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.
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 16 ranked combos spanning Cavalry and Mixed lineups. Warhammer's highest-ranked appearance is John I · Warhammer · Saladin, which currently sits at Cavalry #61.
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 John I, Pompey, and Attila — 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 Saladin. Al-Hawra feeds Warhammer; Warhammer feeds Al-Hawra
Read from Warhammer's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Warhammer
The heroes most often ranked alongside Warhammer.
Best Cavalry combos with Warhammer
Warhammer appears in 14 ranked Cavalry combos.
- 61
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B John I · Warhammer · Saladin Current meta 72.17/100 out of 100John I (X13), Warhammer (X06) and Saladin (SP · paid) score 72.17 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 69% 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 in total, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger John I and Warhammer both wait on; Warhammer shuts off enemy recovery, so what John I deals stays dealt. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; Warhammer (X06) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 75
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B Cyrus · Warhammer · John I Current meta 69.96/100 out of 100Cyrus (SP · paid), Warhammer (X06) and John I (X13) score 69.96 out of 100 together, and each of the three has a job.
Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, 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 in total, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 70% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Warhammer and John I both wait on; Warhammer produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what John I deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 26% of the hardest-hitting trio in the roster. How these scores work →
- 82
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B Don Quixote · Pompey · Warhammer Current meta 68.41/100 out of 100Don Quixote (X22), Pompey (X16) and Warhammer (X06) score 68.41 out of 100 together, and each of the three has a job.
Don Quixote is the win condition, bringing 70% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction across its kit, 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 in total, 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 Don Quixote produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Warhammer shuts off enemy recovery, so what Don Quixote deals stays dealt; Pompey raises Don Quixote’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 28% 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 →
- 91
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B Pompey · Warhammer · Sundiata Current meta 66.13/100 out of 100Pompey (X16), Warhammer (X06) and Sundiata (X15) score 66.13 out of 100 together, and each of the three has a job.
Pompey is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 132% of damage reduction 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 in total, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 61% 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 Sundiata produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Warhammer shuts off enemy recovery, so what Sundiata deals stays dealt; Pompey raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; Warhammer (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 →
- 95
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B John I · Warhammer · Zhao Yun Current meta 65.50/100 out of 100John I (X13), Warhammer (X06) and Zhao Yun (X26) score 65.50 out of 100 together, and each of the three has a job.
John I brings a second damage line worth 27% of the expected output, so no single silence stops the plan: 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 in total, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 68% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all 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 Warhammer shuts off enemy recovery, so what Zhao Yun deals stays dealt. What you give up: no hero here feeds another one's trigger; 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 →
- 102
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B Attila · Warhammer · Avalanche Current meta 63.91/100 out of 100Attila (X27 · paid), Warhammer (X06) and Avalanche (X02) score 63.91 out of 100 together, and each of the three has a job.
Attila is the win condition, bringing 66% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 in total, 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 Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Attila swings into a line that cannot answer; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: no hero here feeds another one's trigger; Avalanche (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 109
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B Lawman · Warhammer · Thorvi Current meta 63.00/100 out of 100Lawman (X03), Warhammer (X06) and Thorvi (X29) score 63.00 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 in total, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 86% 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 Warhammer shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 24% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 117
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B Army Breaker · Percival · Warhammer Current meta 60.42/100 out of 100Army Breaker (X02), Percival (X25) and Warhammer (X06) score 60.42 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. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Percival swings into a line that cannot answer; Percival shuts off enemy recovery, so what Percival deals stays dealt; Army Breaker raises Percival’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; 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 →
- 119
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B John I · Percival · Warhammer Current meta 60.07/100 out of 100John I (X13), Percival (X25) and Warhammer (X06) score 60.07 out of 100 together, and each of the three has a job.
John I is the win condition, bringing 60% 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. Percival is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so John I swings into a line that cannot answer; Percival shuts off enemy recovery, so what John I deals stays dealt. What you give up: no hero here feeds another one's trigger; 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 →
- 123
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B Lancelot · Warhammer · Avalanche Current meta 58.23/100 out of 100Lancelot (X20 · paid), Warhammer (X06) and Avalanche (X02) score 58.23 out of 100 together, and each of the three has a job.
Lancelot is the win condition, bringing 55% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% 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 in total, 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; Lancelot 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; raw damage reaches only about 22% of the hardest-hitting trio in the roster. 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 →
- 133
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B War Lord · Warhammer · El Cid Mid progression 70.73/100 out of 100War Lord (S03), Warhammer (X06) and El Cid (X12) score 70.73 out of 100 together, and each of the three has a job.
War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. El Cid is the win condition, bringing 66% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Warhammer and El Cid both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger El Cid waits on; Warhammer shuts off enemy recovery, so what El Cid deals stays dealt. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; War Lord (S03) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 140
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B War Lord · Warhammer · Mary Tudor Mid progression 69.52/100 out of 100War Lord (S03), Warhammer (X06) and Mary Tudor (S00) score 69.52 out of 100 together, and each of the three has a job.
War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Mary Tudor is the win condition, bringing 66% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Warhammer and Mary Tudor both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; Warhammer shuts off enemy recovery, so what Mary Tudor deals stays dealt. What you give up: Mary Tudor (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 9% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
- 176
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B Isabella I · Warhammer · Lionheart Mid progression 56.41/100 out of 100Isabella I (S01), Warhammer (X06) and Lionheart (S01) score 56.41 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 61% of the lineup's expected damage: Lionheart's Charge puts 343% into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Warhammer shuts off enemy recovery, so what Lionheart deals stays dealt. What you give up: no hero here feeds another one's trigger; Isabella I (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 →
- 181
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B Lawman · Warhammer · Alfred Mid progression 49.68/100 out of 100Lawman (X03), Warhammer (X06) and Alfred (S01) score 49.68 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 in total, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warhammer 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. How these scores work →
Best Mixed combos with Warhammer
Warhammer appears in 2 ranked Mixed combos.
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B Attila · Al-Hawra · Warhammer Current meta 69.98/100 out of 100Attila (cavalry · X27 · paid), Al-Hawra (archer · X01 · paid) and Warhammer (cavalry · X06) score 69.98 out of 100 together, and each of the three has a job.
Attila is the win condition, bringing 82% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, 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 in total, 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Attila and Warhammer both wait on; Attila produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 23% of the hardest-hitting trio in the roster. How these scores work →
- 137
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B Hector · Al-Hawra · Warhammer Mid progression 67.61/100 out of 100Hector (archer · X15 · paid), Al-Hawra (archer · X01 · paid) and Warhammer (cavalry · X06) score 67.61 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. Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, 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 in total, 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Hector and Warhammer both wait on; Hector produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Warhammer shuts off enemy recovery, so what Hector deals stays dealt. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
Warhammer — skills
All 8 recorded skills for Warhammer, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Reflecting Armor
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
Cavalry in the hero's squad has 50% more Resistance.
4 Cavalry Offensive Formation II
Cavalry in the hero's squad has 50% more Might.
5 Earth-shattering Slam
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
Hero's squad gains 15% Cavalry Might and Resistance, 15% increased cavalry damage, 250% increased effect for the skill "Dictator".
7 Discipline - Cavalry
Cavalry's Might in the hero's legion is increased by 40%.
8 Thunderclap
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 combos can YOU play?
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