lineups 87.46/100 out of 100
    Cyrus (SP · paid), Zhao Yun (X26) and Thorvi (X29) score 87.46 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Zhao Yun brings a second damage line worth 42% of the expected output, so no single silence stops the plan: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 54% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Zhao Yun produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound.

  20. 69 Lancelot, front rowCyrus, middle rowThorvi, back row Lancelot · Cyrus · Thorvi Current meta Beats 6 of 8 reference lineups 87.18/100 out of 100
    Lancelot (X20 · paid), Cyrus (SP · paid) and Thorvi (X29) score 87.18 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 74% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Thorvi’s Thunderlance Thrust both wait on; Lancelot’s Dedication produces prep-skips, the exact trigger Cyrus waits on; Cyrus produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  21. 70 Thorven, front rowDon Quixote, middle rowThorvi, back row Thorven · Don Quixote · Thorvi Current meta Beats 6 of 8 reference lineups 88.23/100 out of 100
    Thorven (X29), Don Quixote (X22) and Thorvi (X29) score 88.23 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Don Quixote brings a second damage line worth 28% of the expected output, so no single silence stops the plan: Parry puts 530% into 3 enemy squads on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 72% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Don Quixote’s Fight or Die waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  22. 73 Cyrus, front rowJeanne d'Arc, middle rowThorvi, back row Cyrus · Jeanne d'Arc · Thorvi Current meta Beats 6 of 8 reference lineups 84.50/100 out of 100
    Cyrus (SP · paid), Jeanne d'Arc (SP · paid) and Thorvi (X29) score 84.50 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Jeanne d'Arc 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. Thorvi is the win condition, bringing 89% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Jeanne d'Arc’s The Banner of Joan and Thorvi’s Thunderlance Thrust both wait on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Cyrus waits on; Cyrus produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line, with no finisher to focus one squad down.

  23. 82 Don Quixote, front rowRoland, middle rowThorvi, back row Don Quixote · Roland · Thorvi Current meta Beats 6 of 8 reference lineups 86.82/100 out of 100
    Don Quixote (X22), Roland (X18) and Thorvi (X29) score 86.82 out of 100 together, and each of the three has a job.

    Don Quixote brings a second damage line worth 28% of the expected output, so no single silence stops the plan: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 72% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Don Quixote’s Parry and Thorvi’s Thunderlance Thrust both wait on; Thorvi produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  24. 87 Cyrus, front rowPercival, middle rowThorvi, back row Cyrus · Percival · Thorvi Current meta Beats 5 of 8 reference lineups 87.18/100 out of 100
    Cyrus (SP · paid), Percival (X25) and Thorvi (X29) score 87.18 out of 100 together, and each of the three has a job.

    Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 82% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Percival produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound.

See the full Cavalry rankings →

Best Mixed combos with Thorvi

Thorvi appears in 93 ranked Mixed combos — showing the top 24.

  1. 1 Thorven, front rowGeraint, middle rowThorvi, back row Thorven · Geraint · Thorvi Current meta Beats 28 of 29 in battle 87.78/100 out of 100
    Thorven (cavalry · X29), Geraint (footmen · X24) and Thorvi (cavalry · X29) score 87.78 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 98% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Geraint’s Resilience waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 41% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  2. 2 Thorven, front rowPenthesilea, middle rowThorvi, back row Thorven · Penthesilea · Thorvi Current meta Beats 28 of 29 in battle 87.78/100 out of 100
    Thorven (cavalry · X29), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 87.78 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Thorven and Thorvi both wait on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster.

  3. 5 Geraint, front rowHannibal, middle rowThorvi, back row Geraint · Hannibal · Thorvi Current meta Beats 24 of 29 in battle 88.72/100 out of 100
    Geraint (footmen · X24), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 88.72 out of 100 together, and each of the three has a job.

    Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hannibal adds a second source of control, so the lock rarely has an off round: Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 98% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 41% of the hardest-hitting trio in the roster.

  4. 8 Thorven, front rowHannibal, middle rowThorvi, back row Thorven · Hannibal · Thorvi Current meta Beats 21 of 29 in battle 89.02/100 out of 100
    Thorven (cavalry · X29), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 89.02 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorven and Thorvi both wait on; Thorven produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster.

  5. 9 Thorven, front rowJulian, middle rowThorvi, back row Thorven · Julian · Thorvi Current meta Beats 18 of 29 in battle 88.15/100 out of 100
    Thorven (cavalry · X29), Julian (archer · X25) and Thorvi (cavalry · X29) score 88.15 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Julian is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 5% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Thorven and Thorvi both wait on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  6. 10 Roland, front rowHannibal, middle rowThorvi, back row Roland · Hannibal · Thorvi Current meta Beats 18 of 29 in battle 87.70/100 out of 100
    Roland (cavalry · X18), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 87.70 out of 100 together, and each of the three has a job.

    Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; Roland, Hannibal, Thorvi only reaches its own squad, not the whole team.

  7. 11 Hasdrubal, front rowHannibal, middle rowThorvi, back row Hasdrubal · Hannibal · Thorvi Current meta Beats 17 of 29 in battle 88.15/100 out of 100
    Hasdrubal (footmen · X23), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 88.15 out of 100 together, and each of the three has a job.

    Hasdrubal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Counter-espionage applies Silence for 2 rounds on a 85% roll, and takes the front as the sturdiest of the three. Hannibal adds a second source of control, so the lock rarely has an off round: Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster.

  8. 12 Henry V, front rowSaladin, middle rowThorvi, back row Henry V · Saladin · Thorvi Current meta Beats 17 of 29 in battle 89.32/100 out of 100
    Henry V (archer · X17), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 89.32 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 83% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Henry V’s Wildfire Rhapsody and Thorvi’s Thunderlance Thrust both wait on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Henry V, Saladin, Thorvi only reaches its own squad, not the whole team.

  9. 14 Ramses II, front rowThorven, middle rowThorvi, back row Ramses II · Thorven · Thorvi Current meta Beats 16 of 29 in battle 87.86/100 out of 100
    Ramses II (archer · SP · paid), Thorven (cavalry · X29) and Thorvi (cavalry · X29) score 87.86 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Thorven and Thorvi both wait on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster.

  10. 15 Alexander, front rowHannibal, middle rowThorvi, back row Alexander · Hannibal · Thorvi Current meta Beats 15 of 29 in battle 89.05/100 out of 100
    Alexander (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 89.05 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: raises what enemies take by 325% 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. Thorvi is the win condition, bringing 86% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound.

  11. 16 Hannibal, front rowNevsky, middle rowThorvi, back row Hannibal · Nevsky · Thorvi Current meta Beats 15 of 29 in battle 89.32/100 out of 100
    Hannibal (footmen · X28 · paid), Nevsky (footmen · X27) and Thorvi (cavalry · X29) score 89.32 out of 100 together, and each of the three has a job.

    Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. Nevsky brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 80% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Thorvi produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on. What you give up: Hannibal, Nevsky, Thorvi only reaches its own squad, not the whole team; raw damage reaches only about 50% of the hardest-hitting trio in the roster.

  12. 17 Roland, front rowNicolas Flamel, middle rowThorvi, back row Roland · Nicolas Flamel · Thorvi Current meta Beats 13 of 29 in battle 87.82/100 out of 100
    Roland (cavalry · X18), Nicolas Flamel (archer · X18) and Thorvi (cavalry · X29) score 87.82 out of 100 together, and each of the three has a job.

    Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Nicolas Flamel is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Shadow of Star applies Disarm for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 82% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Nicolas Flamel’s Shadow of Star and Thorvi’s Thunderlance Thrust both wait on; Nicolas Flamel produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Nicolas Flamel’s Shadow of Star applies Disarm and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: Roland, Nicolas Flamel, Thorvi only reaches its own squad, not the whole team; raw damage reaches only about 49% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  13. 18 Hasdrubal, front rowSaladin, middle rowThorvi, back row Hasdrubal · Saladin · Thorvi Current meta Beats 13 of 29 in battle 87.62/100 out of 100
    Hasdrubal (footmen · X23), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 87.62 out of 100 together, and each of the three has a job.

    Hasdrubal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Counter-espionage applies Silence for 2 rounds on a 85% roll, and takes the front as the sturdiest of the three. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 93% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hasdrubal’s Tenacity and Thorvi’s Thunderlance Thrust both wait on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Hasdrubal, Saladin, Thorvi only reaches its own squad, not the whole team.

  14. 19 Attila, front rowHannibal, middle rowThorvi, back row Attila · Hannibal · Thorvi Current meta Beats 12 of 29 in battle 90.77/100 out of 100
    Attila (cavalry · X27 · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 90.77 out of 100 together, and each of the three has a job.

    Attila brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 77% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: Attila, Hannibal, Thorvi only reaches its own squad, not the whole team; raw damage reaches only about 52% of the hardest-hitting trio in the roster.

  15. 21 King Cnut, front rowHannibal, middle rowThorvi, back row King Cnut · Hannibal · Thorvi Current meta Beats 11 of 29 in battle 87.66/100 out of 100
    King Cnut (footmen · X17), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 87.66 out of 100 together, and each of the three has a job.

    King Cnut is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 97% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; King Cnut, Hannibal, Thorvi only reaches its own squad, not the whole team.

  16. 22 Gustav, front rowHannibal, middle rowThorvi, back row Gustav · Hannibal · Thorvi Current meta Beats 10 of 29 in battle 88.50/100 out of 100
    Gustav (footmen · X20), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 88.50 out of 100 together, and each of the three has a job.

    Gustav is the lifeline: that healing decides whether this lineup is still standing in round five — carries 200% of recovery across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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. Thorvi is the win condition, bringing 97% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; Gustav, Hannibal, Thorvi only reaches its own squad, not the whole team.

  17. 23 King Cnut, front rowSaladin, middle rowThorvi, back row King Cnut · Saladin · Thorvi Current meta Beats 10 of 29 in battle 88.37/100 out of 100
    King Cnut (footmen · X17), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 88.37 out of 100 together, and each of the three has a job.

    King Cnut is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 90% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger King Cnut’s Frenzy Tides and Thorvi’s Thunderlance Thrust both wait on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; King Cnut raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; King Cnut, Saladin, Thorvi only reaches its own squad, not the whole team.

  18. 24 Ramses II, front rowPercival, middle rowThorvi, back row Ramses II · Percival · Thorvi Current meta Beats 5 of 29 in battle 88.68/100 out of 100
    Ramses II (archer · SP · paid), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 88.68 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 87% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Percival and Thorvi both wait on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Percival shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; Ramses II, Percival, Thorvi only reaches its own squad, not the whole team.

  19. 25 Beowulf, front rowZhuge Liang, middle rowThorvi, back row Beowulf · Zhuge Liang · Thorvi Current meta Beats 5 of 29 in battle 87.65/100 out of 100
    Beowulf (archer · SP · paid), Zhuge Liang (archer · X26) and Thorvi (cavalry · X29) score 87.65 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 84% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Beowulf and Thorvi both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Beowulf raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; Beowulf, Zhuge Liang, Thorvi only reaches its own squad, not the whole team.

  20. 26 Julian, front rowHannibal, middle rowThorvi, back row Julian · Hannibal · Thorvi Current meta Beats 4 of 29 in battle 87.74/100 out of 100
    Julian (footmen · X25), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 87.74 out of 100 together, and each of the three has a job.

    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 takes the front as the one built to survive the opening exchange. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Hannibal and Thorvi both wait on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; Julian, Hannibal, Thorvi only reaches its own squad, not the whole team.

  21. 27 Julian, front rowPercival, middle rowThorvi, back row Julian · Percival · Thorvi Current meta Beats 4 of 29 in battle 87.86/100 out of 100
    Julian (archer · X25), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 87.86 out of 100 together, and each of the three has a job.

    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 takes the front as the one built to survive the opening exchange. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 87% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Percival and Thorvi both wait on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Percival shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 45% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  22. 28 Zhuge Liang, front rowSaladin, middle rowThorvi, back row Zhuge Liang · Saladin · Thorvi Current meta Beats 2 of 29 in battle 90.23/100 out of 100
    Zhuge Liang (archer · X26), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 90.23 out of 100 together, and each of the three has a job.

    Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 81% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Saladin and Thorvi both wait on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Zhuge Liang raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; Zhuge Liang, Saladin, Thorvi only reaches its own squad, not the whole team.

  23. 34 Roland, front rowPenthesilea, middle rowThorvi, back row Roland · Penthesilea · Thorvi Current meta Beats 8 of 8 reference lineups 86.69/100 out of 100
    Roland (cavalry · X18), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 86.69 out of 100 together, and each of the three has a job.

    Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Thorvi waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Thorvi produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster.

  24. 37 Achilles, front rowCyrus, middle rowThorvi, back row Achilles · Cyrus · Thorvi Current meta Beats 8 of 8 reference lineups 85.73/100 out of 100
    Achilles (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Thorvi (cavalry · X29) score 85.73 out of 100 together, and each of the three has a job.

    Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 77% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Achilles produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Achilles’s Blade of Judgment applies Silence and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Achilles, Cyrus, Thorvi only reaches its own squad, not the whole team.

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Thorvi — skills

All 8 recorded skills for Thorvi, 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

Shadow Flurry

Combat Skill · Range 5 · Cavalry

100% chance to gain the combo effect, stackable up to 2 times, lasting 2 rounds; after a normal attack, deal 405% physical damage to all enemy squads and inflict the Devour Mend state (attrition rate 50%), lasting 1 round cooldown 1 round after activation.

3

Cavalry Defensive Formation II

Leadership Skill · Hero's Squad

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

4

Cavalry Offensive Formation II

Leadership Skill · Hero's Squad

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

5

Whizzing Flash

Status Skill · Range 2 · Cavalry

During combat, this squad is Immune to counterattacks; after dodging, reduce the skill cooldown of all friendly squads by 1 round; upon triggering a Fatal Blow, Fatal Blow damage rate +80%, stackable up to 5 times, lasting until the end of combat.

6

Cavalry Awakened

Leadership Skill · Hero's Squad

Hero's squad gains 15% Cavalry Might and Resistance, and 100 Cavalry Combat Speed. 250% bonus to the skill "Dictator".

7

Discipline - Cavalry

Leadership Skill · Hero's Legion

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

8

Thunderlance Thrust

Additional Attack · Range 5 · Cavalry

After a normal attack, there is a 70% chance to deal 450% physical damage to 1 random enemy squad and grant self 5% Evasion Rate and 10 Fatal Blow trigger rate, stackable up to 5 times, lasting until the end of combat.

Which Thorvi lineups can you field?

Select the heroes you own and the generator returns every ranked Thorvi 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