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Army Breaker · Warden · Sundiata

Mixed #252
Army Breaker Rise of Castles heroArmy Breaker
Warden Rise of Castles heroWarden
Sundiata Rise of Castles heroSundiata

Warden — what the skills grant

Totalled from Warden'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.

Resistance
+65% hero's squad
Might
+65% hero's squad
+40% hero's legion
Damage Taken
-70% hero's squad
Damage
+15% hero's squad
+12% friendly squads

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 5 — +510%.

About Warden

Warden is an Archer hero in Rise of Castles. On ROCMeta, Warden appears in 71 ranked combos spanning Archer and Mixed lineups. Warden's highest-ranked appearance is Army Breaker · Warden · Sundiata, which currently sits at Mixed #252.

Across Warden's skills, the hero's own squad gains +65% Resistance, +65% Might, -70% Damage Taken, and +15% Damage. The wider legion gains +40% Might.

Warden's strongest recorded skill hits for 510% damage.

Warden is most often ranked alongside Eselfred, Lilith, and Poison Master — the heroes that share the most ranked combos with Warden. The full list of partners is further down the page.

Why Warden ranks where it does

Warden is built around damage reduction and team buffs — stronger there than 90% of the roster.

Pairs best with Alfred, Army Breaker and Ashen Verdict. Warden's Aspect of the Eagle supplies the trigger-rate boosts; Alfred's Lethal Blade feeds on them. Their strongest lineup together (Ashoka completing it) scores 70.34, below the last ranked seat in its tier (78.57).

Adds little alongside Immortal Guardian, Lagertha and Octavius. both are tanks — the second adds little the first does not

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

Most often ranked with Warden

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

Proven synergies

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

Sundiata portrait

Sundiata

6 shared lineups

Warden's Aspect of the Eagle supplies the trigger-rate boosts; Sundiata's Flame of Revenge feeds on them. Warden's Aspect of the Tiger supplies the extra basic attacks; Sundiata feeds on them.

Leonidas portrait

Leonidas

6 shared lineups

Warden's Aspect of the Eagle supplies the trigger-rate boosts; Leonidas's Sharp Spear feeds on them. Warden's Aspect of the Tiger supplies the extra basic attacks; Leonidas feeds on them.

Ashen Verdict portrait

Ashen Verdict

4 shared lineups

Warden's Aspect of the Eagle supplies the trigger-rate boosts; Ashen Verdict's Righteous Fervor feeds on them. Warden's Aspect of the Tiger supplies the extra basic attacks; Ashen Verdict feeds on them.

Defender portrait

Defender

2 shared lineups

Warden's Aspect of the Eagle supplies the trigger-rate boosts; Defender's Heavenly Smite feeds on them. Warden's Aspect of the Tiger supplies the extra basic attacks; Defender feeds on them.

Spectral Reaper portrait

Spectral Reaper

1 shared lineup

Warden's Aspect of the Eagle supplies the trigger-rate boosts; Spectral Reaper's Tamashi-kusari feeds on them. Warden's Aspect of the Tiger supplies the extra basic attacks; Spectral Reaper feeds on them.

Cicero portrait

Cicero

Not yet listed

Warden's Aspect of the Eagle supplies the trigger-rate boosts; Cicero's Prologue feeds on them. Warden's Aspect of the Tiger supplies the extra basic attacks; Cicero feeds on them. Their strongest lineup together (Ashoka completing it) scores 78.75 — list-worthy, but the selection spent those seats on more varied lineups.

Best Archer combos with Warden

Warden appears in 50 ranked Archer combos — showing the top 24.

  1. 7 Warden, front rowInquisitor, middle rowEselfred, back row Warden · Inquisitor · Eselfred Mid progression Beats 2 of 8 reference lineups 83.86/100 out of 100
    Warden (X06), Inquisitor (S02) and Eselfred (X14) score 83.86 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Eselfred is the win condition, bringing 73% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Inquisitor’s Judgement of Justice both wait on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 21% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  2. 8 Warden, front rowSky Breaker, middle rowEselfred, back row Warden · Sky Breaker · Eselfred Mid progression Beats 1 of 8 reference lineups 81.36/100 out of 100
    Warden (X06), Sky Breaker (S03) and Eselfred (X14) score 81.36 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Eselfred is the win condition, bringing 69% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Sky Breaker’s Wrath of the Wilderness both wait on; Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: Sky Breaker (S03) is the era weak point -- the enemy will aim at the oldest squad; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  3. 9 Warden, front rowCharles the Great, middle rowEselfred, back row Warden · Charles the Great · Eselfred Mid progression Beats 1 of 8 reference lineups 82.01/100 out of 100
    Warden (X06), Charles the Great (S01) and Eselfred (X14) score 82.01 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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 sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 72% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Charles the Great’s Broken Armor and Eselfred’s Thunder and Heavy Arrows both wait on; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  4. 10 Warden, front rowEselfred, middle rowDefender, back row Warden · Eselfred · Defender Mid progression Beats 1 of 8 reference lineups 81.34/100 out of 100
    Warden (X06), Eselfred (X14) and Defender (X03) score 81.34 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Eselfred is the win condition, bringing 82% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Defender’s Heavenly Smite and Eselfred’s Thunder and Heavy Arrows both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Defender waits on; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 18% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  5. 11 Warden, front rowWitch Hunter, middle rowEselfred, back row Warden · Witch Hunter · Eselfred Mid progression Beats 0 of 8 reference lineups 83.51/100 out of 100
    Warden (X06), Witch Hunter (S02) and Eselfred (X14) score 83.51 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Eselfred is the win condition, bringing 72% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows 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 Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 21% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  6. 12 Warden, front rowEselfred, middle rowAshen Verdict, back row Warden · Eselfred · Ashen Verdict Mid progression Beats 0 of 8 reference lineups 81.98/100 out of 100
    Warden (X06), Eselfred (X14) and Ashen Verdict (X05) score 81.98 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Eselfred is the win condition, bringing 69% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashen Verdict’s Righteous Fervor and Eselfred’s Thunder and Heavy Arrows both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Ashen Verdict waits on; Ashen Verdict’s Righteous Fervor applies Disarm and takes a squad out of the fight, so Eselfred swings into a line that cannot answer. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  7. 13 Warden, front rowEselfred, middle rowLeonidas, back row Warden · Eselfred · Leonidas Mid progression Beats 0 of 8 reference lineups 83.27/100 out of 100
    Warden (X06), Eselfred (X14) and Leonidas (S00) score 83.27 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Eselfred is the win condition, bringing 81% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Leonidas’s Sharp Spear both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Leonidas waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Eselfred swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 19% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  8. 14 Isabella I, front rowWarden, middle rowEselfred, back row Isabella I · Warden · Eselfred Mid progression Beats 0 of 8 reference lineups 83.22/100 out of 100
    Isabella I (S01), Warden (X06) and Eselfred (X14) score 83.22 out of 100 together, and each of the three has a job.

    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 takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 71% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Isabella I’s Queen of the Storm both wait on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Warden (X06); little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  9. 15 Hellfire, front rowWarden, middle rowEselfred, back row Hellfire · Warden · Eselfred Mid progression Beats 0 of 8 reference lineups 81.61/100 out of 100
    Hellfire (X09), Warden (X06) and Eselfred (X14) score 81.61 out of 100 together, and each of the three has a job.

    Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warden is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 90% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Hellfire’s Heroic Inspiration both wait on; Hellfire raises Eselfred’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  10. 16 Warden, front rowEdward the Confessor, middle rowEselfred, back row Warden · Edward the Confessor · Eselfred Mid progression Beats 0 of 8 reference lineups 83.55/100 out of 100
    Warden (X06), Edward the Confessor (S01) and Eselfred (X14) score 83.55 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Eselfred is the win condition, bringing 83% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Edward the Confessor’s King's Crossbow and Eselfred’s Thunder and Heavy Arrows both wait on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 18% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  11. 18 Warden, front rowLeonidas, middle rowLilith, back row Warden · Leonidas · Lilith Mid progression Beats 0 of 8 reference lineups 82.80/100 out of 100
    Warden (X06), Leonidas (S00) and Lilith (X09) score 82.80 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Lilith adds a second source of control, so the lock rarely has an off round: 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Leonidas’s Sharp Spear and Lilith’s Poison Needle both wait on; Leonidas produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); raw damage reaches only about 14% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  12. 20 Warden, front rowInquisitor, middle rowLilith, back row Warden · Inquisitor · Lilith Mid progression Beats 0 of 8 reference lineups 82.67/100 out of 100
    Warden (X06), Inquisitor (S02) and Lilith (X09) score 82.67 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Lilith adds a second source of control, so the lock rarely has an off round: 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Inquisitor’s Judgement of Justice and Lilith’s Poison Needle both wait on; Inquisitor produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  13. 21 Warden, front rowPoison Master, middle rowEselfred, back row Warden · Poison Master · Eselfred Mid progression Beats 0 of 8 reference lineups 85.11/100 out of 100
    Warden (X06), Poison Master (X10) and Eselfred (X14) score 85.11 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 90% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Poison Master’s Deadly Virus both wait on; Eselfred produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Eselfred swings into a line that cannot answer. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Poison Master (X10). Budget note: every hero in this lineup can be completed without spending.

  14. 23 Warden, front rowWitch Hunter, middle rowLilith, back row Warden · Witch Hunter · Lilith Mid progression Beats 0 of 8 reference lineups 81.88/100 out of 100
    Warden (X06), Witch Hunter (S02) and Lilith (X09) score 81.88 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Lilith adds a second source of control, so the lock rarely has an off round: 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Lilith’s Poison Needle and Witch Hunter’s Purifying Flame both wait on; Witch Hunter produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  15. 24 Warden, front rowLilith, middle rowDefender, back row Warden · Lilith · Defender Mid progression Beats 0 of 8 reference lineups 81.92/100 out of 100
    Warden (X06), Lilith (X09) and Defender (X03) score 81.92 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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 sits in the middle, where the support reaches both the front and the back. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Defender’s Heavenly Smite and Lilith’s Poison Needle both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Defender waits on; Warden raises Lilith’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  16. 25 Warden, front rowYukimura Sanada, middle rowEselfred, back row Warden · Yukimura Sanada · Eselfred Mid progression Beats 0 of 8 reference lineups 80.20/100 out of 100
    Warden (X06), Yukimura Sanada (S00) and Eselfred (X14) score 80.20 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Eselfred is the win condition, bringing 75% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows 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 Eselfred swings into a line that cannot answer; Warden raises Eselfred’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; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  17. 26 Warden, front rowDivine Arrow, middle rowEselfred, back row Warden · Divine Arrow · Eselfred Mid progression Beats 0 of 8 reference lineups 81.19/100 out of 100
    Warden (X06), Divine Arrow (S04) and Eselfred (X14) score 81.19 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 85% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Divine Arrow’s For Heaven and Eselfred’s Thunder and Heavy Arrows both wait on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  18. 27 Warden, front rowInquisitor, middle rowTarantula, back row Warden · Inquisitor · Tarantula Mid progression Beats 0 of 8 reference lineups 81.87/100 out of 100
    Warden (X06), Inquisitor (S02) and Tarantula (X02) score 81.87 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Tarantula is the win condition, bringing 63% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Inquisitor’s Judgement of Justice and Tarantula’s Plundering Charge both wait on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Warden raises Tarantula’s output directly rather than adding a number of its own. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  19. 28 Warden, front rowCharles the Great, middle rowLilith, back row Warden · Charles the Great · Lilith Mid progression Beats 0 of 8 reference lineups 82.45/100 out of 100
    Warden (X06), Charles the Great (S01) and Lilith (X09) score 82.45 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Charles the Great’s Broken Armor and Lilith’s Poison Needle both wait on; Warden raises Lilith’s output directly rather than adding a number of its own. What you give up: Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  20. 29 Hellfire, front rowWarden, middle rowLilith, back row Hellfire · Warden · Lilith Mid progression Beats 0 of 8 reference lineups 81.74/100 out of 100
    Hellfire (X09), Warden (X06) and Lilith (X09) score 81.74 out of 100 together, and each of the three has a job.

    Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warden is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 65% of damage amplification 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Lilith’s Poison Needle both wait on; Hellfire raises Lilith’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 12% 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.

  21. 30 Tarantula, front rowWarden, middle rowLeonidas, back row Tarantula · Warden · Leonidas Mid progression Beats 0 of 8 reference lineups 81.96/100 out of 100
    Tarantula (X02), Warden (X06) and Leonidas (S00) score 81.96 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 71% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Leonidas’s Sharp Spear and Tarantula’s Plundering Charge both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Leonidas waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Tarantula swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Warden (X06); 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.

  22. 31 Warden, front rowWitch Hunter, middle rowTarantula, back row Warden · Witch Hunter · Tarantula Mid progression Beats 0 of 8 reference lineups 80.70/100 out of 100
    Warden (X06), Witch Hunter (S02) and Tarantula (X02) score 80.70 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Tarantula is the win condition, bringing 60% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Tarantula’s Plundering Charge 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 Tarantula swings into a line that cannot answer; Warden raises Tarantula’s output directly rather than adding a number of its own. What you give up: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  23. 32 Warden, front rowCharles the Great, middle rowTarantula, back row Warden · Charles the Great · Tarantula Mid progression Beats 0 of 8 reference lineups 79.44/100 out of 100
    Warden (X06), Charles the Great (S01) and Tarantula (X02) score 79.44 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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 sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 61% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Charles the Great’s Broken Armor and Tarantula’s Plundering Charge both wait on; Warden raises Tarantula’s output directly rather than adding a number of its own. What you give up: Charles the Great (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  24. 34 Warden, front rowPoison Master, middle rowBelisarius, back row Warden · Poison Master · Belisarius Mid progression Beats 0 of 8 reference lineups 82.57/100 out of 100
    Warden (X06), Poison Master (X10) and Belisarius (X12) score 82.57 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Belisarius is the win condition, bringing 81% of the lineup's expected damage: Hunting Down puts 279% into all enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Poison Master’s Spreading Poison produces dot, the exact trigger Belisarius’s Hunting Down waits on; Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Poison Master’s Deadly Virus waits on; Belisarius produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on. What you give up: raw damage reaches only about 9% 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.

See the full Archer rankings →

Best Mixed combos with Warden

Warden appears in 21 ranked Mixed combos.

  1. 2 Army Breaker, front rowWarden, middle rowSundiata, back row Army Breaker · Warden · Sundiata Mid progression Beats 2 of 8 reference lineups 78.60/100 out of 100
    Army Breaker (cavalry · X02), Warden (archer · X06) and Sundiata (cavalry · X15) score 78.60 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 93% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Army Breaker’s Formation: Enigma and Sundiata’s Flame of Revenge both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Sundiata waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Sundiata 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; 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.

  2. 3 Warden, front rowRozen Blade, middle rowSundiata, back row Warden · Rozen Blade · Sundiata Mid progression Beats 2 of 8 reference lineups 80.31/100 out of 100
    Warden (archer · X06), Rozen Blade (cavalry · S03) and Sundiata (cavalry · X15) score 80.31 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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 93% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Rozen Blade’s Blitz and Sundiata’s Flame of Revenge both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Sundiata waits 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 12% 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.

  3. 13 Warden, front rowThe Brave, middle rowSundiata, back row Warden · The Brave · Sundiata Mid progression Beats 1 of 8 reference lineups 80.06/100 out of 100
    Warden (archer · X06), The Brave (cavalry · S04) and Sundiata (cavalry · X15) score 80.06 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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 93% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Sundiata’s Flame of Revenge and The Brave’s No Turning Back both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Sundiata waits 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. What you give up: raw damage reaches only about 12% 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.

  4. 14 Warden, front rowEdward the Confessor, middle rowSundiata, back row Warden · Edward the Confessor · Sundiata Mid progression Beats 1 of 8 reference lineups 78.71/100 out of 100
    Warden (archer · X06), Edward the Confessor (archer · S01) and Sundiata (cavalry · X15) score 78.71 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Sundiata is the win condition, bringing 88% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Edward the Confessor’s King's Crossbow and Sundiata’s Flame of Revenge both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Sundiata waits on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Sundiata 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 Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  5. 15 Warden, front rowLeonidas, middle rowSundiata, back row Warden · Leonidas · Sundiata Mid progression Beats 1 of 8 reference lineups 79.16/100 out of 100
    Warden (archer · X06), Leonidas (archer · S00) and Sundiata (cavalry · X15) score 79.16 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Sundiata is the win condition, bringing 86% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Leonidas’s Sharp Spear and Sundiata’s Flame of Revenge both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Sundiata waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Sundiata 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 Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  6. 20 Warden, front rowPoison Master, middle rowSundiata, back row Warden · Poison Master · Sundiata Mid progression Beats 1 of 8 reference lineups 80.48/100 out of 100
    Warden (archer · X06), Poison Master (archer · X10) and Sundiata (cavalry · X15) score 80.48 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 93% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Poison Master’s Deadly Virus and Sundiata’s Flame of Revenge both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Sundiata waits on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Sundiata 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; 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.

  7. 21 Ashoka, front rowWarden, middle rowClovis I, back row Ashoka · Warden · Clovis I Mid progression Beats 1 of 8 reference lineups 81.93/100 out of 100
    Ashoka (footmen · X14), Warden (archer · X06) and Clovis I (footmen · X15) score 81.93 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 68% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle 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 15% 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.

  8. 22 Pepin, front rowWarden, middle rowEselfred, back row Pepin · Warden · Eselfred Mid progression Beats 1 of 8 reference lineups 78.70/100 out of 100
    Pepin (footmen · X12), Warden (archer · X06) and Eselfred (archer · X14) score 78.70 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 169% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 76% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Pepin’s Thunderstruck both wait on; Eselfred produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin raises Eselfred’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  9. 26 Vikram, front rowWarden, middle rowAshoka, back row Vikram · Warden · Ashoka Mid progression Beats 0 of 8 reference lineups 79.98/100 out of 100
    Vikram (footmen · X04), Warden (archer · X06) and Ashoka (footmen · X14) score 79.98 out of 100 together, and each of the three has a job.

    Vikram is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% of recovery across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Vikram’s Aura of Restoration both wait on; Vikram produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Vikram’s Alluring Arm 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.

  10. 32 Warden, front rowClovis I, middle rowEselfred, back row Warden · Clovis I · Eselfred Mid progression Beats 0 of 8 reference lineups 79.64/100 out of 100
    Warden (archer · X06), Clovis I (footmen · X15) and Eselfred (archer · X14) score 79.64 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Eselfred is the win condition, bringing 62% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Clovis I’s Salic Law and Eselfred’s Thunder and Heavy Arrows both wait on; Eselfred produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Eselfred 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 Clovis I (X15). Budget note: every hero in this lineup can be completed without spending.

  11. 33 Warden, front rowRozen Blade, middle rowEselfred, back row Warden · Rozen Blade · Eselfred Mid progression Beats 0 of 8 reference lineups 79.31/100 out of 100
    Warden (archer · X06), Rozen Blade (cavalry · S03) and Eselfred (archer · X14) score 79.31 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Eselfred is the win condition, bringing 90% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows 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 Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  12. 35 Warden, front rowBlack Prince, middle rowEselfred, back row Warden · Black Prince · Eselfred Mid progression Beats 0 of 8 reference lineups 78.66/100 out of 100
    Warden (archer · X06), Black Prince (cavalry · S01) and Eselfred (archer · X14) score 78.66 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Eselfred is the win condition, bringing 76% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Black Prince’s Dragon Siege and Eselfred’s Thunder and Heavy Arrows both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  13. 36 Warden, front rowThe Brave, middle rowEselfred, back row Warden · The Brave · Eselfred Mid progression Beats 0 of 8 reference lineups 79.32/100 out of 100
    Warden (archer · X06), The Brave (cavalry · S04) and Eselfred (archer · X14) score 79.32 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Eselfred is the win condition, bringing 90% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows 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 Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  14. 39 Pepin, front rowWarden, middle rowLilith, back row Pepin · Warden · Lilith Mid progression Beats 0 of 8 reference lineups 78.86/100 out of 100
    Pepin (footmen · X12), Warden (archer · X06) and Lilith (archer · X09) score 78.86 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 169% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Lilith’s Poison Needle and Pepin’s Thunderstruck both wait on; Lilith produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin raises Lilith’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; 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.

  15. 40 Warden, front rowLeonidas, middle rowAshoka, back row Warden · Leonidas · Ashoka Mid progression Beats 0 of 8 reference lineups 79.76/100 out of 100
    Warden (archer · X06), Leonidas (archer · S00) and Ashoka (footmen · X14) score 79.76 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Ashoka is the win condition, bringing 84% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Leonidas’s Sharp Spear both wait on; Leonidas produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Leonidas’s Sharp Spear applies Silence 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.

  16. 42 Pepin, front rowWarden, middle rowScarlet Reaver, back row Pepin · Warden · Scarlet Reaver Mid progression Beats 0 of 8 reference lineups 78.65/100 out of 100
    Pepin (footmen · X12), Warden (archer · X06) and Scarlet Reaver (footmen · X07) score 78.65 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 169% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Pepin’s Thunderstruck and Scarlet Reaver’s Debilitating Explosions both wait on; Scarlet Reaver produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin raises Scarlet Reaver’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Pepin (X12). Budget note: every hero in this lineup can be completed without spending.

  17. 44 Pepin, front rowWarden, middle rowAshoka, back row Pepin · Warden · Ashoka Mid progression Beats 0 of 8 reference lineups 79.89/100 out of 100
    Pepin (footmen · X12), Warden (archer · X06) and Ashoka (footmen · X14) score 79.89 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 169% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% 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 80% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Pepin’s Thunderstruck both wait on; Ashoka produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin 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; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  18. 45 Isabella I, front rowWarden, middle rowAshoka, back row Isabella I · Warden · Ashoka Mid progression Beats 0 of 8 reference lineups 80.47/100 out of 100
    Isabella I (archer · S01), Warden (archer · X06) and Ashoka (footmen · X14) score 80.47 out of 100 together, and each of the three has a job.

    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 takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% 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 76% 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 Warden’s Aspect of the Eagle 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 13% 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.

  19. 46 Warden, front rowEdward the Confessor, middle rowAshoka, back row Warden · Edward the Confessor · Ashoka Mid progression Beats 0 of 8 reference lineups 79.80/100 out of 100
    Warden (archer · X06), Edward the Confessor (archer · S01) and Ashoka (footmen · X14) score 79.80 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Ashoka is the win condition, bringing 87% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Edward the Confessor’s King's Crossbow both wait on; Edward the Confessor produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Edward the Confessor’s King's Crossbow 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 11% 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.

  20. 48 Fortuneteller, front rowWarden, middle rowAshoka, back row Fortuneteller · Warden · Ashoka Mid progression Beats 0 of 8 reference lineups 80.50/100 out of 100
    Fortuneteller (footmen · X08), Warden (archer · X06) and Ashoka (footmen · X14) score 80.50 out of 100 together, and each of the three has a job.

    Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% 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 64% 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 Warden’s Aspect of the Eagle 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 16% 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.

  21. 50 Warden, front rowPoison Master, middle rowAshoka, back row Warden · Poison Master · Ashoka Mid progression Beats 0 of 8 reference lineups 80.65/100 out of 100
    Warden (archer · X06), Poison Master (archer · X10) and Ashoka (footmen · X14) score 80.65 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 92% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Poison Master’s Deadly Virus both wait on; Ashoka produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: raw damage reaches only about 11% 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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Warden — skills

All 8 recorded skills for Warden, 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

Aspect of the Eagle

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

On the first 4 turns, the skill cast chance of your two other Heroes’ 5th Skill is increased by 10% (limited to Combat skills and Passive skills). On turn 5, the skill cast chance is increased by 30%, but only for the 5th skill of one of the two other Heroes.

3

Archer Defensive Formation II

Leadership Skill · Hero's Squad

Archers in the hero's squad have 50% more Resistance.

4

Archer Offensive Formation II

Leadership Skill · Hero's Squad

Archers in the hero's squad have 50% more Might.

5

Aspect of the Turtle

Pre-Battle Skill · Range 4 · Archer

When subject to a controlled status (silenced/disarmed/suppressed/confused ), your squad takes -70% damage. The effect can be triggered up to 3 time(s) on a squad in a battle. In round 1 and 5, deals 510% damage to a random enemy squad.

6

Archer Awakened

Leadership Skill · Hero's Squad

Archer in Hero's squad has +15% Might and Resistance, and +15% Damage. 250% bonus to the skill "Dictator".

7

Discipline - Archer

Leadership Skill · Hero's Legion

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

8

Aspect of the Tiger

Pre-Battle Skill · 3 random friendly squads within effective range · Range 2 · Archer

During battles, normal attacks are disabled for the Hero’s squad, but your back row squad gains a buff: +1 normal attacks per round; each normal attack increases the damage of their next skill by 12%, stacking up to 5 times.

Which Warden lineups can you field?

Select the heroes you own and the generator returns every ranked Warden lineup you can field today, the ones you are one hero short of, and the single unlock that opens the most.

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