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.
About War Lord
War Lord is a Cavalry hero in Rise of Castles. On ROCMeta, War Lord appears in 78 ranked combos spanning Cavalry and Mixed lineups. War Lord's highest-ranked appearance is War Lord · Army Breaker · El Cid, which currently sits at Cavalry #264.
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 Rozen Blade, Roku Boshuten, and Isabella I — 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's War God Descends supplies the trigger-rate boosts; Alfred's Lethal Blade feeds on them.
Read from War Lord's eight skills and compared against every other published hero — not an editorial opinion.
Most often ranked with War Lord
Counted from the published lists: the partners who appear beside War Lord in the most ranked lineups.
Proven synergies
A different question from the grid above: not who War Lord is listed with, but whose kit the skill text says War Lord actually feeds — or feeds on. Each claim names the effect and, wherever the card records one, the skill producing it, so you can check it against the cards further down. Some of these pairs share no ranked lineup at all; each one says why.
Jeanne d'Arc
1 shared lineupJeanne d'Arc's Siege of Orleans supplies the prep-skips; War Lord feeds on them. War Lord's War God Descends supplies the prep-skips; Jeanne d'Arc feeds on them. War Lord's War God Descends supplies the trigger-rate boosts; Jeanne d'Arc's The Banner of Joan feeds on them.
Saladin
Not yet listedSaladin's Whirlwind Slash supplies the prep-skips; War Lord feeds on them. War Lord's War God Descends supplies the prep-skips; Saladin feeds on them. War Lord's War God Descends supplies the trigger-rate boosts; Saladin's Jihad Command feeds on them. No lineup around this pair clears the era and composition gates.
Lancelot
Not yet listedLancelot's Dedication supplies the prep-skips; War Lord feeds on them. War Lord's War God Descends supplies the prep-skips; Lancelot feeds on them. War Lord's War God Descends supplies the trigger-rate boosts; Lancelot's Immortal feeds on them. No lineup around this pair clears the era and composition gates.
Roland
Not yet listedRoland's Paladins supplies the prep-skips; War Lord feeds on them. War Lord's War God Descends supplies the prep-skips; Roland feeds on them. War Lord's War God Descends supplies the trigger-rate boosts; Roland's Song of Roland feeds on them. No lineup around this pair clears the era and composition gates.
Mary Tudor
11 shared lineupsWar Lord's War God Descends supplies the prep-skips; Mary Tudor feeds on them. War Lord's War God Descends supplies the trigger-rate boosts; Mary Tudor's Reign of Sorrow feeds on them.
El Cid
8 shared lineupsWar Lord's War God Descends supplies the prep-skips; El Cid feeds on them. War Lord's War God Descends supplies the trigger-rate boosts; El Cid's Trial of Light feeds on them.
Best Cavalry combos with War Lord
War Lord appears in 43 ranked Cavalry combos — showing the top 24.
- 7
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B War Lord · Army Breaker · El Cid Mid progression Beats 2 of 8 reference lineups 79.26/100 out of 100 War Lord (S03), Army Breaker (X02) and El Cid (X12) score 79.26 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. 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 sits in the middle, where the support reaches both the front and the back. El Cid 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 trigger-rate boosts, the exact trigger Army Breaker’s Formation: Enigma and El Cid’s Trial of Light both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so El Cid 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; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.
- 23
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B War Lord · Jeanne d'Arc · Mary Tudor developer pick Mid progression Beats 1 of 8 reference lineups 73.76/100 out of 100 War Lord (S03), Jeanne d'Arc (SP · paid) and Mary Tudor (S00) score 73.76 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 71% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger War Lord waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Jeanne d'Arc’s The Banner of Joan and Mary Tudor’s Reign of Sorrow both wait 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.
- 24
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B War Lord · Rozen Blade · Sundiata Mid progression Beats 1 of 8 reference lineups 83.24/100 out of 100 War Lord (S03), Rozen Blade (S03) and Sundiata (X15) score 83.24 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’s Blitz and Sundiata’s Flame of Revenge 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: raw damage reaches only about 11% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line. Budget note: every hero in this lineup can be completed without spending.
- 45
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B War Lord · Roku Boshuten · John I Mid progression Beats 1 of 8 reference lineups 78.97/100 out of 100 War Lord (S03), Roku Boshuten (S03) and John I (X13) score 78.97 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 86% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads 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 trigger-rate boosts, the exact trigger John I’s Lord of the Sea and Roku Boshuten’s Gou both wait on; John I produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; a mid-era lineup anchored by John I (X13). Budget note: every hero in this lineup can be completed without spending.
- 46
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B War Lord · Black Prince · El Cid Mid progression Beats 0 of 8 reference lineups 80.96/100 out of 100 War Lord (S03), Black Prince (S01) and El Cid (X12) score 80.96 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and sits in the middle, where the support reaches both the front and the back. El Cid 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 trigger-rate boosts, the exact trigger Black Prince’s Dragon Siege and El Cid’s Trial of Light both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Black Prince’s Dragon Siege applies Suppress 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 5% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.
- 48
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B War Lord · The Brave · Sundiata Mid progression Beats 0 of 8 reference lineups 80.86/100 out of 100 War Lord (S03), The Brave (S04) and Sundiata (X15) score 80.86 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 Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Sundiata’s Flame of Revenge and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; War Lord raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line. Budget note: every hero in this lineup can be completed without spending.
- 50
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B War Lord · Isabella I · El Cid Mid progression Beats 0 of 8 reference lineups 79.45/100 out of 100 War Lord (S03), Isabella I (S01) and El Cid (X12) score 79.45 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 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 trigger-rate boosts, the exact trigger El Cid’s Trial of Light and Isabella I’s Queen of the Storm 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: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.
- 51
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B War Lord · Roku Boshuten · El Cid Mid progression Beats 0 of 8 reference lineups 80.93/100 out of 100 War Lord (S03), Roku Boshuten (S03) and El Cid (X12) score 80.93 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% 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 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 trigger-rate boosts, the exact trigger El Cid’s Trial of Light and Roku Boshuten’s Gou both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; El Cid produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.
- 55
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B War Lord · The Brave · El Cid Mid progression Beats 0 of 8 reference lineups 80.76/100 out of 100 War Lord (S03), The Brave (S04) and El Cid (X12) score 80.76 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 Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. El Cid 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 trigger-rate boosts, the exact trigger El Cid’s Trial of Light and The Brave’s No Turning Back both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so El Cid 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; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.
- 57
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B War Lord · Warhammer · El Cid Mid progression Beats 0 of 8 reference lineups 80.08/100 out of 100 War Lord (S03), Warhammer (X06) and El Cid (X12) score 80.08 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 across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid 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 trigger-rate boosts, the exact trigger El Cid’s Trial of Light and Warhammer’s Reflecting Armor 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 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.
- 63
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B War Lord · The Boneless · El Cid Mid progression Beats 0 of 8 reference lineups 80.12/100 out of 100 War Lord (S03), The Boneless (S00) and El Cid (X12) score 80.12 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 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 trigger-rate boosts, the exact trigger El Cid’s Trial of Light and The Boneless’s Hanashi 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: raw damage reaches only about 5% of the hardest-hitting trio in the roster; The Boneless (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.
- 64
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B War Lord · Rozen Blade · El Cid Mid progression Beats 0 of 8 reference lineups 81.00/100 out of 100 War Lord (S03), Rozen Blade (S03) and El Cid (X12) score 81.00 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. El Cid 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 trigger-rate boosts, the exact trigger El Cid’s Trial of Light and Rozen Blade’s Blitz both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so El Cid 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; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.
- 2
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B War Lord · Alfred · Jane developer pick Starter Beats 1 of 8 reference lineups 65.36/100 out of 100 War Lord (S03), Alfred (S01) and Jane (S03) score 65.36 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. Alfred brings a second damage line worth 44% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads 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 56% 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 Alfred’s Lethal Blade and Jane’s Battle of Flags both wait on; Alfred shuts off enemy recovery, so what Jane deals stays dealt; War Lord raises Jane’s output directly rather than adding a number of its own. What you give up: Jane (S03) 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. 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.
- 3
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B War Lord · Rozen Blade · The Immortal Starter Beats 1 of 8 reference lineups 77.67/100 out of 100 War Lord (S03), Rozen Blade (S03) and The Immortal (S02) score 77.67 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’s Blitz and The Immortal’s Armor Shred 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 2% 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.
- 4
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B War Lord · Rozen Blade · Jane Starter Beats 1 of 8 reference lineups 75.34/100 out of 100 War Lord (S03), Rozen Blade (S03) and Jane (S03) score 75.34 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. Jane is the win condition, bringing 100% 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 Jane’s Battle of Flags and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Jane swings into a line that cannot answer; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Jane (S03) 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.
- 5
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B War Lord · Rozen Blade · Lionheart Starter Beats 1 of 8 reference lineups 75.33/100 out of 100 War Lord (S03), Rozen Blade (S03) and Lionheart (S01) score 75.33 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. 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. Lionheart is the win condition, bringing 100% 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 Lionheart’s Heart of Lion and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Lionheart swings into a line that cannot answer; War Lord raises Lionheart’s output directly rather than adding a number of its own. What you give up: Lionheart (S01) 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.
- 6
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B War Lord · Black Prince · Lionheart Starter Beats 1 of 8 reference lineups 75.57/100 out of 100 War Lord (S03), Black Prince (S01) and Lionheart (S01) score 75.57 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 78% 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 Black Prince’s Dragon Siege and Lionheart’s Heart of Lion both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Lionheart swings into a line that cannot answer; War Lord raises Lionheart’s output directly rather than adding a number of its own. What you give up: Lionheart (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.
- 7
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B War Lord · Roku Boshuten · Lionheart Starter Beats 1 of 8 reference lineups 76.21/100 out of 100 War Lord (S03), Roku Boshuten (S03) and Lionheart (S01) score 76.21 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 76% 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 Lionheart’s Heart of Lion and Roku Boshuten’s Gou both wait on; Lionheart produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so Lionheart swings into a line that cannot answer. What you give up: Lionheart (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.
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B War Lord · The Brave · Lionheart Starter Beats 1 of 8 reference lineups 75.28/100 out of 100 War Lord (S03), The Brave (S04) and Lionheart (S01) score 75.28 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 Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 100% 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 Lionheart’s Heart of Lion and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; War Lord raises Lionheart’s output directly rather than adding a number of its own. What you give up: Lionheart (S01) 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.
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B War Lord · Black Prince · Jane Starter Beats 0 of 8 reference lineups 75.49/100 out of 100 War Lord (S03), Black Prince (S01) and Jane (S03) score 75.49 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 72% 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 Black Prince’s Dragon Siege and Jane’s Battle of Flags both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Jane swings into a line that cannot answer; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Jane (S03) 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.
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B War Lord · Roku Boshuten · Jane Starter Beats 0 of 8 reference lineups 76.69/100 out of 100 War Lord (S03), Roku Boshuten (S03) and Jane (S03) score 76.69 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% 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 Jane’s Battle of Flags and Roku Boshuten’s Gou both wait on; Jane produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so Jane swings into a line that cannot answer. What you give up: Jane (S03) 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.
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B War Lord · The Brave · The Immortal Starter Beats 0 of 8 reference lineups 75.45/100 out of 100 War Lord (S03), The Brave (S04) and The Immortal (S02) score 75.45 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 Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger The Brave’s No Turning Back and The Immortal’s Armor Shred both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so The Immortal swings into a line that cannot answer; War Lord raises The Immortal’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 2% 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.
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B War Lord · The Boneless · Jane Starter Beats 0 of 8 reference lineups 75.54/100 out of 100 War Lord (S03), The Boneless (S00) and Jane (S03) score 75.54 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. 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. Jane is the win condition, bringing 76% 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 Jane’s Battle of Flags and The Boneless’s Hanashi both wait on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so Jane swings into a line that cannot answer; Jane shuts off enemy recovery, so what Jane deals stays dealt. What you give up: Jane (S03) 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.
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B War Lord · Isabella I · Black Prince Starter Beats 0 of 8 reference lineups 75.76/100 out of 100 War Lord (S03), Isabella I (S01) and Black Prince (S01) score 75.76 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds 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 trigger-rate boosts, the exact trigger Black Prince’s Dragon Siege and Isabella I’s Queen of the Storm both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’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; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.
Best Mixed combos with War Lord
War Lord appears in 35 ranked Mixed combos — showing the top 24.
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B War Lord · Roku Boshuten · Ashoka Mid progression Beats 0 of 8 reference lineups 79.64/100 out of 100 War Lord (cavalry · S03), Roku Boshuten (cavalry · S03) and Ashoka (footmen · X14) score 79.64 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 85% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Roku Boshuten’s Gou both wait on; Ashoka produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Ashoka (X14). Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Isabella I · Ashoka Mid progression Beats 0 of 8 reference lineups 79.69/100 out of 100 War Lord (cavalry · S03), Isabella I (cavalry · S01) and Ashoka (footmen · X14) score 79.69 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. Ashoka is the win condition, bringing 81% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Isabella I’s Queen of the Storm both wait on; Isabella I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Ashoka (X14). Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Clovis I · Ashoka Mid progression Beats 0 of 8 reference lineups 81.10/100 out of 100 War Lord (cavalry · S03), Clovis I (footmen · X15) and Ashoka (footmen · X14) score 81.10 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. 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. Ashoka is the win condition, bringing 72% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Clovis I’s Salic Law both wait on; Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Clovis I (X15). Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Rozen Blade · Ashoka Mid progression Beats 0 of 8 reference lineups 79.62/100 out of 100 War Lord (cavalry · S03), Rozen Blade (cavalry · S03) and Ashoka (footmen · X14) score 79.62 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. 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. Ashoka is the win condition, bringing 100% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Rozen Blade’s Blitz both wait on; Rozen Blade produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Isabella I · Lilith Mid progression Beats 0 of 8 reference lineups 78.61/100 out of 100 War Lord (cavalry · S03), Isabella I (archer · S01) and Lilith (archer · X09) score 78.61 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. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Infatuated Shadow applies Confuse 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’s Queen of the Storm and Lilith’s Poison Needle both wait on; Isabella I produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Fortuneteller · Ashoka Mid progression Beats 0 of 8 reference lineups 80.68/100 out of 100 War Lord (cavalry · S03), Fortuneteller (footmen · X08) and Ashoka (footmen · X14) score 80.68 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. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 67% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Fortuneteller’s Procrustean both wait on; Ashoka produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on; Fortuneteller produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Bleeding Steed · Roku Boshuten Starter Beats 1 of 8 reference lineups 74.90/100 out of 100 War Lord (cavalry · S03), Bleeding Steed (footmen · S03) and Roku Boshuten (cavalry · S03) score 74.90 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% 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 Bleeding Steed’s Stampeding Harras and Roku Boshuten’s Gou both wait on; Bleeding Steed produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Roku Boshuten swings into a line that cannot answer. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Bleeding Steed · Cao Cao Starter Beats 1 of 8 reference lineups 73.87/100 out of 100 War Lord (cavalry · S03), Bleeding Steed (footmen · S03) and Cao Cao (footmen · S01) score 73.87 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. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 151% 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 Bleeding Steed’s Stampeding Harras and Cao Cao’s Big Dipper both wait on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Cao Cao swings into a line that cannot answer; War Lord raises Cao Cao’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; Cao Cao (S01) 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.
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B War Lord · Black Prince · Genghis Khan Starter Beats 0 of 8 reference lineups 74.50/100 out of 100 War Lord (cavalry · S03), Black Prince (cavalry · S01) and Genghis Khan (footmen · S01) score 74.50 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and sits in the middle, where the support reaches both the front and the back. 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 Black Prince’s Dragon Siege and Genghis Khan’s Hunting Wolf both wait on; Black Prince produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Genghis Khan 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; Genghis Khan (S01) 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.
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B War Lord · Isabella I · Jade Eagle Starter Beats 0 of 8 reference lineups 75.10/100 out of 100 War Lord (cavalry · S03), Isabella I (archer · S01) and Jade Eagle (archer · S04) score 75.10 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. 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. 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 trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Jade Eagle’s Rapid Throw both wait on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Jade Eagle swings into a line that cannot answer; Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt. What you give up: Jade Eagle (S04) 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.
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B War Lord · Roku Boshuten · Jade Eagle Starter Beats 0 of 8 reference lineups 73.85/100 out of 100 War Lord (cavalry · S03), Roku Boshuten (cavalry · S03) and Jade Eagle (archer · S04) score 73.85 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% of damage amplification across its kit, 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 trigger-rate boosts, the exact trigger Jade Eagle’s Rapid Throw and Roku Boshuten’s Gou both wait on; Jade Eagle produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so Jade Eagle swings into a line that cannot answer. What you give up: Jade Eagle (S04) 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.
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B War Lord · Witch Hunter · Mary Tudor Starter Beats 0 of 8 reference lineups 73.33/100 out of 100 War Lord (cavalry · S03), Witch Hunter (archer · S02) and Mary Tudor (cavalry · S00) score 73.33 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. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, 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 prep-skips, the exact trigger Mary Tudor waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Mary Tudor’s Reign of Sorrow and Witch Hunter’s Purifying Flame both wait on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer. 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 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Edward the Confessor · Roku Boshuten Starter Beats 0 of 8 reference lineups 74.51/100 out of 100 War Lord (cavalry · S03), Edward the Confessor (archer · S01) and Roku Boshuten (cavalry · S03) score 74.51 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 second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% 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 Edward the Confessor’s King's Crossbow and Roku Boshuten’s Gou both wait on; Edward the Confessor produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Roku Boshuten swings into a line that cannot answer. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Demon Spear · Isabella I Starter Beats 0 of 8 reference lineups 74.92/100 out of 100 War Lord (cavalry · S03), Demon Spear (footmen · S00) and Isabella I (cavalry · S01) score 74.92 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. Demon Spear is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Tamashi kari applies Silence for 1 round on a 85% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 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 Demon Spear’s Moshitate and Isabella I’s Queen of the Storm both wait on; Demon Spear’s Tamashi kari applies Silence and takes a squad out of the fight for 1 round, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Leonidas · Charles the Great Starter Beats 0 of 8 reference lineups 73.83/100 out of 100 War Lord (cavalry · S03), Leonidas (archer · S00) and Charles the Great (archer · S01) score 73.83 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. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% 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 Charles the Great’s Broken Armor and Leonidas’s Sharp Spear both wait on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer; War Lord raises Charles the Great’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; Charles the Great (S01) 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.
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B War Lord · Inquisitor · Mary Tudor Starter Beats 0 of 8 reference lineups 73.52/100 out of 100 War Lord (cavalry · S03), Inquisitor (archer · S02) and Mary Tudor (cavalry · S00) score 73.52 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. Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Mary Tudor is the win condition, bringing 72% 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 prep-skips, the exact trigger Mary Tudor waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Inquisitor’s Judgement of Justice and Mary Tudor’s Reign of Sorrow both wait on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer. 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 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Black Prince · Cao Cao Starter Beats 0 of 8 reference lineups 73.86/100 out of 100 War Lord (cavalry · S03), Black Prince (cavalry · S01) and Cao Cao (footmen · S01) score 73.86 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 151% 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 Black Prince’s Dragon Siege and Cao Cao’s Big Dipper both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Cao Cao swings into a line that cannot answer; War Lord raises Cao Cao’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Cao Cao (S01) 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.
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B War Lord · Roku Boshuten · Cao Cao Starter Beats 0 of 8 reference lineups 74.43/100 out of 100 War Lord (cavalry · S03), Roku Boshuten (cavalry · S03) and Cao Cao (footmen · S01) score 74.43 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. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 151% 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 Cao Cao’s Big Dipper and Roku Boshuten’s Gou both wait on; Cao Cao produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so Cao Cao swings into a line that cannot answer. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Cao Cao (S01) 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.
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B War Lord · Leonidas · Roku Boshuten Starter Beats 0 of 8 reference lineups 74.66/100 out of 100 War Lord (cavalry · S03), Leonidas (archer · S00) and Roku Boshuten (cavalry · S03) score 74.66 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. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% 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 Leonidas’s Sharp Spear and Roku Boshuten’s Gou both wait on; Leonidas produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Roku Boshuten swings into a line that cannot answer. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.
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B War Lord · The Brave · Genghis Khan Starter Beats 0 of 8 reference lineups 74.63/100 out of 100 War Lord (cavalry · S03), The Brave (cavalry · S04) and Genghis Khan (footmen · S01) score 74.63 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 Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. 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 Genghis Khan’s Hunting Wolf and The Brave’s No Turning Back both wait on; The Brave produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Genghis Khan swings into a line that cannot answer. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; Genghis Khan (S01) 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.
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B War Lord · Yukimura Sanada · Cao Cao Starter Beats 0 of 8 reference lineups 72.63/100 out of 100 War Lord (cavalry · S03), Yukimura Sanada (cavalry · S00) and Cao Cao (footmen · S01) score 72.63 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. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 151% 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 Cao Cao’s Big Dipper and Yukimura Sanada’s Scarlet Armor both wait on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Cao Cao swings into a line that cannot answer; War Lord raises Cao Cao’s output directly rather than adding a number of its own. What you give up: Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B War Lord · Rozen Blade · Leonidas Starter Beats 0 of 8 reference lineups 74.07/100 out of 100 War Lord (cavalry · S03), Rozen Blade (cavalry · S03) and Leonidas (archer · S00) score 74.07 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. Leonidas adds a second source of control, so the lock rarely has an off round: Sharp Spear applies Silence on a 40% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Leonidas waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Leonidas’s Sharp Spear and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Leonidas swings into a line that cannot answer. What you give up: raw damage reaches only about 1% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.
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B War Lord · The Boneless · William the Conqueror Starter Beats 0 of 8 reference lineups 72.57/100 out of 100 War Lord (cavalry · S03), The Boneless (cavalry · S00) and William the Conqueror (archer · S00) score 72.57 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 flex piece -- modest alone, but covering what the other two leave open: 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’s Hanashi and William the Conqueror’s Throne and Power both wait 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; War Lord raises William the Conqueror’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 4% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B War Lord · The Boneless · Genghis Khan Starter Beats 0 of 8 reference lineups 74.54/100 out of 100 War Lord (cavalry · S03), The Boneless (cavalry · S00) and Genghis Khan (footmen · S01) score 74.54 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. 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. 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 Genghis Khan’s Hunting Wolf and The Boneless’s Hanashi both wait on; The Boneless produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so Genghis Khan 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 Boneless (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.
War Lord — skills
All 8 recorded skills for War Lord, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Sheathed Blade
During battle, all friendly cavalry squads has -20% basic attack damage, 45% increase combat skill damage.
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 Bleeding Steed
On the first 2 turns, whenever the hero's squad takes damage, 70% chance to evade and avoid this damage.
6 Cavalry Awakened
Hero's squad gains 20% Cavalry Might and Resistance, and 120 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 War God Descends
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 lineups can you field?
Select the heroes you own and the generator returns every ranked War Lord lineup you can field today, the ones you are one hero short of, and the single unlock that opens the most.
Open the Combo Generator


