Best comboTop ranked

Henry V · Witch Hunter · Frederick I

Archer #94
Henry V Rise of Castles heroHenry V
Witch Hunter Rise of Castles heroWitch Hunter
Frederick I Rise of Castles heroFrederick I

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.

Damage Taken
+35% enemy squads
Resistance
+50% hero's squad
Might
+65% hero's squad
+40% hero's legion
Damage
-75% enemy squads
+15% hero's squad
Combat Speed
+20 hero's squad

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 10 ranked combos spanning Archer and Mixed lineups. Witch Hunter's highest-ranked appearance is Henry V · Witch Hunter · Frederick I, which currently sits at Archer #94.

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 Isabella I, Sky Breaker, and Frederick I — 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 Frederick I. Al-Hawra feeds Witch Hunter; Witch Hunter feeds Al-Hawra

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

Heroes that pair well with Witch Hunter

The heroes most often ranked alongside Witch Hunter.

Best Archer combos with Witch Hunter

Witch Hunter appears in 9 ranked Archer combos.

  1. 94 Henry V, front rowWitch Hunter, middle rowFrederick I, back row Henry V · Witch Hunter · Frederick I
    Henry V (X17), Witch Hunter (S02) and Frederick I (X16) score 69.76 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 67% 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; raw damage reaches only about 36% of the hardest-hitting trio in the roster. 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 →

    Current meta 69.76/100 out of 100
  2. 121 Sky Breaker, front rowWitch Hunter, middle rowFrederick I, back row Sky Breaker · Witch Hunter · Frederick I
    Sky Breaker (S03), Witch Hunter (S02) and Frederick I (X16) score 63.57 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 71% 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: Witch Hunter (S02) is the era weak point -- the enemy will aim at the oldest squad; 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 →

    Current meta 63.57/100 out of 100
  3. 160 Isabella I, front rowWitch Hunter, middle rowEselfred, back row Isabella I · Witch Hunter · Eselfred
    Isabella I (S01), Witch Hunter (S02) and Eselfred (X14) score 63.92 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. 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 65% 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 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 Eselfred 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 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 →

    Mid progression 63.92/100 out of 100
  4. 164 Hector, front rowInquisitor, middle rowWitch Hunter, back row Hector · Inquisitor · Witch Hunter
    Hector (X15 · paid), Inquisitor (S02) and Witch Hunter (S02) score 62.57 out of 100 together, and each of the three has a job.

    Hector is the saboteur, stripping the enemy's stats before the blows land: strips 100% of enemy Might, Resistance and damage in total, 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 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 Hector swings into a line that cannot answer. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Mid progression 62.57/100 out of 100
  5. 188 Isabella I, front rowAl Faith, middle rowWitch Hunter, back row Isabella I · Al Faith · Witch Hunter
    Isabella I (S01), Al Faith (S01) and Witch Hunter (S02) score 57.75 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; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Witch Hunter swings into a line that cannot answer; Al Faith raises Witch Hunter’s output directly rather than adding a number of its own. 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 8% 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 57.75/100 out of 100
  6. 197 Isabella I, front rowWitch Hunter, middle rowJade Eagle, back row Isabella I · Witch Hunter · Jade Eagle
    Isabella I (S01), Witch Hunter (S02) and Jade Eagle (S04) score 54.78 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. 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. Jade Eagle adds a second source of control, so the lock rarely has an off round: Rapid Throw applies Silence 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 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 Jade Eagle swings into a line that cannot answer; Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt. What you give up: Isabella I (S01) is the era weak point -- the enemy will aim at the oldest squad; 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 →

    Starter 54.78/100 out of 100
  7. 204 Isabella I, front rowWitch Hunter, middle rowWilliam Wallace, back row Isabella I · Witch Hunter · William Wallace
    Isabella I (S01), Witch Hunter (S02) and William Wallace (S00) score 53.14 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. 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. William Wallace is the win condition, bringing 40% of the lineup's expected damage: Eye of the Storm puts 667% 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 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 William Wallace 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 14% 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 53.14/100 out of 100
  8. 209 Isabella I, front rowSky Breaker, middle rowWitch Hunter, back row Isabella I · Sky Breaker · Witch Hunter
    Isabella I (S01), Sky Breaker (S03) and Witch Hunter (S02) score 51.61 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. 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 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 Witch Hunter 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; 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. How these scores work →

    Starter 51.61/100 out of 100
  9. 218 Sky Breaker, front rowInquisitor, middle rowWitch Hunter, back row Sky Breaker · Inquisitor · Witch Hunter
    Sky Breaker (S03), Inquisitor (S02) and Witch Hunter (S02) score 47.26 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; Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Witch Hunter swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one 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. How these scores work →

    Starter 47.26/100 out of 100

See the full Archer rankings →

Best Mixed combos with Witch Hunter

Witch Hunter appears in 1 ranked Mixed combo.

  1. 189 Isabella I, front rowWitch Hunter, middle rowLionheart, back row Isabella I · Witch Hunter · Lionheart
    Isabella I (archer · S01), Witch Hunter (archer · S02) and Lionheart (cavalry · S01) score 56.73 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. 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. Lionheart is the win condition, bringing 59% 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 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 Lionheart 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; 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 →

    Starter 56.73/100 out of 100

See the full Mixed rankings →

Witch Hunter — skills

All 8 recorded skills for Witch Hunter, 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

Purifying Flame

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

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

Leadership Skill · Hero's Squad

Archers in the hero's squad have 50% more Resistance.

4

Archer Offensive Formation II

Leadership Skill · Hero's Squad

Archers in the hero's squad have 50% more Might.

5

Terrifying Presence

Pre-Battle Skill · 2 random enemy squads within effective range · Range 5 · Archer

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

Leadership Skill · Hero's Squad

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

Leadership Skill · Hero's Legion

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

8

Heaven's Smite

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

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 combos can YOU play?

Select the heroes you own in the free combo generator and instantly see every Witch Hunter lineup you can field — plus the best heroes to unlock next.

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