Witch Hunter — what the skills grant
Totalled from Witch Hunter'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 — +237%, skill 8 — +135%, skill 8 — +142%.
About Witch Hunter
Witch Hunter is an Archer hero in Rise of Castles. On ROCMeta, Witch Hunter appears in 15 ranked combos spanning Archer and Mixed lineups. Witch Hunter's highest-ranked appearance is Sky Breaker · Witch Hunter · Frederick I, which currently sits at Archer #257.
Across Witch Hunter's skills, the hero's own squad gains +50% Resistance, +65% Might, +15% Damage, and +20 Combat Speed. The wider legion gains +40% Might.
Witch Hunter's strongest recorded skill hits for 237% damage.
Witch Hunter is most often ranked alongside Warden, Isabella I, and Sky Breaker — the heroes that share the most ranked combos with Witch Hunter. The full list of partners is further down the page.
Why Witch Hunter ranks where it does
Witch Hunter is built around enemy debuffs — stronger there than 88% of the roster.
Pairs best with Al-Hawra, Cyrus and El Cid. Al-Hawra's Desert Phantom supplies the trigger-rate boosts; Witch Hunter's Purifying Flame feeds on them. Witch Hunter 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 Witch Hunter's eight skills and compared against every other published hero — not an editorial opinion.
Most often ranked with Witch Hunter
Counted from the published lists: the partners who appear beside Witch Hunter in the most ranked lineups.
Proven synergies
A different question from the grid above: not who Witch Hunter is listed with, but whose kit the skill text says Witch Hunter 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.
Frederick I
2 shared lineupsWitch Hunter supplies the combat-skill casts; Frederick I's Frenzy War feeds on them. Witch Hunter's Purifying Flame supplies the burns; Frederick I's Frenzy War feeds on them.
Al-Hawra
Not yet listedAl-Hawra's Desert Phantom supplies the trigger-rate boosts; Witch Hunter's Purifying Flame feeds on them. Witch Hunter 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
Not yet listedCyrus's Tolerance supplies the trigger-rate boosts; Witch Hunter's Purifying Flame feeds on them. Witch Hunter 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
Not yet listedRoland's Song of Roland supplies the trigger-rate boosts; Witch Hunter's Purifying Flame feeds on them. Witch Hunter supplies the combat-skill casts; Roland's Paladins feeds on them. No lineup around this pair clears the era and composition gates.
Warden
6 shared lineupsWarden's Aspect of the Eagle supplies the trigger-rate boosts; Witch Hunter's Purifying Flame feeds on them.
Isabella I
4 shared lineupsWitch Hunter's Purifying Flame supplies the burns; Isabella I's Everlasting Flame feeds on them.
Best Archer combos with Witch Hunter
Witch Hunter appears in 14 ranked Archer combos.
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B Sky Breaker · Witch Hunter · Frederick I developer pick Mid progression Beats 4 of 8 reference lineups 72.33/100 out of 100 Sky Breaker (S03), Witch Hunter (S02) and Frederick I (X16) score 72.33 out of 100 together, and each of the three has a job.
Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and takes the front as the sturdiest of the three. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 61% 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 Witch Hunter’s Purifying Flame produces burns, the exact trigger Frederick I’s Frenzy War waits on; Sky Breaker produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Frederick I swings into a line that cannot answer. What you give up: Sky Breaker (S03) is the era weak point -- the enemy will aim at the oldest squad; Sky Breaker both holds the front and heals it. 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.
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B Henry V · Witch Hunter · Frederick I developer pick Mid progression Beats 2 of 8 reference lineups 73.44/100 out of 100 Henry V (X17), Witch Hunter (S02) and Frederick I (X16) score 73.44 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. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 51% 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 Henry V’s Wildfire of Wales produces burns, the exact trigger Frederick I’s Frenzy War waits on; Henry V produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Frederick I swings into a line that cannot answer. What you give up: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; no one hero clearly carries, so the damage is easier to interrupt. 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.
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B Warden · Witch Hunter · Eselfred Mid progression Beats 0 of 8 reference lineups 83.51/100 out of 100 Warden (X06), Witch Hunter (S02) and Eselfred (X14) score 83.51 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% 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 Eselfred’s Thunder and Heavy Arrows and Witch Hunter’s Purifying Flame both wait on; Witch Hunter’s Terrifying Presence applies Silence 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: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 21% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Warden · Witch Hunter · Lilith Mid progression Beats 0 of 8 reference lineups 81.88/100 out of 100 Warden (X06), Witch Hunter (S02) and Lilith (X09) score 81.88 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Lilith adds a second source of control, so the lock rarely has an off round: 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 Lilith’s Poison Needle and Witch Hunter’s Purifying Flame both wait on; Witch Hunter produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: Witch Hunter (S02) 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.
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B Warden · Witch Hunter · Tarantula Mid progression Beats 0 of 8 reference lineups 80.70/100 out of 100 Warden (X06), Witch Hunter (S02) and Tarantula (X02) score 80.70 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 60% of the lineup's expected damage: Plundering Charge puts 641% into 2 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Tarantula’s Plundering Charge and Witch Hunter’s Purifying Flame both wait on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Tarantula swings into a line that cannot answer; Warden raises Tarantula’s output directly rather than adding a number of its own. What you give up: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Warden · Witch Hunter · Darius Mid progression Beats 0 of 8 reference lineups 80.53/100 out of 100 Warden (X06), Witch Hunter (S02) and Darius (X13) score 80.53 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 61% of the lineup's expected damage: Disdain puts 332% into 2 enemy squads on a 40% 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 Darius’s Disdain and Witch Hunter’s Purifying Flame both wait on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Darius swings into a line that cannot answer; Warden raises Darius’s output directly rather than adding a number of its own. What you give up: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 16% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Hellfire · Warden · Witch Hunter Mid progression Beats 0 of 8 reference lineups 80.48/100 out of 100 Hellfire (X09), Warden (X06) and Witch Hunter (S02) score 80.48 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 second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% 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’s Heroic Inspiration and Witch Hunter’s Purifying Flame both wait on; Hellfire raises Witch Hunter’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; Witch Hunter (S02) 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.
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B Warden · Poison Master · Witch Hunter Mid progression Beats 0 of 8 reference lineups 80.17/100 out of 100 Warden (X06), Poison Master (X10) and Witch Hunter (S02) score 80.17 out of 100 together, and each of the three has a job.
Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification 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. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% 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’s Deadly Virus and Witch Hunter’s Purifying Flame both wait on; Witch Hunter 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 Witch Hunter swings into a line that cannot answer. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Witch Hunter (S02) 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.
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B Sky Breaker · Inquisitor · Witch Hunter developer pick Starter Beats 5 of 8 reference lineups 58.01/100 out of 100 Sky Breaker (S03), Inquisitor (S02) and Witch Hunter (S02) score 58.01 out of 100 together, and each of the three has a job.
Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and takes the front as the sturdiest of the three. Inquisitor adds a second source of control, so the lock rarely has an off round: Judgement of Justice applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% 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 Witch Hunter’s Purifying Flame produces burns, the exact trigger Inquisitor’s Atonement waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; the trigger chain is thin — the three lean on one link rather than several. 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.
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B Sky Breaker · Isabella I · Witch Hunter developer pick Starter Beats 1 of 8 reference lineups 62.03/100 out of 100 Sky Breaker (S03), Isabella I (S01) and Witch Hunter (S02) score 62.03 out of 100 together, and each of the three has a job.
Sky Breaker is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul of the Mountain applies Disarm, and takes the front as the sturdiest of the three. 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. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% 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 Witch Hunter’s Purifying Flame produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; the trigger chain is thin — the three lean on one link rather than several. 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.
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B Isabella I · Inquisitor · Witch Hunter Starter Beats 0 of 8 reference lineups 67.81/100 out of 100 Isabella I (S01), Inquisitor (S02) and Witch Hunter (S02) score 67.81 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. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% 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 Inquisitor’s Atonement produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Witch Hunter’s Purifying Flame produces burns, the exact trigger Inquisitor’s Atonement waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: no one hero clearly carries, so the damage is easier to interrupt; Witch Hunter (S02) 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.
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B Immortal Guardian · Leonidas · Witch Hunter Starter Beats 0 of 8 reference lineups 67.73/100 out of 100 Immortal Guardian (S04), Leonidas (S00) and Witch Hunter (S02) score 67.73 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. 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 sits in the middle, where the support reaches both the front and the back. Witch Hunter adds a second source of control, so the lock rarely has an off round: Terrifying Presence applies Silence on a 90% 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 Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Witch Hunter swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; 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.
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B Immortal Guardian · Isabella I · Witch Hunter Starter Beats 0 of 8 reference lineups 67.31/100 out of 100 Immortal Guardian (S04), Isabella I (S01) and Witch Hunter (S02) score 67.31 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. 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. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% 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 Witch Hunter’s Purifying Flame produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Isabella I swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; Witch Hunter (S02) 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.
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B Isabella I · Al Faith · Witch Hunter Starter Beats 0 of 8 reference lineups 67.02/100 out of 100 Isabella I (S01), Al Faith (S01) and Witch Hunter (S02) score 67.02 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. Al Faith is the multiplier, raising what the other two put out rather than adding a number of its own: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% 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 Witch Hunter’s Purifying Flame produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; Al Faith raises Isabella I’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; Witch Hunter (S02) 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.
Best Mixed combos with Witch Hunter
Witch Hunter appears in 1 ranked Mixed combo.
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B War Lord · Witch Hunter · Mary Tudor Starter Beats 0 of 8 reference lineups 73.33/100 out of 100 War Lord (cavalry · S03), Witch Hunter (archer · S02) and Mary Tudor (cavalry · S00) score 73.33 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. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Mary Tudor is the win condition, bringing 70% 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 prep-skips, the exact trigger Mary Tudor waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Mary Tudor’s Reign of Sorrow and Witch Hunter’s Purifying Flame both wait on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer. 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 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
Witch Hunter — skills
All 8 recorded skills for Witch Hunter, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Purifying Flame
30% chance to deal 237% damage to all enemy squads within the valid range and inflict the flammable status on them, increasing the burning damage they take by 35%, lasting 2 round(s).
3 Archer Defensive Formation II
Archers in the hero's squad have 50% more Resistance.
4 Archer Offensive Formation II
Archers in the hero's squad have 50% more Might.
5 Terrifying Presence
For the firs three rounds, 2 random enemy squads' combat skill damage -75%, with 90% chance to silence them, stopping them from casting combat skills in the first round.
6 Archer Awakened
The hero's squad gains +15% Archer's Might, 15% Archer's Damage, 20 Archer's Combat Speed and 250% bonus to the skill "Dictator".
7 Discipline - Archer
Archer's Might in the hero's legion is increased by 40%.
8 Heaven's Smite
40% chance to attack all squad for 135% damage within the range and give the fire attack status to the squad, receive 142% damage, last for 2 turn.
Which Witch Hunter lineups can you field?
Select the heroes you own and the generator returns every ranked Witch Hunter 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


