Best comboTop ranked

War Lord · William the Conqueror · Avalanche

Mixed #139
War Lord Rise of Castles heroWar Lord
William the Conqueror Rise of Castles heroWilliam the Conqueror
Avalanche Rise of Castles heroAvalanche

William the Conqueror — what the skills grant

Totalled from William the Conqueror'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
+50% hero's squad
Might
+50% hero's squad
+35% hero's legion
Damage
+40% hero's squad
Damage Taken
+18% enemy squads

Skill damage. Damage these skills deal when they land — listed, not totalled, because each is a separate hit: skill 2 — +641%, skill 5 — +136%, skill 8 — +394%.

About William the Conqueror

William the Conqueror is an Archer hero in Rise of Castles. On ROCMeta, William the Conqueror appears in 8 ranked combos spanning Archer and Mixed lineups. William the Conqueror's highest-ranked appearance is War Lord · William the Conqueror · Avalanche, which currently sits at Mixed #139.

Across William the Conqueror's skills, the hero's own squad gains +50% Resistance, +50% Might, and +40% Damage. The wider legion gains +35% Might.

William the Conqueror's strongest recorded skill hits for 641% damage.

William the Conqueror is most often ranked alongside War Lord, Edward the Confessor, and Isabella I — the heroes that share the most ranked combos with William the Conqueror. The full list of partners is further down the page.

Why William the Conqueror ranks where it does

William the Conqueror is built around burst damage — stronger there than 86% of the roster.

Pairs best with Al-Hawra, Cyrus and Jeanne d'Arc. Al-Hawra feeds William the Conqueror; William the Conqueror feeds Al-Hawra

Adds little alongside Alfred, Arslan and Attila. both are carrys — the second adds little the first does not

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

Heroes that pair well with William the Conqueror

The heroes most often ranked alongside William the Conqueror.

Best Archer combos with William the Conqueror

William the Conqueror appears in 5 ranked Archer combos.

  1. 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
  2. 189 Isabella I, front rowInquisitor, middle rowWilliam the Conqueror, back row Isabella I · Inquisitor · William the Conqueror
    Isabella I (S01), Inquisitor (S02) and William the Conqueror (S00) score 57.63 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. Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. William the Conqueror is the win condition, bringing 41% 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 Inquisitor’s Atonement produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm produces burns, the exact trigger Inquisitor’s Atonement waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 13% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 57.63/100 out of 100
  3. 193 Immortal Guardian, front rowYukimura Sanada, middle rowWilliam the Conqueror, back row Immortal Guardian · Yukimura Sanada · William the Conqueror
    Immortal Guardian (S04), Yukimura Sanada (S00) and William the Conqueror (S00) score 55.67 out of 100 together, and each of the three has a job.

    Immortal Guardian 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 on purpose: this kit feeds on being attacked, and the front is where the attacks are. Yukimura Sanada is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Scarlet Armor applies Silence on a 25% roll, and sits in the middle, the deepest row those range-2 skills still fire from. William the Conqueror is the win condition, bringing 60% 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 Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Yukimura Sanada (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 55.67/100 out of 100
  4. 206 Leonidas, front rowEdward the Confessor, middle rowWilliam the Conqueror, back row Leonidas · Edward the Confessor · William the Conqueror
    Leonidas (S00), Edward the Confessor (S01) and William the Conqueror (S00) score 52.98 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Edward the Confessor adds a second source of control, so the lock rarely has an off round: 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 60% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer; Edward the Confessor raises William the Conqueror’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. 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 →

    Starter 52.98/100 out of 100
  5. 211 Leonidas, front rowHeroine of Courage, middle rowWilliam the Conqueror, back row Leonidas · Heroine of Courage · William the Conqueror
    Leonidas (S00), Heroine of Courage (S00) and William the Conqueror (S00) score 49.75 out of 100 together, and each of the three has a job.

    Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and takes the front, able to both absorb the opening rounds and heal through them. Heroine of Courage is the multiplier, raising what the other two put out rather than adding a number of its own: carries 29% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. William the Conqueror is the win condition, bringing 47% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer; Heroine of Courage raises William the Conqueror’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 49.75/100 out of 100

See the full Archer rankings →

Best Mixed combos with William the Conqueror

William the Conqueror appears in 3 ranked Mixed combos.

  1. 139 War Lord, front rowWilliam the Conqueror, middle rowAvalanche, back row War Lord · William the Conqueror · Avalanche
    War Lord (cavalry · S03), William the Conqueror (archer · S00) and Avalanche (cavalry · X02) score 67.41 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. William the Conqueror brings a second damage line worth 37% of the expected output, so no single silence stops the plan: One Arrow One Kill puts 641% into one enemy squad on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Avalanche is the win condition, bringing 63% of the lineup's expected damage: Hack and Slash puts 595% into one enemy squad 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 War Lord’s War God Descends produces prep-skips, the exact trigger William the Conqueror and Avalanche both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger William the Conqueror and Avalanche both wait on; War Lord raises Avalanche’s output directly rather than adding a number of its own. What you give up: William the Conqueror (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 11% 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 67.41/100 out of 100
  2. 171 War Lord, front rowIsabella I, middle rowWilliam the Conqueror, back row War Lord · Isabella I · William the Conqueror
    War Lord (cavalry · S03), Isabella I (cavalry · S01) and William the Conqueror (archer · S00) score 67.52 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. Isabella I is the lifeline: that healing decides whether this lineup is still standing in round five — carries 258% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. William the Conqueror is the win condition, bringing 61% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I and William the Conqueror both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger William the Conqueror waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 67.52/100 out of 100
  3. 178 War Lord, front rowThe Boneless, middle rowWilliam the Conqueror, back row War Lord · The Boneless · William the Conqueror
    War Lord (cavalry · S03), The Boneless (cavalry · S00) and William the Conqueror (archer · S00) score 66.38 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. The Boneless is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Hack and Slash applies Disarm on a 50% roll, and sits in the middle, where the support reaches both the front and the back. William the Conqueror is the win condition, bringing 66% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger The Boneless and William the Conqueror both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger William the Conqueror waits on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so William the Conqueror swings into a line that cannot answer. 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 6% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Starter 66.38/100 out of 100

See the full Mixed rankings →

William the Conqueror — skills

All 8 recorded skills for William the Conqueror, 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

One Arrow One Kill

Combat Skill · 1 random enemy squad within effective range · Range 5 · Archer

1 turn prep. 50% chance to deal 641% damage to the enemy squad with the lowest power within range.

3

Archer Defensive Formation II

Leadership Skill · Hero's Squad

Archers in the hero's squad have 35% more Resistance.

4

Archer Offensive Formation II

Leadership Skill · Hero's Squad

Archers in the hero's squad have 35% more Might.

5

Gold Armor

Combat Skill · 2 random enemy squads within effective range · Range 4

50% chance to deal 136% damage to 2 random enemy squads within range, 30% bonus damage to own squad, lasting 2 turns.

6

Archer Awakened

Leadership Skill · Hero's Squad

Archers in Hero's squad has +15% Might and Resistance, and +10% Damage. 250% bonus to the skill "Dictator".

7

Discipline - Archers

Leadership Skill · Hero's Legion

Archer's Might in the hero's legion is increased by 35%.

8

Throne and Power

Combat Skill · 1 random enemy squad within effective range · Range 5

40% chance to deal 394% damage to the enemy squad with the least unit count within range, making them take +18% more damage, lasting 2 turns.

Which William the Conqueror combos can YOU play?

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