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Ashoka · Warhammer · El Cid

Mixed #256
Ashoka Rise of Castles heroAshoka
Warhammer Rise of Castles heroWarhammer
El Cid Rise of Castles heroEl Cid

Warhammer — what the skills grant

Totalled from Warhammer'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
+15% hero's squad
Troop Power Recovery
-40% enemy squads
-25% friendly squads

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +100%, skill 5 — +108%.

About Warhammer

Warhammer is a Cavalry hero in Rise of Castles. On ROCMeta, Warhammer appears in 9 ranked combos spanning Cavalry and Mixed lineups. Warhammer's highest-ranked appearance is Ashoka · Warhammer · El Cid, which currently sits at Mixed #256.

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

Warhammer's strongest recorded skill hits for 108% damage.

Warhammer is most often ranked alongside El Cid, Lawman, and Lancelot — the heroes that share the most ranked combos with Warhammer. The full list of partners is further down the page.

Why Warhammer ranks where it does

Warhammer has no single standout axis; the value is in filling gaps rather than leading a lineup.

It comes at a cost to your own side, so Warhammer wants a partner that heals or absorbs to pay it back.

Pairs best with Al-Hawra, Cyrus and El Cid. Al-Hawra's Desert Phantom supplies the trigger-rate boosts; Warhammer's Reflecting Armor feeds on them. Warhammer supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.

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

Most often ranked with Warhammer

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

Proven synergies

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

Al-Hawra portrait

Al-Hawra

Not yet listed

Al-Hawra's Desert Phantom supplies the trigger-rate boosts; Warhammer's Reflecting Armor feeds on them. Warhammer supplies the combat-skill casts; Al-Hawra's Desert Phantom feeds on them. No lineup around this pair clears the era and composition gates.

Cyrus portrait

Cyrus

Not yet listed

Cyrus's Tolerance supplies the trigger-rate boosts; Warhammer's Reflecting Armor feeds on them. Warhammer supplies the combat-skill casts; Cyrus's Strategy to Victory feeds on them. No lineup around this pair clears the era and composition gates.

Roland portrait

Roland

Not yet listed

Roland's Song of Roland supplies the trigger-rate boosts; Warhammer's Reflecting Armor feeds on them. Warhammer supplies the combat-skill casts; Roland's Paladins feeds on them. No lineup around this pair clears the era and composition gates.

Thorven portrait

Thorven

Not yet listed

Thorven's Spiral Edge supplies the taunts; Warhammer's Reflecting Armor feeds on them. Warhammer supplies the combat-skill casts; Thorven's Spiral Edge feeds on them. No lineup around this pair clears the era and composition gates.

El Cid portrait

El Cid

7 shared lineups

El Cid's Song of El Cid supplies the trigger-rate boosts; Warhammer's Reflecting Armor feeds on them.

War Lord portrait

War Lord

1 shared lineup

War Lord's War God Descends supplies the trigger-rate boosts; Warhammer's Reflecting Armor feeds on them.

Best Cavalry combos with Warhammer

Warhammer appears in 8 ranked Cavalry combos.

  1. 1 Warhammer, front rowLancelot, middle rowAvalanche, back row Warhammer · Lancelot · Avalanche developer pick Mid progression Beats 5 of 8 reference lineups 68.42/100 out of 100
    Warhammer (X06), Lancelot (X20 · paid) and Avalanche (X02) score 68.42 out of 100 together, and each of the three has a job.

    Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage across its kit, and takes the front as the sturdiest of the three. Lancelot is the win condition, bringing 64% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Avalanche is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Suppress on a 40% roll, and stays in the back and still reaches the enemy back line -- protected without losing a single hit. The lineup works because Warhammer produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Lancelot swings into a line that cannot answer; Warhammer shuts off enemy recovery, so what Lancelot deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; Avalanche (X02) 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.

  2. 10 Army Breaker, front rowWarhammer, middle rowEl Cid, back row Army Breaker · Warhammer · El Cid Mid progression Beats 2 of 8 reference lineups 80.60/100 out of 100
    Army Breaker (X02), Warhammer (X06) and El Cid (X12) score 80.60 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Army Breaker’s Formation: Enigma and Warhammer’s Reflecting Armor both wait on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so El Cid swings into a line that cannot answer; Warhammer shuts off enemy recovery, so what El Cid deals stays dealt. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Army Breaker (X02). Budget note: every hero in this lineup can be completed without spending.

  3. 30 Lawman, front rowAlfred, middle rowWarhammer, back row Lawman · Alfred · Warhammer developer pick Mid progression Beats 1 of 8 reference lineups 58.33/100 out of 100
    Lawman (X03), Alfred (S01) and Warhammer (X06) score 58.33 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. Alfred is the win condition, bringing 60% of the lineup's expected damage: Lethal Blade puts 492% into all enemy squads on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Alfred shuts off enemy recovery, so what Alfred deals stays dealt. What you give up: no hero here feeds another one's trigger; Alfred (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. 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.

  4. 31 Hellfire, front rowWarhammer, middle rowEl Cid, back row Hellfire · Warhammer · El Cid Mid progression Beats 1 of 8 reference lineups 80.59/100 out of 100
    Hellfire (X09), Warhammer (X06) and El Cid (X12) score 80.59 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Warhammer’s Reflecting Armor both wait on; Warhammer shuts off enemy recovery, so what El Cid deals stays dealt; Hellfire raises El Cid’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; a mid-era lineup anchored by Hellfire (X09). Budget note: every hero in this lineup can be completed without spending.

  5. 32 Lawman, front rowWarhammer, middle rowEl Cid, back row Lawman · Warhammer · El Cid Mid progression Beats 1 of 8 reference lineups 80.06/100 out of 100
    Lawman (X03), Warhammer (X06) and El Cid (X12) score 80.06 out of 100 together, and each of the three has a job.

    Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Lawman’s High Noon and Warhammer’s Reflecting Armor both wait on; Warhammer shuts off enemy recovery, so what El Cid deals stays dealt. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Lawman (X03). Budget note: every hero in this lineup can be completed without spending.

  6. 54 John I, front rowWarhammer, middle rowEl Cid, back row John I · Warhammer · El Cid Mid progression Beats 0 of 8 reference lineups 80.13/100 out of 100
    John I (X13), Warhammer (X06) and El Cid (X12) score 80.13 out of 100 together, and each of the three has a job.

    John I is the win condition, bringing 66% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and takes the front as the one built to survive the opening exchange. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger John I’s Lord of the Sea and Warhammer’s Reflecting Armor both wait on; Warhammer shuts off enemy recovery, so what John I deals stays dealt. What you give up: a mid-era lineup anchored by John I (X13); 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.

  7. 57 War Lord, front rowWarhammer, middle rowEl Cid, back row War Lord · Warhammer · El Cid Mid progression Beats 0 of 8 reference lineups 80.08/100 out of 100
    War Lord (S03), Warhammer (X06) and El Cid (X12) score 80.08 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger El Cid’s Trial of Light and Warhammer’s Reflecting Armor both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Warhammer shuts off enemy recovery, so what El Cid deals stays dealt. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.

  8. 60 El Cid, front rowRozen Blade, middle rowWarhammer, back row El Cid · Rozen Blade · Warhammer Mid progression Beats 0 of 8 reference lineups 80.77/100 out of 100
    El Cid (X12), Rozen Blade (S03) and Warhammer (X06) score 80.77 out of 100 together, and each of the three has a job.

    El Cid is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and takes the front as the sturdiest of the three. 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Rozen Blade’s Blitz and Warhammer’s Reflecting Armor both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so El Cid swings into a line that cannot answer; Warhammer shuts off enemy recovery, so what El Cid deals stays dealt. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.

See the full Cavalry rankings →

Best Mixed combos with Warhammer

Warhammer appears in 1 ranked Mixed combo.

  1. 6 Ashoka, front rowWarhammer, middle rowEl Cid, back row Ashoka · Warhammer · El Cid Mid progression Beats 2 of 8 reference lineups 79.71/100 out of 100
    Ashoka (footmen · X14), Warhammer (cavalry · X06) and El Cid (cavalry · X12) score 79.71 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 63% 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Warhammer’s Reflecting Armor both wait on; Warhammer produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Warhammer shuts off enemy recovery, so what Ashoka deals stays dealt. What you give up: raw damage reaches only about 16% 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.

See the full Mixed rankings →

Warhammer — skills

All 8 recorded skills for Warhammer, 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

Reflecting Armor

Combat Skill · Range 5 · Cavalry

Gain +1 layer of Reflecting Armor Charge each time a friendly squad takes damage. When the armor reaches 9 layers , bestows a layer of Reflecting Shield to a random friendly squad, with a 30% chance to add another layer (the shield could inflict 100% of the next incoming Damage on the attacker itself and protect the shield holder from any Damage this time. The Layers of shield holder from any Damage this time. The layers of shields can be stacked.) After a shield is bestowed, all stacked layers of Reflecting Armor will be reset.

3

Cavalry Defensive Formation II

Leadership Skill · Hero's Squad

Cavalry in the hero's squad has 50% more Resistance.

4

Cavalry Offensive Formation II

Leadership Skill · Hero's Squad

Cavalry in the hero's squad has 50% more Might.

5

Earth-shattering Slam

Combat Skill · 3 random enemy squads within effective range · Range 5 · Cavalry

100% chance to deal 108% damage to all enemy squads, but all friendly squads will receive 20% of the damage dealt to the enemy squads (this damage provides charges for the Reflecting Armor).

6

Cavalry Awakened

Leadership Skill · Hero's Squad

Hero's squad gains 15% Cavalry Might and Resistance, 15% increased cavalry damage, 250% increased effect for the skill "Dictator".

7

Discipline - Cavalry

Leadership Skill · Hero's Legion

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

8

Thunderclap

Pre-Battle Skill · Range 5 · Cavalry

Reduce Troop Recovery for both enemy and friendly squads by -25% . Then starting on turn 4, reduce Troop Recovery Effect for all enemy squads by -15% per turn. This effect stacks and lasts until the end of combat.

Which Warhammer lineups can you field?

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

Open the Combo Generator