Tura Cartel — what the skills grant
Totalled from Tura Cartel'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 — +476% x4 (+1,904% total), skill 8 — +525%.
About Tura Cartel
Tura Cartel is a Cavalry hero in Rise of Castles. On ROCMeta, Tura Cartel appears in 20 ranked combos spanning Cavalry and Mixed lineups. Tura Cartel's highest-ranked appearance is Zhao Yun · Saladin · Tura Cartel, which currently sits at Cavalry #3.
Across Tura Cartel's skills, the hero's own squad gains +65% Resistance, +65% Might, +20% Damage, +45% Destructive Strike Rate, and +100 Combat Speed. The wider legion gains +40% Might.
Tura Cartel's strongest recorded skill hits for 525% damage.
Tura Cartel is most often ranked alongside Roland, Saladin, and El Cid — the heroes that share the most ranked combos with Tura Cartel. The full list of partners is further down the page.
Why Tura Cartel ranks where it does
Tura Cartel is built around burst damage and enemy debuffs — stronger there than 100% of the roster.
Pairs best with Al-Hawra, Cyrus and Jeanne d'Arc. Al-Hawra feeds Tura Cartel; Tura Cartel feeds Al-Hawra
Adds little alongside Alfred, Arslan and Attila. both are carrys — the second adds little the first does not
Read from Tura Cartel's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Tura Cartel
The heroes most often ranked alongside Tura Cartel.
Best Cavalry combos with Tura Cartel
Tura Cartel appears in 14 ranked Cavalry combos.
- 3
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B Zhao Yun · Saladin · Tura Cartel Current meta 85.75/100 out of 100Zhao Yun (X26), Saladin (SP · paid) and Tura Cartel (X21) score 85.75 out of 100 together, and each of the three has a job.
Zhao Yun is the win condition, bringing 66% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, 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: 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. Tura Cartel brings a second damage line worth 27% 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 Tura Cartel waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Tura Cartel shuts off enemy recovery, so what Zhao Yun deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line rather than focused on one squad. How these scores work →
- 7
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B Cyrus · Tura Cartel · Oliver Current meta 82.73/100 out of 100Cyrus (SP · paid), Tura Cartel (X21) and Oliver (X24) score 82.73 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 31% 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. Oliver is the win condition, bringing 61% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Tura Cartel and Oliver 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 Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 58% of the hardest-hitting trio in the roster. How these scores work →
- 14
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B Roland · Louis IX · Tura Cartel Current meta 80.68/100 out of 100Roland (X18), Louis IX (X19) and Tura Cartel (X21) score 80.68 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. Tura Cartel is the win condition, bringing 71% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Roland’s Paladins produces prep-skips, the exact trigger Louis IX and Tura Cartel 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 Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 26% 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 →
- 15
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B Roland · Thorven · Tura Cartel Current meta 79.83/100 out of 100Roland (X18), Thorven (X29) and Tura Cartel (X21) score 79.83 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. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 100% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Roland’s Paladins produces prep-skips, the exact trigger Thorven and Tura Cartel both wait on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. 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 →
- 21
F
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B Roland · El Cid · Tura Cartel Current meta 78.72/100 out of 100Roland (X18), El Cid (X12) and Tura Cartel (X21) score 78.72 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. El Cid brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 75% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Roland’s Paladins produces prep-skips, the exact trigger El Cid and Tura Cartel both wait on; El Cid produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: raw damage reaches only about 24% 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 →
- 28
F
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B Ragnar · Saladin · Tura Cartel Current meta 77.82/100 out of 100Ragnar (X12 · paid), Saladin (SP · paid) and Tura Cartel (X21) score 77.82 out of 100 together, and each of the three has a job.
Ragnar 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. 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. Tura Cartel is the win condition, bringing 63% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Saladin (SP). How these scores work →
- 35
F
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B Roland · Percival · Tura Cartel Current meta 77.17/100 out of 100Roland (X18), Percival (X25) and Tura Cartel (X21) score 77.17 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. Tura Cartel is the win condition, bringing 67% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Roland’s Paladins produces prep-skips, the exact trigger Tura Cartel 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 Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 27% 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 →
- 36
F
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B Don Quixote · Roland · Tura Cartel Current meta 76.45/100 out of 100Don Quixote (X22), Roland (X18) and Tura Cartel (X21) score 76.45 out of 100 together, and each of the three has a job.
Don Quixote is the win condition, bringing 52% of the lineup's expected damage: 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. Tura Cartel brings a second damage line worth 48% 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 Roland’s Paladins produces prep-skips, the exact trigger Don Quixote and Tura Cartel 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 Don Quixote deals stays dealt. What you give up: raw damage reaches only about 38% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending. 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 →
- 39
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B Roland · Avalanche · Tura Cartel Current meta 76.13/100 out of 100Roland (X18), Avalanche (X02) and Tura Cartel (X21) score 76.13 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. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 72% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Roland’s Paladins produces prep-skips, the exact trigger Avalanche and Tura Cartel both wait on; Avalanche produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; Avalanche (X02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 51
F
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B Jeanne d'Arc · Thorven · Tura Cartel Current meta 73.74/100 out of 100Jeanne d'Arc (SP · paid), Thorven (X29) and Tura Cartel (X21) score 73.74 out of 100 together, and each of the three has a job.
Jeanne d'Arc is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Thorven is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 85% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Thorven and Tura Cartel both wait on; Thorven produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Jeanne d'Arc produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 21% of the hardest-hitting trio in the roster; Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 70
F
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B Jeanne d'Arc · El Cid · Tura Cartel Current meta 71.07/100 out of 100Jeanne d'Arc (SP · paid), El Cid (X12) and Tura Cartel (X21) score 71.07 out of 100 together, and each of the three has a job.
Jeanne d'Arc is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. El Cid brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 66% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger El Cid and Tura Cartel both wait on; El Cid produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 27% of the hardest-hitting trio in the roster. How these scores work →
- 73
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B Jeanne d'Arc · Avalanche · Tura Cartel Current meta 70.08/100 out of 100Jeanne d'Arc (SP · paid), Avalanche (X02) and Tura Cartel (X21) score 70.08 out of 100 together, and each of the three has a job.
Jeanne d'Arc is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 64% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Avalanche and Tura Cartel both wait on; Avalanche produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 28% of the hardest-hitting trio in the roster. How these scores work →
- 94
F
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B Hellfire · El Cid · Tura Cartel Current meta 65.60/100 out of 100Hellfire (X09), El Cid (X12) and Tura Cartel (X21) score 65.60 out of 100 together, and each of the three has a job.
Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. El Cid brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 75% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt; Hellfire raises Tura Cartel’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 24% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 104
F
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B Ragnar · Farah · Tura Cartel Current meta 63.82/100 out of 100Ragnar (X12 · paid), Farah (X11) and Tura Cartel (X21) score 63.82 out of 100 together, and each of the three has a job.
Ragnar 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. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 64% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt; Ragnar raises Tura Cartel’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 28% of the hardest-hitting trio in the roster. How these scores work →
Best Mixed combos with Tura Cartel
Tura Cartel appears in 6 ranked Mixed combos.
- 30
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B Gustav · Saladin · Tura Cartel Current meta 77.08/100 out of 100Gustav (footmen · X20), Saladin (cavalry · SP · paid) and Tura Cartel (cavalry · X21) score 77.08 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, able to both absorb the opening rounds and heal through them. 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. Tura Cartel is the win condition, bringing 73% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →
- 33
F
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B Robin Hood · Saladin · Tura Cartel Current meta 76.48/100 out of 100Robin Hood (archer · X21), Saladin (cavalry · SP · paid) and Tura Cartel (cavalry · X21) score 76.48 out of 100 together, and each of the three has a job.
Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 300% of enemy Might, Resistance and damage in total, 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: 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. Tura Cartel is the win condition, bringing 58% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: raw damage reaches only about 31% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →
- 49
F
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B Roland · Scarlet Reaver · Tura Cartel Current meta 74.49/100 out of 100Roland (cavalry · X18), Scarlet Reaver (footmen · X07) and Tura Cartel (cavalry · X21) score 74.49 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. Scarlet Reaver 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. Tura Cartel is the win condition, bringing 64% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Roland’s Paladins produces prep-skips, the exact trigger Scarlet Reaver and Tura Cartel both wait on; Scarlet Reaver produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Scarlet Reaver’s Debilitating Explosions applies Disarm and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 28% of the hardest-hitting trio in the roster; Scarlet Reaver (X07) 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 →
- 68
F
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B Warden · Ashen Verdict · Tura Cartel Current meta 72.77/100 out of 100Warden (archer · X06), Ashen Verdict (archer · X05) and Tura Cartel (cavalry · X21) score 72.77 out of 100 together, and each of the three has a job.
Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 76% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashen Verdict and Tura Cartel both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Ashen Verdict waits on; Ashen Verdict’s Righteous Fervor applies Disarm and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 24% of the hardest-hitting trio in the roster; Ashen Verdict (X05) 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 →
- 93
F
M
B Tarantula · Al-Hawra · Tura Cartel Current meta 69.96/100 out of 100Tarantula (archer · X02), Al-Hawra (archer · X01 · paid) and Tura Cartel (cavalry · X21) score 69.96 out of 100 together, and each of the three has a job.
Tarantula brings a second damage line worth 28% of the expected output, so no single silence stops the plan: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 68% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Tura Cartel both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 27% of the hardest-hitting trio in the roster. How these scores work →
- 96
F
M
B Al-Hawra · El Cid · Tura Cartel Current meta 69.78/100 out of 100Al-Hawra (archer · X01 · paid), El Cid (cavalry · X12) and Tura Cartel (cavalry · X21) score 69.78 out of 100 together, and each of the three has a job.
Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. El Cid brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 71% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger El Cid and Tura Cartel both wait on; El Cid produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
Tura Cartel — skills
All 8 recorded skills for Tura Cartel, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Serpent's Fang
1 round of prep. 60% chance to deal 476% damage to 1 enemy squads and make the target's troop power recovery effect -45% ( stackable ), lasting 2 rounds. The skill will be cast randomly 3~5 times.
3 Cavalry Defensive Formation II
Cavalry in the hero's squad has 50% more Resistance.
4 Cavalry Offensive Formation II
Cavalry in the hero's squad has 50% more Might.
5 War Song of Sunlight
When the hero's squad starts preparing for a prep skill, Tura Cartel will enter the sober status and has a 45% chance to trigger Destructive Strike , lasting 2 rounds; meanwhile, every time the hero gets injured, he'll deal +20% damage with the subsequent combat skill ( stackable ), lasting 2 rounds.
6 Cavalry Awakened
Hero's squad gains 15% Cavalry Might and Resistance, and 100 Cavalry Combat Speed. 250% bonus to the skill "Dictator".
7 Discipline - Cavalry
Cavalry's Might in the hero's legion is increased by 40%.
8 Bloodshed Sacrifice
In round 1/3/5, with 1 round of prep, 100% chance to deal 525% damage to 2 enemy squads; if the target is subject to a status that stops the target from restoring troop power or weaking the recovery of troop power, the target's immunity against Destructive Strike -50% , lasting 2 rounds.
Which Tura Cartel combos can YOU play?
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