Wind Walker — what the skills grant
Totalled from Wind Walker'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 5 — +331%, skill 5 — +331%, skill 8 — +150%.
About Wind Walker
Wind Walker is a Cavalry hero in Rise of Castles. On ROCMeta, Wind Walker appears in 6 ranked combos in Cavalry lineups. Wind Walker's highest-ranked appearance is Wind Walker · Saladin · John I, which currently sits at Cavalry #99.
Across Wind Walker's skills, the hero's own squad gains +20% Troop Power Recovery, +170% Resistance, +70% Might, and +20 Combat Speed. The wider legion gains +40% Might.
Wind Walker's strongest recorded skill hits for 331% damage.
Wind Walker is most often ranked alongside John I, Alfred, and Saladin — the heroes that share the most ranked combos with Wind Walker. The full list of partners is further down the page.
Why Wind Walker ranks where it does
Wind Walker 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 Wind Walker wants a partner that heals or absorbs to pay it back.
Pairs best with Al-Hawra, Cyrus and Lilith. Al-Hawra feeds Wind Walker; Wind Walker feeds Al-Hawra
Read from Wind Walker's eight skills and compared against every other published hero — not an editorial opinion.
Heroes that pair well with Wind Walker
The heroes most often ranked alongside Wind Walker.
Best Cavalry combos with Wind Walker
Wind Walker appears in 6 ranked Cavalry combos.
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B Wind Walker · Saladin · John I Current meta 64.52/100 out of 100Wind Walker (X01), Saladin (SP · paid) and John I (X13) score 64.52 out of 100 together, and each of the three has a job.
Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 68% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Wind Walker and John I both wait on; Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; Wind Walker (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 112
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B Wind Walker · Cyrus · John I Current meta 62.60/100 out of 100Wind Walker (X01), Cyrus (SP · paid) and John I (X13) score 62.60 out of 100 together, and each of the three has a job.
Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 69% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Wind Walker and John I both wait on; Wind Walker produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Wind Walker (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →
- 125
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B Lawman · Wind Walker · Thorvi Current meta 55.29/100 out of 100Lawman (X03), Wind Walker (X01) and Thorvi (X29) score 55.29 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. Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 85% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. 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 →
- 126
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B Wind Walker · Louis IX · John I Current meta 52.87/100 out of 100Wind Walker (X01), Louis IX (X19) and John I (X13) score 52.87 out of 100 together, and each of the three has a job.
Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Louis IX adds a second source of control, so the lock rarely has an off round: Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 62% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer; Louis IX raises John I’s output directly rather than adding a number of its own. 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 →
- 180
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B Wind Walker · Alfred · John I Mid progression 50.66/100 out of 100Wind Walker (X01), Alfred (S01) and John I (X13) score 50.66 out of 100 together, and each of the three has a job.
Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Alfred brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads on a 30% roll, and sits in the middle, where the support reaches both the front and the back. John I is the win condition, bringing 68% of the lineup's expected damage: Lord of the Sea puts 421% into 2 enemy squads on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so John I swings into a line that cannot answer; Alfred 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 →
- 182
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B Wind Walker · Alfred · Jane Mid progression 40.80/100 out of 100Wind Walker (X01), Alfred (S01) and Jane (S03) score 40.80 out of 100 together, and each of the three has a job.
Wind Walker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Kick their !@$%! applies Taunt for 2 rounds on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Alfred brings a second damage line worth 34% of the expected output, so no single silence stops the plan: Lethal Blade puts 492% into all enemy squads on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 43% of the lineup's expected damage: Light's Judgement puts 334.5% into all enemy squads on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Wind Walker’s Kick their !@$%! applies Taunt and takes a squad out of the fight for 2 rounds, so Jane swings into a line that cannot answer; Alfred shuts off enemy recovery, so what Jane 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. 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 →
Wind Walker — skills
All 8 recorded skills for Wind Walker, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Quick Take
Whenever the squad takes basic attacks, the First-Aid status will be entered, recover troops each turn (20% recovery rate), Lasts 2 turns, the first-aid status can stack 8 times.
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 Come get me!
60% chance to deal 331% damage to 2 enemy squads within range, and deal 331% damage to self squad.
6 Cavalry Awakened
Hero's squad gains 20% Cavalry Might and Resistance, and 20 Cavalry Combat Speed. 250% bonus to the skill "Dictator".
7 Discipline - Cavalry
Cavalry's Might in the hero's legion is increased by 40%.
8 Kick their !@$%!
50% chance to taunt 2 random enemy squads within range, lasting 2 turns, and make the squad enter counter-attack status, and return 150% damage when basic attacked, increase 100% resistance, lasts 2 turns.
Which Wind Walker combos can YOU play?
Select the heroes you own in the free combo generator and instantly see every Wind Walker lineup you can field — plus the best heroes to unlock next.
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