The current top combos in every category
Tap ⇗ on any row to copy a link that opens that lineup in the generator.
Cavalry — top 5
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B Cyrus · Saladin · Zhao Yun Current meta Beats 29 of 29 in battle 89.75/100 out of 100 Cyrus (SP · paid), Saladin (SP · paid) and Zhao Yun (X26) score 89.75 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 84% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Cyrus waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command waits on. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.
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B Roland · Percival · Attila Current meta Beats 27 of 29 in battle 88.48/100 out of 100 Roland (X18), Percival (X25) and Attila (X27 · paid) score 88.48 out of 100 together, and each of the three has a job.
Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% 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. Attila is the win condition, bringing 68% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on; Roland’s Paladins produces prep-skips, the exact trigger Attila waits on; Percival produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.
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B Roland · Cyrus · Oliver Current meta Beats 24 of 29 in battle 89.27/100 out of 100 Roland (X18), Cyrus (SP · paid) and Oliver (X24) score 89.27 out of 100 together, and each of the three has a job.
Roland is the multiplier, raising what the other two put out rather than adding a number of its own: carries 42% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Cyrus is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, 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 Roland’s Song of Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror and Oliver’s Paladin's Resilience both wait on; Cyrus produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 32% of the hardest-hitting trio in the roster.
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B Thorven · Roland · Thorvi Current meta Beats 24 of 29 in battle 90.48/100 out of 100 Thorven (X29), Roland (X18) and Thorvi (X29) score 90.48 out of 100 together, and each of the three has a job.
Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Roland is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 42% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 100% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% 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 Thorven · Oliver · Cyrus Current meta Beats 23 of 29 in battle 89.47/100 out of 100 Thorven (X29), Oliver (X24) and Cyrus (SP · paid) score 89.47 out of 100 together, and each of the three has a job.
Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Cyrus is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% of damage amplification across its kit, 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 Oliver’s Paladin's Resilience waits on; Thorven produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Oliver produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 32% of the hardest-hitting trio in the roster.
Archer — top 5
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B Robin Hood · Zhuge Liang · Oliver Current meta Beats 29 of 29 in battle 87.70/100 out of 100 Robin Hood (X21), Zhuge Liang (X26) and Oliver (X24) score 87.70 out of 100 together, and each of the three has a job.
Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Robin Hood raises Oliver’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; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.
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B Galahad · Penthesilea · Oliver Current meta Beats 28 of 29 in battle 92.77/100 out of 100 Galahad (X23), Penthesilea (SP · paid) and Oliver (X24) score 92.77 out of 100 together, and each of the three has a job.
Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Galahad and Oliver both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Penthesilea raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 60% of the hardest-hitting trio in the roster.
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B Julian · Penthesilea · Oliver Current meta Beats 27 of 29 in battle 86.47/100 out of 100 Julian (X25), Penthesilea (SP · paid) and Oliver (X24) score 86.47 out of 100 together, and each of the three has a job.
Julian is the multiplier, raising what the other two put out rather than adding a number of its own: carries 5% of damage amplification across its kit, and takes the front as the sturdiest of the three. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Penthesilea raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the trigger chain is thin — the three lean on one link rather than several.
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B Beowulf · Penthesilea · Oliver Current meta Beats 25 of 29 in battle 89.69/100 out of 100 Beowulf (SP · paid), Penthesilea (SP · paid) and Oliver (X24) score 89.69 out of 100 together, and each of the three has a job.
Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Beowulf and Oliver both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Beowulf raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.
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B Al-Hawra · Oliver · Seraphina Current meta Beats 24 of 29 in battle 87.20/100 out of 100 Al-Hawra (X01 · paid), Oliver (X24) and Seraphina (X28) score 87.20 out of 100 together, and each of the three has a job.
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 takes the front as the one built to survive the opening exchange. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Seraphina’s Crimson Tide Fire Rain both wait on; Oliver produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Seraphina shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; a mid-era lineup anchored by Seraphina (X28).
Footmen — top 5
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B Geraint · Alberich · Zhao Yun Current meta Beats 29 of 29 in battle 90.41/100 out of 100 Geraint (X24), Alberich (X18 · paid) and Zhao Yun (X26) score 90.41 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 85% 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 Geraint’s Undying Will produces draws_fire, the exact trigger Alberich’s Treasure Holder waits on; Zhao Yun produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.
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B Alberich · Zhao Yun · Achilles Current meta Beats 28 of 29 in battle 86.50/100 out of 100 Alberich (X18 · paid), Zhao Yun (X26) and Achilles (SP · paid) score 86.50 out of 100 together, and each of the three has a job.
Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Zhao Yun is the win condition, bringing 70% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Achilles brings a second damage line worth 20% of the expected output, so no single silence stops the plan: Blade of Judgment puts 625% into one enemy squad on a 80% 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 Zhao Yun produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Achilles’s Blade of Judgment applies Silence and takes a squad out of the fight, so Zhao Yun 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; a current-era lineup with no legacy weak point.
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B Hannibal · Cleopatra VII · Zhao Yun Current meta Beats 26 of 29 in battle 86.49/100 out of 100 Hannibal (X28 · paid), Cleopatra VII (S03 · paid) and Zhao Yun (X26) score 86.49 out of 100 together, and each of the three has a job.
Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and takes the front to pull enemy attacks inward -- exactly where that belongs. Cleopatra VII adds a second source of control, so the lock rarely has an off round: Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 92% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Cleopatra VII waits on; Hannibal’s Rear Escort produces draws_fire, the exact trigger Cleopatra VII’s Dazzling Shield waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.
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B Geraint · Achilles · Alberich Current meta Beats 25 of 29 in battle 86.45/100 out of 100 Geraint (X24), Achilles (SP · paid) and Alberich (X18 · paid) score 86.45 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Achilles is the win condition, bringing 61% of the lineup's expected damage: Blade of Judgment puts 625% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, 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 Geraint’s Undying Will produces draws_fire, the exact trigger Alberich’s Treasure Holder waits on; Achilles produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on. What you give up: raw damage reaches only about 28% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.
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B Geraint · Harald III · Zhao Yun Current meta Beats 24 of 29 in battle 85.92/100 out of 100 Geraint (X24), Harald III (X19) and Zhao Yun (X26) score 85.92 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Harald III adds a second source of control, so the lock rarely has an off round: Absolute Authority applies Taunt on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 86% 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 Geraint’s Undying Will produces draws_fire, the exact trigger Harald III’s Eternal Black Sail waits on. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.
Mixed — top 5
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B Thorven · Geraint · Thorvi Current meta Beats 28 of 29 in battle 87.78/100 out of 100 Thorven (cavalry · X29), Geraint (footmen · X24) and Thorvi (cavalry · X29) score 87.78 out of 100 together, and each of the three has a job.
Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 98% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Geraint’s Resilience waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 41% 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 Thorven · Penthesilea · Thorvi Current meta Beats 28 of 29 in battle 87.78/100 out of 100 Thorven (cavalry · X29), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 87.78 out of 100 together, and each of the three has a job.
Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 100% 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Thorven and Thorvi both wait on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster.
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B Achilles · Hannibal · Oliver Current meta Beats 28 of 29 in battle 88.57/100 out of 100 Achilles (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 88.57 out of 100 together, and each of the three has a job.
Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Achilles’s Blade of Judgment applies Silence and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: a focused finisher and spread pressure both present; Achilles, Hannibal, Oliver only reaches its own squad, not the whole team.
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B Thorven · Hannibal · Zhao Yun Current meta Beats 26 of 29 in battle 87.88/100 out of 100 Thorven (cavalry · X29), Hannibal (footmen · X28 · paid) and Zhao Yun (footmen · X26) score 87.88 out of 100 together, and each of the three has a job.
Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Zhao Yun is the win condition, bringing 100% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorven waits on; Thorven produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Zhao Yun produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 27% of the hardest-hitting trio in the roster.
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B Geraint · Hannibal · Thorvi Current meta Beats 24 of 29 in battle 88.72/100 out of 100 Geraint (footmen · X24), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 88.72 out of 100 together, and each of the three has a job.
Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hannibal adds a second source of control, so the lock rarely has an off round: Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 98% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 41% of the hardest-hitting trio in the roster.
Most-used heroes in the meta
The heroes appearing in the most ranked combos across all four categories — the ones a lineup can be built around from the widest range of rosters.
Oliver
in 253 ranked combos
Thorvi
in 156 ranked combos
Saladin
in 138 ranked combos
Hannibal
in 134 ranked combos
Zhao Yun
in 119 ranked combos
Roland
in 118 ranked combos
Thorven
in 102 ranked combos
Cyrus
in 83 ranked combos
Geraint
in 82 ranked combos
Julian
in 81 ranked combos
King Arthur
in 81 ranked combos
Alberich
in 80 ranked combosWhich of these can you field?
Select the heroes you own and the generator returns every ranked combo you can field today, the ones you are one hero short of, and the single unlock that opens the most.
Open the Combo Generator