Best comboTop ranked

War Lord · Jeanne d'Arc · Mary Tudor

Cavalry #97
War Lord Rise of Castles heroWar Lord
Jeanne d'Arc Rise of Castles heroJeanne d'Arc
Mary Tudor Rise of Castles heroMary Tudor

War Lord — what the skills grant

Totalled from War Lord's own skill descriptions. Squad buffs apply to the hero's own squad; legion buffs apply to the whole legion — they stack differently in game, so they are counted separately.

Damage
+25% friendly squads
Resistance
+70% hero's squad
Might
+70% hero's squad
+40% hero's legion
Evasion Rate
+70% hero's squad
Combat Speed
+120 hero's squad

About War Lord

War Lord is a Cavalry hero in Rise of Castles. On ROCMeta, War Lord appears in 48 ranked combos spanning Cavalry and Mixed lineups. War Lord's highest-ranked appearance is War Lord · Jeanne d'Arc · Mary Tudor, which currently sits at Cavalry #97.

Across War Lord's skills, the hero's own squad gains +70% Resistance, +70% Might, +70% Evasion Rate, and +120 Combat Speed. The wider legion gains +40% Might.

War Lord is most often ranked alongside North's Rage, Yukimura Sanada, and El Cid — the heroes that share the most ranked combos with War Lord. The full list of partners is further down the page.

Why War Lord ranks where it does

War Lord is built around evasion and team buffs — stronger there than 98% of the roster.

Pairs best with Alfred, Army Breaker and Ashen Verdict. War Lord feeds Alfred

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

Heroes that pair well with War Lord

The heroes most often ranked alongside War Lord.

Best Cavalry combos with War Lord

War Lord appears in 30 ranked Cavalry combos — showing the top 24.

  1. 97 War Lord, front rowJeanne d'Arc, middle rowMary Tudor, back row War Lord · Jeanne d'Arc · Mary Tudor
    War Lord (S03), Jeanne d'Arc (SP · paid) and Mary Tudor (S00) score 65.05 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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. Mary Tudor is the win condition, bringing 65% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Jeanne d'Arc and Mary Tudor both wait on; Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger War Lord waits on; War Lord’s War God Descends produces prep-skips, the exact trigger Jeanne d'Arc and Mary Tudor both wait on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; Mary Tudor (S00) is the era weak point -- the enemy will aim at the oldest squad. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Current meta 65.05/100 out of 100
  2. 128 War Lord, front rowRozen Blade, middle rowSundiata, back row War Lord · Rozen Blade · Sundiata
    War Lord (S03), Rozen Blade (S03) and Sundiata (X15) score 72.94 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 100% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Sundiata waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rozen Blade and Sundiata both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Sundiata swings into a line that cannot answer. What you give up: War Lord (S03) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 13% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 72.94/100 out of 100
  3. 129 War Lord, front rowYukimura Sanada, middle rowEl Cid, back row War Lord · Yukimura Sanada · El Cid
    War Lord (S03), Yukimura Sanada (S00) and El Cid (X12) score 71.62 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. El Cid is the win condition, bringing 70% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Yukimura Sanada and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so El Cid swings into a line that cannot answer. What you give up: Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 71.62/100 out of 100
  4. 130 War Lord, front rowNorth's Rage, middle rowAvalanche, back row War Lord · North's Rage · Avalanche
    War Lord (S03), North's Rage (S00) and Avalanche (X02) score 71.43 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Avalanche adds a second source of control, so the lock rarely has an off round: Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Avalanche both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage and Avalanche both wait on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Avalanche swings into a line that cannot answer. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 71.43/100 out of 100
  5. 131 War Lord, front rowRough Rider, middle rowAvalanche, back row War Lord · Rough Rider · Avalanche
    War Lord (S03), Rough Rider (S00) and Avalanche (X02) score 71.40 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Avalanche both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider and Avalanche both wait on; War Lord raises Avalanche’s output directly rather than adding a number of its own. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 71.40/100 out of 100
  6. 132 Hellfire, front rowNorth's Rage, middle rowWar Lord, back row Hellfire · North's Rage · War Lord
    Hellfire (X09), North's Rage (S00) and War Lord (S03) score 71.34 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Hellfire and North's Rage both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage waits on; Hellfire raises North's Rage’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; North's Rage (S00) 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 →

    Mid progression 71.34/100 out of 100
  7. 133 War Lord, front rowWarhammer, middle rowEl Cid, back row War Lord · Warhammer · El Cid
    War Lord (S03), Warhammer (X06) and El Cid (X12) score 70.73 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. El Cid is the win condition, bringing 66% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Warhammer and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Warhammer shuts off enemy recovery, so what El Cid deals stays dealt. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; War Lord (S03) 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 →

    Mid progression 70.73/100 out of 100
  8. 134 War Lord, front rowIsabella I, middle rowEl Cid, back row War Lord · Isabella I · El Cid
    War Lord (S03), Isabella I (S01) and El Cid (X12) score 70.40 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid is the win condition, bringing 70% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so El Cid swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 70.40/100 out of 100
  9. 135 War Lord, front rowHeroine of Courage, middle rowAvalanche, back row War Lord · Heroine of Courage · Avalanche
    War Lord (S03), Heroine of Courage (S00) and Avalanche (X02) score 70.13 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Heroine of Courage and Avalanche both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Heroine of Courage and Avalanche both wait on; War Lord raises Avalanche’s output directly rather than adding a number of its own. What you give up: Heroine of Courage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 70.13/100 out of 100
  10. 136 War Lord, front rowQueen Anne, middle rowEl Cid, back row War Lord · Queen Anne · El Cid
    War Lord (S03), Queen Anne (S00) and El Cid (X12) score 70.10 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Queen Anne is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Slaughter applies Suppress on a 30% roll, and sits in the middle, where the support reaches both the front and the back. El Cid is the win condition, bringing 66% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Queen Anne and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Queen Anne and El Cid both wait on; Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so El Cid swings into a line that cannot answer. What you give up: Queen Anne (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 70.10/100 out of 100
  11. 137 War Lord, front rowRough Rider, middle rowArmy Breaker, back row War Lord · Rough Rider · Army Breaker
    War Lord (S03), Rough Rider (S00) and Army Breaker (X02) score 69.95 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Army Breaker is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 48% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Army Breaker both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 3% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 69.95/100 out of 100
  12. 138 War Lord, front rowThe Boneless, middle rowEl Cid, back row War Lord · The Boneless · El Cid
    War Lord (S03), The Boneless (S00) and El Cid (X12) score 69.91 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. The Boneless is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Disarm on a 50% roll, and sits in the middle, where the support reaches both the front and the back. El Cid is the win condition, bringing 75% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger The Boneless and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so El Cid swings into a line that cannot answer. What you give up: The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 8% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 69.91/100 out of 100
  13. 139 War Lord, front rowHeaven's Justice, middle rowAvalanche, back row War Lord · Heaven's Justice · Avalanche
    War Lord (S03), Heaven's Justice (S00) and Avalanche (X02) score 69.85 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: Mortal Coil puts 506% into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Heaven's Justice and Avalanche both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Heaven's Justice and Avalanche both wait on; War Lord raises Avalanche’s output directly rather than adding a number of its own. What you give up: Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest 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 →

    Mid progression 69.85/100 out of 100
  14. 140 War Lord, front rowWarhammer, middle rowMary Tudor, back row War Lord · Warhammer · Mary Tudor
    War Lord (S03), Warhammer (X06) and Mary Tudor (S00) score 69.52 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Mary Tudor is the win condition, bringing 66% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Warhammer and Mary Tudor both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; Warhammer shuts off enemy recovery, so what Mary Tudor deals stays dealt. What you give up: Mary Tudor (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 69.52/100 out of 100
  15. 183 War Lord, front rowYukimura Sanada, middle rowMary Tudor, back row War Lord · Yukimura Sanada · Mary Tudor
    War Lord (S03), Yukimura Sanada (S00) and Mary Tudor (S00) score 70.85 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Mary Tudor is the win condition, bringing 69% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Yukimura Sanada and Mary Tudor both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer. What you give up: Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 70.85/100 out of 100
  16. 184 War Lord, front rowRough Rider, middle rowJane, back row War Lord · Rough Rider · Jane
    War Lord (S03), Rough Rider (S00) and Jane (S03) score 70.35 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Jane is the win condition, bringing 66% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider and Jane both wait on; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 70.35/100 out of 100
  17. 185 War Lord, front rowNorth's Rage, middle rowLionheart, back row War Lord · North's Rage · Lionheart
    War Lord (S03), North's Rage (S00) and Lionheart (S01) score 70.33 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Lionheart is the win condition, bringing 71% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Lionheart both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage and Lionheart both wait on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Lionheart swings into a line that cannot answer. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 12% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 70.33/100 out of 100
  18. 186 War Lord, front rowRozen Blade, middle rowThe Immortal, back row War Lord · Rozen Blade · The Immortal
    War Lord (S03), Rozen Blade (S03) and The Immortal (S02) score 69.84 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. The Immortal is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Immortal waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rozen Blade and The Immortal both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so The Immortal swings into a line that cannot answer. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; The Immortal (S02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 69.84/100 out of 100
  19. 187 War Lord, front rowIsabella I, middle rowMary Tudor, back row War Lord · Isabella I · Mary Tudor
    War Lord (S03), Isabella I (S01) and Mary Tudor (S00) score 69.64 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Mary Tudor is the win condition, bringing 70% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I and Mary Tudor both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 69.64/100 out of 100
  20. 188 War Lord, front rowQueen Anne, middle rowLionheart, back row War Lord · Queen Anne · Lionheart
    War Lord (S03), Queen Anne (S00) and Lionheart (S01) score 68.92 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Queen Anne is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Slaughter applies Suppress on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 74% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Queen Anne and Lionheart both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Queen Anne and Lionheart both wait on; Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Lionheart swings into a line that cannot answer. What you give up: Queen Anne (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 12% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 68.92/100 out of 100
  21. 189 War Lord, front rowQueen Anne, middle rowJane, back row War Lord · Queen Anne · Jane
    War Lord (S03), Queen Anne (S00) and Jane (S03) score 68.71 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Queen Anne is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Slaughter applies Suppress on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 67% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Queen Anne and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Queen Anne and Jane both wait on; Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Jane swings into a line that cannot answer. What you give up: Queen Anne (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 68.71/100 out of 100
  22. 190 War Lord, front rowConstantine the Great, middle rowJane, back row War Lord · Constantine the Great · Jane
    War Lord (S03), Constantine the Great (S01) and Jane (S03) score 68.65 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Constantine the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 40% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 70% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Constantine the Great and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Constantine the Great and Jane both wait on; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Constantine the Great (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 68.65/100 out of 100
  23. 191 War Lord, front rowKublai, middle rowJane, back row War Lord · Kublai · Jane
    War Lord (S03), Kublai (S00) and Jane (S03) score 68.65 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Kublai is the flex piece -- modest alone, but covering what the other two leave open: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Jane is the win condition, bringing 65% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Kublai and Jane both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Kublai and Jane both wait on; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Kublai (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 68.65/100 out of 100
  24. 192 War Lord, front rowThe Boneless, middle rowWilliam Wallace, back row War Lord · The Boneless · William Wallace
    War Lord (S03), The Boneless (S00) and William Wallace (S00) score 68.53 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. The Boneless is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Disarm on a 50% roll, and sits in the middle, where the support reaches both the front and the back. William Wallace is the flex piece -- modest alone, but covering what the other two leave open: Eye of the Storm puts 667% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger The Boneless and William Wallace both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger William Wallace waits on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so William Wallace swings into a line that cannot answer. What you give up: The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 68.53/100 out of 100

See the full Cavalry rankings →

Best Mixed combos with War Lord

War Lord appears in 18 ranked Mixed combos.

  1. 127 War Lord, front rowClovis I, middle rowScarlet Reaver, back row War Lord · Clovis I · Scarlet Reaver
    War Lord (cavalry · S03), Clovis I (footmen · X15) and Scarlet Reaver (footmen · X07) score 71.29 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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. Scarlet Reaver is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Clovis I and Scarlet Reaver both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Scarlet Reaver waits on; Scarlet Reaver produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; War Lord (S03) 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 →

    Mid progression 71.29/100 out of 100
  2. 131 War Lord, front rowNorth's Rage, middle rowHector, back row War Lord · North's Rage · Hector
    War Lord (cavalry · S03), North's Rage (archer · S00) and Hector (archer · X15 · paid) score 70.23 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Hector both wait on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Hector swings into a line that cannot answer. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 14% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 70.23/100 out of 100
  3. 133 War Lord, front rowNorth's Rage, middle rowFortuneteller, back row War Lord · North's Rage · Fortuneteller
    War Lord (cavalry · S03), North's Rage (cavalry · S00) and Fortuneteller (footmen · X08) score 69.02 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Fortuneteller adds a second source of control, so the lock rarely has an off round: Soul Sacrifice applies Suppress, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Fortuneteller both wait on; North's Rage produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest 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 →

    Mid progression 69.02/100 out of 100
  4. 134 War Lord, front rowRough Rider, middle rowFortuneteller, back row War Lord · Rough Rider · Fortuneteller
    War Lord (cavalry · S03), Rough Rider (cavalry · S00) and Fortuneteller (footmen · X08) score 68.99 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Fortuneteller both wait on; Rough Rider produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest 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 →

    Mid progression 68.99/100 out of 100
  5. 138 War Lord, front rowYukimura Sanada, middle rowValkyrie, back row War Lord · Yukimura Sanada · Valkyrie
    War Lord (cavalry · S03), Yukimura Sanada (cavalry · S00) and Valkyrie (footmen · X03) score 67.41 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Valkyrie is the win condition, bringing 67% of the lineup's expected damage: Apocalyptic Prayer puts 310% into one enemy squad on a 45% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Yukimura Sanada and Valkyrie both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Valkyrie waits on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Valkyrie swings into a line that cannot answer. What you give up: Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 8% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 67.41/100 out of 100
  6. 139 War Lord, front rowWilliam the Conqueror, middle rowAvalanche, back row War Lord · William the Conqueror · Avalanche
    War Lord (cavalry · S03), William the Conqueror (archer · S00) and Avalanche (cavalry · X02) score 67.41 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. William the Conqueror brings a second damage line worth 37% of the expected output, so no single silence stops the plan: One Arrow One Kill puts 641% into one enemy squad on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Avalanche is the win condition, bringing 63% of the lineup's expected damage: Hack and Slash puts 595% into one enemy squad on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger William the Conqueror and Avalanche both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger William the Conqueror and Avalanche both wait on; War Lord raises Avalanche’s output directly rather than adding a number of its own. What you give up: William the Conqueror (S00) is the era weak point -- the enemy will aim at the oldest 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 →

    Mid progression 67.41/100 out of 100
  7. 140 War Lord, front rowQueen Anne, middle rowTarantula, back row War Lord · Queen Anne · Tarantula
    War Lord (cavalry · S03), Queen Anne (archer · S00) and Tarantula (archer · X02) score 67.33 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Queen Anne is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Slaughter applies Suppress on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 70% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger Queen Anne waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Queen Anne and Tarantula both wait on; Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Tarantula swings into a line that cannot answer. What you give up: Queen Anne (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 67.33/100 out of 100
  8. 144 War Lord, front rowBleeding Steed, middle rowEl Cid, back row War Lord · Bleeding Steed · El Cid
    War Lord (cavalry · S03), Bleeding Steed (footmen · S03) and El Cid (cavalry · X12) score 66.48 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid is the win condition, bringing 100% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger Bleeding Steed and El Cid both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Bleeding Steed and El Cid both wait on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so El Cid swings into a line that cannot answer. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; War Lord (S03) 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 →

    Mid progression 66.48/100 out of 100
  9. 171 War Lord, front rowIsabella I, middle rowWilliam the Conqueror, back row War Lord · Isabella I · William the Conqueror
    War Lord (cavalry · S03), Isabella I (cavalry · S01) and William the Conqueror (archer · S00) score 67.52 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. William the Conqueror is the win condition, bringing 61% of the lineup's expected damage: One Arrow One Kill puts 641% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I and William the Conqueror both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger William the Conqueror waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 67.52/100 out of 100
  10. 172 War Lord, front rowNorth's Rage, middle rowBleeding Steed, back row War Lord · North's Rage · Bleeding Steed
    War Lord (cavalry · S03), North's Rage (cavalry · S00) and Bleeding Steed (footmen · S03) score 67.33 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage and Bleeding Steed both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Bleeding Steed both wait on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so North's Rage swings into a line that cannot answer. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 4% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 67.33/100 out of 100
  11. 173 War Lord, front rowRough Rider, middle rowBleeding Steed, back row War Lord · Rough Rider · Bleeding Steed
    War Lord (cavalry · S03), Rough Rider (cavalry · S00) and Bleeding Steed (footmen · S03) score 67.30 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider and Bleeding Steed both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Bleeding Steed both wait on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Rough Rider swings into a line that cannot answer. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 3% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 67.30/100 out of 100
  12. 174 War Lord, front rowRough Rider, middle rowEdward the Confessor, back row War Lord · Rough Rider · Edward the Confessor
    War Lord (cavalry · S03), Rough Rider (archer · S00) and Edward the Confessor (archer · S01) score 67.25 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Edward the Confessor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Edward the Confessor both wait on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 4% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 67.25/100 out of 100
  13. 175 War Lord, front rowEdward the Confessor, middle rowHeroine of Courage, back row War Lord · Edward the Confessor · Heroine of Courage
    War Lord (cavalry · S03), Edward the Confessor (archer · S01) and Heroine of Courage (archer · S00) score 67.19 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Edward the Confessor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Edward the Confessor and Heroine of Courage both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Heroine of Courage waits on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Heroine of Courage swings into a line that cannot answer. What you give up: Edward the Confessor (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 4% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 67.19/100 out of 100
  14. 176 War Lord, front rowNorth's Rage, middle rowSoaring Hawk, back row War Lord · North's Rage · Soaring Hawk
    War Lord (cavalry · S03), North's Rage (cavalry · S00) and Soaring Hawk (footmen · S04) score 66.54 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Soaring Hawk is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Soaring Hawk both wait on; War Lord raises North's Rage’s output directly rather than adding a number of its own. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 66.54/100 out of 100
  15. 177 War Lord, front rowYukimura Sanada, middle rowGenghis Khan, back row War Lord · Yukimura Sanada · Genghis Khan
    War Lord (cavalry · S03), Yukimura Sanada (cavalry · S00) and Genghis Khan (footmen · S01) score 66.41 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Genghis Khan is the lifeline: that healing decides whether this lineup is still standing in round five — carries 152% of recovery across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Yukimura Sanada and Genghis Khan both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Genghis Khan waits on; Yukimura Sanada produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on. What you give up: Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 66.41/100 out of 100
  16. 178 War Lord, front rowThe Boneless, middle rowWilliam the Conqueror, back row War Lord · The Boneless · William the Conqueror
    War Lord (cavalry · S03), The Boneless (cavalry · S00) and William the Conqueror (archer · S00) score 66.38 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. The Boneless is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Disarm on a 50% roll, and sits in the middle, where the support reaches both the front and the back. William the Conqueror is the win condition, bringing 66% of the lineup's expected damage: One Arrow One Kill puts 641% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger The Boneless and William the Conqueror both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger William the Conqueror waits on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer. What you give up: The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 66.38/100 out of 100
  17. 179 War Lord, front rowSky Breaker, middle rowJane, back row War Lord · Sky Breaker · Jane
    War Lord (cavalry · S03), Sky Breaker (archer · S03) and Jane (cavalry · S03) score 65.13 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 65% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger Sky Breaker and Jane both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Sky Breaker and Jane both wait on; Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Jane swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; War Lord (S03) 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 →

    Starter 65.13/100 out of 100
  18. 180 War Lord, front rowWilliam Wallace, middle rowJade Eagle, back row War Lord · William Wallace · Jade Eagle
    War Lord (cavalry · S03), William Wallace (archer · S00) and Jade Eagle (archer · S04) score 65.03 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. William Wallace brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Eye of the Storm puts 667% into one enemy squad on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Jade Eagle is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rapid Throw applies Silence on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger William Wallace and Jade Eagle both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger William Wallace and Jade Eagle both wait on; Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt. What you give up: William Wallace (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 16% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 65.03/100 out of 100

See the full Mixed rankings →

War Lord — skills

All 8 recorded skills for War Lord, 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

Sheathed Blade

Pre-Battle Skill · 3 random friendly squads within effective range · Range 3 · Cavalry

During battle, all friendly cavalry squads has -20% basic attack damage, 45% increase combat skill damage.

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

Bleeding Steed

Status Skill · 1 random friendly squad within effective range · Range 0 · Cavalry

On the first 2 turns, whenever the hero's squad takes damage, 70% chance to evade and avoid this damage.

6

Cavalry Awakened

Leadership Skill · Hero's Squad

Hero's squad gains 20% Cavalry Might and Resistance, and 120 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

War God Descends

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

100% chance to increase the final combat skill casting chance of 1 random friendly squad to 100% in round 1, 3, 5, and 7. If the skill required prepping, 60% chance to skip 1 round of prepping.

Which War Lord combos can YOU play?

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