Best comboTop ranked

Warden · Darius · Frederick I

Archer #21
Warden Rise of Castles heroWarden
Darius Rise of Castles heroDarius
Frederick I Rise of Castles heroFrederick I

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 38 ranked combos spanning Archer and Mixed lineups. Warden's highest-ranked appearance is Warden · Darius · Frederick I, which currently sits at Archer #21.

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 Ashen Verdict, Nicolas Flamel, and Frederick I — 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 feeds Alfred

Adds little alongside Alberich, Immortal Guardian and Lagertha. 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.

Heroes that pair well with Warden

The heroes most often ranked alongside Warden.

Best Archer combos with Warden

Warden appears in 22 ranked Archer combos.

  1. 21 Warden, front rowDarius, middle rowFrederick I, back row Warden · Darius · Frederick I
    Warden (X06), Darius (X13) and Frederick I (X16) score 77.92 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Darius brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Disdain puts 332% into 2 enemy squads on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 66% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Darius and Frederick I both wait on; Darius produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Warden raises Frederick I’s output directly rather than adding a number of its own. What you give up: Warden (X06) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 36% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 77.92/100 out of 100
  2. 23 Hector, front rowWarden, middle rowFrederick I, back row Hector · Warden · Frederick I
    Hector (X15 · paid), Warden (X06) and Frederick I (X16) score 77.70 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 59% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hector and Frederick I both wait on; Hector produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Warden raises Frederick I’s output directly rather than adding a number of its own. What you give up: Warden (X06) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 40% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 77.70/100 out of 100
  3. 29 Tarantula, front rowWarden, middle rowFrederick I, back row Tarantula · Warden · Frederick I
    Tarantula (X02), Warden (X06) and Frederick I (X16) score 76.85 out of 100 together, and each of the three has a job.

    Tarantula brings a second damage line worth 28% of the expected output, so no single silence stops the plan: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 66% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Tarantula and Frederick I both wait on; Tarantula produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Tarantula raises Frederick I’s output directly rather than adding a number of its own. What you give up: Tarantula (X02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 36% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 76.85/100 out of 100
  4. 32 Warden, front rowAshen Verdict, middle rowNicolas Flamel, back row Warden · Ashen Verdict · Nicolas Flamel
    Warden (X06), Ashen Verdict (X05) and Nicolas Flamel (X18) score 76.55 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 71% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashen Verdict and Nicolas Flamel 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 Nicolas Flamel swings into a line that cannot answer. What you give up: raw damage reaches only about 27% of the hardest-hitting trio in the roster; Ashen Verdict (X05) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 76.55/100 out of 100
  5. 33 Warden, front rowBoudica, middle rowFrederick I, back row Warden · Boudica · Frederick I
    Warden (X06), Boudica (X01 · paid) and Frederick I (X16) score 76.54 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Boudica brings a second damage line worth 18% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 76% of the lineup's expected damage: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Boudica and Frederick I both wait on; Boudica produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Warden raises Frederick I’s output directly rather than adding a number of its own. What you give up: Boudica (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 31% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 76.54/100 out of 100
  6. 36 Tarantula, front rowWarden, middle rowOliver, back row Tarantula · Warden · Oliver
    Tarantula (X02), Warden (X06) and Oliver (X24) score 76.29 out of 100 together, and each of the three has a job.

    Tarantula brings a second damage line worth 17% of the expected output, so no single silence stops the plan: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 80% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Tarantula and Oliver both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Oliver waits on; Tarantula raises Oliver’s output directly rather than adding a number of its own. What you give up: Tarantula (X02) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 76.29/100 out of 100
  7. 45 Warden, front rowLilith, middle rowNicolas Flamel, back row Warden · Lilith · Nicolas Flamel
    Warden (X06), Lilith (X09) and Nicolas Flamel (X18) score 74.95 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Lilith brings a second damage line worth 36% of the expected output, so no single silence stops the plan: Infatuated Shadow puts 450% into one enemy squad on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 59% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Lilith and Nicolas Flamel both wait on; Nicolas Flamel produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Lilith’s Infatuated Shadow applies Confuse and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 33% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 74.95/100 out of 100
  8. 51 Warden, front rowBoudica, middle rowNicolas Flamel, back row Warden · Boudica · Nicolas Flamel
    Warden (X06), Boudica (X01 · paid) and Nicolas Flamel (X18) score 74.25 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Boudica brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 72% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Boudica and Nicolas Flamel both wait on; Warden raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: Boudica (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 27% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 74.25/100 out of 100
  9. 53 Henry V, front rowPoison Master, middle rowWarden, back row Henry V · Poison Master · Warden
    Henry V (X17), Poison Master (X10) and Warden (X06) score 74.15 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% 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. 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. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and 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 Henry V and Poison Master both wait on; Henry V 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 Henry V swings into a line that cannot answer. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Warden (X06) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 74.15/100 out of 100
  10. 55 Ramses II, front rowWarden, middle rowSpectral Reaper, back row Ramses II · Warden · Spectral Reaper
    Ramses II (SP · paid), Warden (X06) and Spectral Reaper (X03) score 74.05 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 79% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Spectral Reaper waits on; Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Spectral Reaper waits on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Spectral Reaper (X03) is the era weak point -- the enemy will aim at the oldest squad. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster. How these scores work →

    Current meta 74.05/100 out of 100
  11. 62 Tarantula, front rowWarden, middle rowNicolas Flamel, back row Tarantula · Warden · Nicolas Flamel
    Tarantula (X02), Warden (X06) and Nicolas Flamel (X18) score 73.22 out of 100 together, and each of the three has a job.

    Tarantula brings a second damage line worth 32% of the expected output, so no single silence stops the plan: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 62% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 and Nicolas Flamel both wait on; Tarantula raises Nicolas Flamel’s output directly rather than adding a number of its own. What you give up: Tarantula (X02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 31% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 73.22/100 out of 100
  12. 71 Henry V, front rowHellfire, middle rowWarden, back row Henry V · Hellfire · Warden
    Henry V (X17), Hellfire (X09) and Warden (X06) score 72.18 out of 100 together, and each of the three has a job.

    Henry V is the lifeline: that healing decides whether this lineup is still standing in round five — carries 408% 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. 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 sits in the middle, where the support reaches both the front and the back. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and 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 Henry V and Hellfire both wait on; Hellfire raises Henry V’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; Warden (X06) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 72.18/100 out of 100
  13. 130 Hector, front rowWarden, middle rowAshen Verdict, back row Hector · Warden · Ashen Verdict
    Hector (X15 · paid), Warden (X06) and Ashen Verdict (X05) score 75.55 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and 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 Hector and Ashen Verdict 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 Hector swings into a line that cannot answer. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; Ashen Verdict (X05) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 75.55/100 out of 100
  14. 131 Warden, front rowPoison Master, middle rowBelisarius, back row Warden · Poison Master · Belisarius
    Warden (X06), Poison Master (X10) and Belisarius (X12) score 75.48 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. 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 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 10% of the hardest-hitting trio in the roster; Warden (X06) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 75.48/100 out of 100
  15. 132 Warden, front rowAshen Verdict, middle rowEselfred, back row Warden · Ashen Verdict · Eselfred
    Warden (X06), Ashen Verdict (X05) and Eselfred (X14) score 75.31 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 67% 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 Ashen Verdict and Eselfred 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: raw damage reaches only about 23% of the hardest-hitting trio in the roster; Ashen Verdict (X05) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 75.31/100 out of 100
  16. 133 Hellfire, front rowWarden, middle rowSpectral Reaper, back row Hellfire · Warden · Spectral Reaper
    Hellfire (X09), Warden (X06) and Spectral Reaper (X03) score 74.27 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 shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 79% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Hellfire and Spectral Reaper both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Spectral Reaper waits on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Spectral Reaper (X03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 74.27/100 out of 100
  17. 136 Warden, front rowPoison Master, middle rowBoudica, back row Warden · Poison Master · Boudica
    Warden (X06), Poison Master (X10) and Boudica (X01 · paid) score 72.79 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. 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. Boudica is the win condition, bringing 75% of the lineup's expected damage: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Poison Master and Boudica both wait on; Boudica 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 Boudica 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; Boudica (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 72.79/100 out of 100
  18. 137 Warden, front rowEdward the Confessor, middle rowSpectral Reaper, back row Warden · Edward the Confessor · Spectral Reaper
    Warden (X06), Edward the Confessor (S01) and Spectral Reaper (X03) score 72.59 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Edward the Confessor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 67% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 and Spectral Reaper both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Spectral Reaper waits on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Spectral Reaper swings into a line that cannot answer. What you give up: Edward the Confessor (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 72.59/100 out of 100
  19. 138 Warden, front rowYukimura Sanada, middle rowLilith, back row Warden · Yukimura Sanada · Lilith
    Warden (X06), Yukimura Sanada (S00) and Lilith (X09) score 72.55 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. 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. Lilith is the win condition, bringing 68% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Yukimura Sanada and Lilith both wait on; Yukimura Sanada produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 17% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 72.55/100 out of 100
  20. 140 Warden, front rowNorth's Rage, middle rowLilith, back row Warden · North's Rage · Lilith
    Warden (X06), North's Rage (S00) and Lilith (X09) score 72.35 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Lilith is the win condition, bringing 64% of the lineup's expected damage: Infatuated Shadow puts 450% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger North's Rage and Lilith both wait on; North's Rage produces control effects, the exact trigger Lilith’s Pandora's Box waits on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 18% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 72.35/100 out of 100
  21. 144 Warden, front rowQueen Anne, middle rowEselfred, back row Warden · Queen Anne · Eselfred
    Warden (X06), Queen Anne (S00) and Eselfred (X14) score 70.39 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Queen Anne is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Slaughter applies Suppress on a 30% roll, and sits in the middle, where the support reaches both the front and the back. 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 Queen Anne and Eselfred both wait on; Queen Anne’s Slaughter 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: Queen Anne (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 22% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 70.39/100 out of 100
  22. 153 Warden, front rowEdward the Confessor, middle rowWilliam the Conqueror, back row Warden · Edward the Confessor · William the Conqueror
    Warden (X06), Edward the Confessor (S01) and William the Conqueror (S00) score 67.91 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Edward the Confessor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, and sits in the middle, where the support reaches both the front and the back. William the Conqueror is the win condition, bringing 62% of the lineup's expected damage: One Arrow One Kill puts 641% into one enemy squad on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Edward the Confessor and William the Conqueror both wait on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer; Warden raises William the Conqueror’s output directly rather than adding a number of its own. What you give up: Edward the Confessor (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 67.91/100 out of 100

See the full Archer rankings →

Best Mixed combos with Warden

Warden appears in 16 ranked Mixed combos.

  1. 55 Warden, front rowClovis I, middle rowNicolas Flamel, back row Warden · Clovis I · Nicolas Flamel
    Warden (archer · X06), Clovis I (footmen · X15) and Nicolas Flamel (archer · X18) score 73.80 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. 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. Nicolas Flamel is the win condition, bringing 67% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 and Nicolas Flamel both wait on; Nicolas Flamel 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 Nicolas Flamel swings into a line that cannot answer. What you give up: raw damage reaches only about 21% of the hardest-hitting trio in the roster; Warden (X06) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 73.80/100 out of 100
  2. 61 Warden, front rowAvalanche, middle rowThorvi, back row Warden · Avalanche · Thorvi
    Warden (archer · X06), Avalanche (cavalry · X02) and Thorvi (cavalry · X29) score 73.20 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Avalanche brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Hack and Slash puts 595% into one enemy squad on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 71% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Avalanche and Thorvi both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Thorvi waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: raw damage reaches only about 28% of the hardest-hitting trio in the roster; Avalanche (X02) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 73.20/100 out of 100
  3. 68 Warden, front rowAshen Verdict, middle rowTura Cartel, back row Warden · Ashen Verdict · Tura Cartel
    Warden (archer · X06), Ashen Verdict (archer · X05) and Tura Cartel (cavalry · X21) score 72.77 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 76% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashen Verdict and Tura Cartel both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Ashen Verdict waits on; Ashen Verdict’s Righteous Fervor applies Disarm and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 24% of the hardest-hitting trio in the roster; Ashen Verdict (X05) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 72.77/100 out of 100
  4. 71 Warden, front rowRainforest, middle rowCaesar, back row Warden · Rainforest · Caesar
    Warden (archer · X06), Rainforest (cavalry · X08) and Caesar (cavalry · SP · paid) score 72.44 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Rainforest and Caesar both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Rainforest and Caesar both wait on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Caesar swings into a line that cannot answer. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; Warden (X06) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 72.44/100 out of 100
  5. 79 Warden, front rowKing Cnut, middle rowAshoka, back row Warden · King Cnut · Ashoka
    Warden (archer · X06), King Cnut (footmen · X17) and Ashoka (footmen · X14) score 71.45 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. King Cnut 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 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 King Cnut and Ashoka both wait on; King Cnut produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; King Cnut’s Frenzy Tides 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 18% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 71.45/100 out of 100
  6. 86 Warden, front rowPoison Master, middle rowLouis IX, back row Warden · Poison Master · Louis IX
    Warden (archer · X06), Poison Master (archer · X10) and Louis IX (cavalry · X19) score 70.48 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. 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. Louis IX is the win condition, bringing 85% of the lineup's expected damage: Army Breaker puts 420% into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Poison Master and Louis IX both wait on; Louis IX 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 Louis IX swings into a line that cannot answer. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Warden (X06) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 70.48/100 out of 100
  7. 104 Warden, front rowKing Cnut, middle rowLilith, back row Warden · King Cnut · Lilith
    Warden (archer · X06), King Cnut (footmen · X17) and Lilith (archer · X09) score 68.93 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. King Cnut 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 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 King Cnut and Lilith both wait on; King Cnut produces control effects, the exact trigger Lilith’s Pandora's Box waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 12% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 68.93/100 out of 100
  8. 107 Hector, front rowWarden, middle rowKing Cnut, back row Hector · Warden · King Cnut
    Hector (archer · X15 · paid), Warden (archer · X06) and King Cnut (footmen · X17) score 68.74 out of 100 together, and each of the three has a job.

    Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. King Cnut 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 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 Hector and King Cnut both wait on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Hector swings into a line that cannot answer; Warden raises Hector’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; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 68.74/100 out of 100
  9. 121 Warden, front rowRainforest, middle rowSundiata, back row Warden · Rainforest · Sundiata
    Warden (archer · X06), Rainforest (cavalry · X08) and Sundiata (cavalry · X15) score 74.00 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress 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 70% 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 Rainforest and Sundiata both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Rainforest and Sundiata both wait on; Rainforest’s Absolute Suppress 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 19% of the hardest-hitting trio in the roster; Warden (X06) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 74.00/100 out of 100
  10. 122 Ashoka, front rowWarden, middle rowClovis I, back row Ashoka · Warden · Clovis I
    Ashoka (footmen · X14), Warden (archer · X06) and Clovis I (footmen · X15) score 73.66 out of 100 together, and each of the three has a job.

    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 takes the front, able to both absorb the opening rounds and heal through them. Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and 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 and Clovis I both wait on; Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on. What you give up: raw damage reaches only about 21% of the hardest-hitting trio in the roster; Warden (X06) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 73.66/100 out of 100
  11. 123 Warden, front rowSpectral Reaper, middle rowSundiata, back row Warden · Spectral Reaper · Sundiata
    Warden (archer · X06), Spectral Reaper (archer · X03) and Sundiata (cavalry · X15) score 73.19 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Spectral Reaper brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Tamashi-kusari puts 742% into one enemy squad on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 68% 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 Spectral Reaper and Sundiata both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Spectral Reaper and Sundiata both wait on; Spectral Reaper shuts off enemy recovery, so what Sundiata deals stays dealt. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; Spectral Reaper (X03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 73.19/100 out of 100
  12. 124 Hellfire, front rowWarden, middle rowClovis I, back row Hellfire · Warden · Clovis I
    Hellfire (archer · X09), Warden (archer · X06) and Clovis I (footmen · X15) score 72.34 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warden is the second layer of armour -- when the first wall bends, this one is already set: carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hellfire and Clovis I both wait on; Hellfire produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Hellfire raises Clovis I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Warden (X06) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 72.34/100 out of 100
  13. 125 Hellfire, front rowWarden, middle rowRainforest, back row Hellfire · Warden · Rainforest
    Hellfire (archer · X09), Warden (archer · X06) and Rainforest (cavalry · X08) score 72.15 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warden is the second layer of armour -- when the first wall bends, this one is already set: carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress 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 and Rainforest both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Rainforest waits on; Hellfire raises Rainforest’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Warden (X06) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 72.15/100 out of 100
  14. 130 Warden, front rowAshen Verdict, middle rowScarlet Reaver, back row Warden · Ashen Verdict · Scarlet Reaver
    Warden (archer · X06), Ashen Verdict (archer · X05) and Scarlet Reaver (footmen · X07) score 70.30 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and 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 and Scarlet Reaver 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 Scarlet Reaver swings into a line that cannot answer. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; Ashen Verdict (X05) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 70.30/100 out of 100
  15. 142 Warden, front rowEdward the Confessor, middle rowFarah, back row Warden · Edward the Confessor · Farah
    Warden (archer · X06), Edward the Confessor (archer · S01) and Farah (cavalry · X11) score 66.81 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Edward the Confessor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — King's Crossbow applies Suppress on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and 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 waits on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Farah waits on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Farah swings into a line that cannot answer. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Edward the Confessor (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. How these scores work →

    Mid progression 66.81/100 out of 100
  16. 147 Warden, front rowThe Boneless, middle rowMary Tudor, back row Warden · The Boneless · Mary Tudor
    Warden (archer · X06), The Boneless (cavalry · S00) and Mary Tudor (cavalry · S00) score 65.92 out of 100 together, and each of the three has a job.

    Warden is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 116% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. 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. Mary Tudor is the win condition, bringing 63% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger The Boneless and Mary Tudor both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger The Boneless waits on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer. What you give up: The Boneless (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 65.92/100 out of 100

See the full Mixed rankings →

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 combos can YOU play?

Select the heroes you own in the free combo generator and instantly see every Warden lineup you can field — plus the best heroes to unlock next.

Open the combo generator