Tomyris — what the skills grant
Totalled from Tomyris's own skill descriptions. Squad buffs apply to the hero's own squad; legion buffs apply to the whole legion — they stack differently in game, so they are counted separately.
Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +200%.
About Tomyris
Tomyris is an Archer hero in Rise of Castles. On ROCMeta, Tomyris appears in 18 ranked combos spanning Archer and Mixed lineups. Tomyris's highest-ranked appearance is Tomyris · Nicolas Flamel · Frederick I, which currently sits at Archer #9.
Across Tomyris's skills, the hero's own squad gains +65% Resistance, +65% Might, +15% HP, and -40% Damage Taken. The wider legion gains +40% Resistance.
Tomyris's strongest recorded skill hits for 200% damage.
Tomyris is most often ranked alongside Belisarius, Darius, and Lilith — the heroes that share the most ranked combos with Tomyris. The full list of partners is further down the page.
Why Tomyris ranks where it does
Tomyris is built around damage reduction — stronger there than 93% of the roster.
Pairs best with Lilith. Tomyris feeds Lilith
Adds little alongside Alberich, Galahad and Hellfire. both are tanks — the second adds little the first does not
Read from Tomyris's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Tomyris
The heroes most often ranked alongside Tomyris.
Best Archer combos with Tomyris
Tomyris appears in 13 ranked Archer combos.
- 9
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B Tomyris · Nicolas Flamel · Frederick I Current meta 80.64/100 out of 100Tomyris (X28), Nicolas Flamel (X18) and Frederick I (X16) score 80.64 out of 100 together, and each of the three has a job.
Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Nicolas Flamel brings a second damage line worth 44% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 54% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 43% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 42
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B Galahad · Tomyris · Penthesilea Current meta 75.30/100 out of 100Galahad (X23), Tomyris (X28) and Penthesilea (SP · paid) score 75.30 out of 100 together, and each of the three has a job.
Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% 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. Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 103% 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Galahad waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Galahad swings into a line that cannot answer; Tomyris raises Galahad’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. How these scores work →
- 46
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B Tomyris · Penthesilea · Beowulf Current meta 74.91/100 out of 100Tomyris (X28), Penthesilea (SP · paid) and Beowulf (SP · paid) score 74.91 out of 100 together, and each of the three has a job.
Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 103% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Beowulf adds a second source of control, so the lock rarely has an off round: Dragon Slayer applies Disarm, 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 Beowulf waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Beowulf swings into a line that cannot answer; Tomyris raises Beowulf’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; 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, and the scorecard shows why it earns the recommendation. How these scores work →
- 59
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B Tomyris · Belisarius · Darius Current meta 73.51/100 out of 100Tomyris (X28), Belisarius (X12) and Darius (X13) score 73.51 out of 100 together, and each of the three has a job.
Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Belisarius brings a second damage line worth 42% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 55% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Darius swings into a line that cannot answer. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 66
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B Tomyris · Belisarius · Lilith Current meta 72.61/100 out of 100Tomyris (X28), Belisarius (X12) and Lilith (X09) score 72.61 out of 100 together, and each of the three has a job.
Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Belisarius brings a second damage line worth 40% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 58% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Lilith’s Poison Needle produces dot, the exact trigger Belisarius’s Hunting Down waits on; Tomyris produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Lilith swings into a line that cannot answer. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Tomyris (X28). Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 68
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B Tomyris · Poison Master · Belisarius Current meta 72.32/100 out of 100Tomyris (X28), Poison Master (X10) and Belisarius (X12) score 72.32 out of 100 together, and each of the three has a job.
Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Poison Master adds a second source of control, so the lock rarely has an off round: Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Belisarius is the win condition, bringing 94% of the lineup's expected damage: Hunting Down puts 279% into all enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Belisarius swings into a line that cannot answer. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Tomyris (X28). Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 90
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B Ragnar · Tomyris · Henry II Current meta 70.43/100 out of 100Ragnar (X12 · paid), Tomyris (X28) and Henry II (X20) score 70.43 out of 100 together, and each of the three has a job.
Ragnar brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Pillage puts 640% into all enemy squads every time it fires, and takes the front, able to both absorb the opening rounds and heal through them. Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 78% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Henry II swings into a line that cannot answer; Ragnar raises Henry II’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 37% of the hardest-hitting trio in the roster. How these scores work →
- 99
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B Tomyris · Darius · Lilith Current meta 69.09/100 out of 100Tomyris (X28), Darius (X13) and Lilith (X09) score 69.09 out of 100 together, and each of the three has a job.
Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Darius brings a second damage line worth 46% of the expected output, so no single silence stops the plan: Disdain puts 332% into 2 enemy squads on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 52% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Lilith’s Poison Needle produces dot, the exact trigger Darius’s King of all Kings waits on; Tomyris produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Lilith swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 23% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 101
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B Tomyris · Poison Master · Darius Current meta 68.84/100 out of 100Tomyris (X28), Poison Master (X10) and Darius (X13) score 68.84 out of 100 together, and each of the three has a job.
Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Poison Master adds a second source of control, so the lock rarely has an off round: Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 95% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Darius’s King of all Kings waits on; Darius produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Darius swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 11% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 107
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B Tomyris · Boudica · Lilith Current meta 67.08/100 out of 100Tomyris (X28), Boudica (X01 · paid) and Lilith (X09) score 67.08 out of 100 together, and each of the three has a job.
Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Boudica brings a second damage line worth 32% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Lilith is the win condition, bringing 65% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Lilith swings into a line that cannot answer; Tomyris raises Lilith’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Boudica (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 110
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B Tomyris · Sakura Blossom · Belisarius Current meta 66.35/100 out of 100Tomyris (X28), Sakura Blossom (X01) and Belisarius (X12) score 66.35 out of 100 together, and each of the three has a job.
Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Sakura Blossom is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Belisarius is the win condition, bringing 77% of the lineup's expected damage: Hunting Down puts 279% into all enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Belisarius’s Riding Waves waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Belisarius swings into a line that cannot answer; Tomyris raises Belisarius’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; Sakura Blossom (X01) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 112
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B Tomyris · Sakura Blossom · Eselfred Current meta 66.16/100 out of 100Tomyris (X28), Sakura Blossom (X01) and Eselfred (X14) score 66.16 out of 100 together, and each of the three has a job.
Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Sakura Blossom is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 87% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Eselfred’s Fortified Line of Attack waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Eselfred swings into a line that cannot answer; Tomyris raises Eselfred’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 116
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B Tomyris · Sakura Blossom · Boudica Current meta 65.38/100 out of 100Tomyris (X28), Sakura Blossom (X01) and Boudica (X01 · paid) score 65.38 out of 100 together, and each of the three has a job.
Tomyris is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Vanguard Defense applies Taunt for 1 round on a 80% roll, and takes the front to pull enemy attacks inward -- exactly where that belongs. Sakura Blossom is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Boudica is the win condition, bringing 70% of the lineup's expected damage: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Boudica swings into a line that cannot answer; Tomyris raises Boudica’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; Sakura Blossom (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
Best Mixed combos with Tomyris
Tomyris appears in 5 ranked Mixed combos.
- 25
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B Tomyris · Saladin · Lancelot Current meta 77.98/100 out of 100Tomyris (archer · X28), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 77.98 out of 100 together, and each of the three has a job.
Tomyris is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 115% of damage reduction across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 70% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot waits on; Saladin produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Tomyris, Saladin, Lancelot only reaches its own squad, not the whole team. How these scores work →
- 42
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B Galahad · Hannibal · Tomyris Current meta 75.77/100 out of 100Galahad (archer · X23), Hannibal (footmen · X28 · paid) and Tomyris (archer · X28) score 75.77 out of 100 together, and each of the three has a job.
Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% 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. Tomyris is the second layer of armour -- when the first wall bends, this one is already set: carries 115% of damage reduction 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 Galahad waits on; Galahad 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 Galahad swings into a line that cannot answer. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 89
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B Pompey · Tomyris · Caesar Current meta 70.12/100 out of 100Pompey (cavalry · X16), Tomyris (archer · X28) and Caesar (cavalry · SP · paid) score 70.12 out of 100 together, and each of the three has a job.
Pompey is the lifeline: that healing decides whether this lineup is still standing in round five — carries 308% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Tomyris is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 115% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Caesar produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Caesar swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 19% of the hardest-hitting trio in the roster. How these scores work →
- 117
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B Ashoka · Tomyris · Clovis I Current meta 68.42/100 out of 100Ashoka (footmen · X14), Tomyris (archer · X28) and Clovis I (footmen · X15) score 68.42 out of 100 together, and each of the three has a job.
Ashoka is the win condition, bringing 71% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. Tomyris is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 115% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence 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 Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 118
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B Tomyris · Clovis I · Nevsky Current meta 68.23/100 out of 100Tomyris (archer · X28), Clovis I (footmen · X15) and Nevsky (footmen · X27) score 68.23 out of 100 together, and each of the three has a job.
Tomyris is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 115% of damage reduction across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Nevsky is the win condition, bringing 67% of the lineup's expected damage: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% 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 Nevsky produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Nevsky swings into a line that cannot answer. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending. How these scores work →
Tomyris — skills
All 8 recorded skills for Tomyris, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Fatal Arrow
All your archer squads gain 25% Fatal Blow trigger chance and piercing effect: normal attacks deal an additional 200% Physical Damage to the target.
3 Archer Defensive Formation II
Archer in the hero's squad have 50% more Resistance.
4 Archer Offensive Formation II
Archer in the hero's squad have 50% more Might.
5 Wrath Volley
All your archer squads gain 1 stacks of combo effect, lasting until the end of battle; in the first 2 rounds, 100% chance to gain an additional 1 stacks of combo effect.
6 Archer Awakened
Archers in the hero's squad gain +15% Might and Resistance, HP +15%, 250% bonus to the skill "Dictator".
7 Defensive Order - Archer
Archer's in the hero's squad gain +40% Resistance
8 Vanguard Defense
Each round, Tomyris has 80% chance to gain Taunt effect; when acting each round, 100% chance to make the physical damage taken by herself and 1 random friendly squads 60%, 100% chance to make the skill damage taken by herself and 1 random friendly squads 60%, both lasting 1 rounds.
Which Tomyris combos can YOU play?
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