Top 3 Mixed combos right now

Mixed #1 85.33/100out of 100
Hannibal Rise of Castles hero, rank 1 Mixed combo Oliver Rise of Castles hero, rank 1 Mixed combo Zhao Yun Rise of Castles hero, rank 1 Mixed combo

Hannibal · Oliver · Zhao Yun

Why this lineup works

Hannibal (footmen · X28 · paid), Oliver (cavalry · X24) and Zhao Yun (cavalry · X26) score 85.33 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. Oliver brings a second damage line worth 44% of the expected output, so no single silence stops the plan: Strike of Light puts 725% into 3 enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 56% 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 Oliver waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike 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: 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. How these scores work →

Mixed #2 82.94/100out of 100
Galahad Rise of Castles hero, rank 2 Mixed combo Hannibal Rise of Castles hero, rank 2 Mixed combo Zhao Yun Rise of Castles hero, rank 2 Mixed combo

Galahad · Hannibal · Zhao Yun

Why this lineup works

Galahad (archer · X23), Hannibal (footmen · X28 · paid) and Zhao Yun (footmen · X26) score 82.94 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. 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 91% 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 Galahad waits on; Galahad produces follow-up attacks, the exact trigger Hannibal’s Dual Strike 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: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 49% of the hardest-hitting trio in the roster. How these scores work →

Mixed #3 82.46/100out of 100
King Arthur Rise of Castles hero, rank 3 Mixed combo Cyrus Rise of Castles hero, rank 3 Mixed combo Zhao Yun Rise of Castles hero, rank 3 Mixed combo

King Arthur · Cyrus · Zhao Yun

Why this lineup works

King Arthur (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Zhao Yun (cavalry · X26) score 82.46 out of 100 together, and each of the three has a job. King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% 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. 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. Zhao Yun is the win condition, bringing 82% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger King Arthur waits on; Zhao Yun produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 54% of the hardest-hitting trio in the roster. How these scores work →

All 200 ranked Mixed combos

Every combo is scored out of 100 across eleven checks — damage, trigger chains, season strength, range, and more — and ranked within its tier: Current meta (X16+/SP), Mid progression (up to X15), and Starter (Season 0–4 heroes every player owns). Read how the scoring works.

  1. Current meta combos

    Every hero here is X16 or newer, or an SP. These are the strongest lineups in the game right now, and the most expensive to actually own.

  2. 1 Hannibal, front rowOliver, middle rowZhao Yun, back row Hannibal · Oliver · Zhao Yun
    Hannibal (footmen · X28 · paid), Oliver (cavalry · X24) and Zhao Yun (cavalry · X26) score 85.33 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. Oliver brings a second damage line worth 44% of the expected output, so no single silence stops the plan: Strike of Light puts 725% into 3 enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 56% 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 Oliver waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike 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: 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. How these scores work →

    Current meta 85.33/100 out of 100
  3. 2 Galahad, front rowHannibal, middle rowZhao Yun, back row Galahad · Hannibal · Zhao Yun
    Galahad (archer · X23), Hannibal (footmen · X28 · paid) and Zhao Yun (footmen · X26) score 82.94 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. 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 91% 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 Galahad waits on; Galahad produces follow-up attacks, the exact trigger Hannibal’s Dual Strike 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: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 49% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 82.94/100 out of 100
  4. 3 King Arthur, front rowCyrus, middle rowZhao Yun, back row King Arthur · Cyrus · Zhao Yun
    King Arthur (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Zhao Yun (cavalry · X26) score 82.46 out of 100 together, and each of the three has a job.

    King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% 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. 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. Zhao Yun is the win condition, bringing 82% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger King Arthur waits on; Zhao Yun produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 54% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 82.46/100 out of 100
  5. 4 Achilles, front rowHannibal, middle rowOliver, back row Achilles · Hannibal · Oliver
    Achilles (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 82.10 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 win condition, bringing 77% of the lineup's expected damage: Strike of Light puts 725% into 3 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 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: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 45% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 82.10/100 out of 100
  6. 5 King Arthur, front rowPenthesilea, middle rowOliver, back row King Arthur · Penthesilea · Oliver
    King Arthur (footmen · SP · paid), Penthesilea (archer · SP · paid) and Oliver (archer · X24) score 81.61 out of 100 together, and each of the three has a job.

    King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% 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 103% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger King Arthur and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone 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. What you give up: raw damage reaches only about 40% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 81.61/100 out of 100
  7. 6 King Arthur, front rowZhuge Liang, middle rowOliver, back row King Arthur · Zhuge Liang · Oliver
    King Arthur (footmen · SP · paid), Zhuge Liang (archer · X26) and Oliver (archer · X24) score 81.28 out of 100 together, and each of the three has a job.

    King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% 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. 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 win condition, bringing 84% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger King Arthur and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 41% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 81.28/100 out of 100
  8. 7 Henry V, front rowSaladin, middle rowOliver, back row Henry V · Saladin · Oliver
    Henry V (archer · X17), Saladin (cavalry · SP · paid) and Oliver (archer · X24) score 80.57 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. 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. Oliver is the win condition, bringing 78% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Henry V and Oliver both wait on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: raw damage reaches only about 45% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 80.57/100 out of 100
  9. 8 La Hire, front rowSaladin, middle rowOliver, back row La Hire · Saladin · Oliver
    La Hire (footmen · X22), Saladin (cavalry · SP · paid) and Oliver (cavalry · X24) score 80.56 out of 100 together, and each of the three has a job.

    La Hire brings a second damage line worth 10% of the expected output, so no single silence stops the plan: Shield Breaker puts 325% into 2 enemy squads on a 60% roll, and takes the front as the sturdiest of the three. 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. Oliver is the win condition, bringing 79% of the lineup's expected damage: Strike of Light puts 725% into 3 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 La Hire and Oliver both wait on; La Hire’s Shield Breaker applies Disarm and takes a squad out of the fight for 1 round, so Oliver swings into a line that cannot answer. What you give up: raw damage reaches only about 44% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 80.56/100 out of 100
  10. 9 Cyrus, front rowNevsky, middle rowZhao Yun, back row Cyrus · Nevsky · Zhao Yun
    Cyrus (cavalry · SP · paid), Nevsky (footmen · X27) and Zhao Yun (cavalry · X26) score 80.44 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. Nevsky brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 73% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Nevsky waits on; Nevsky produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 61% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 80.44/100 out of 100
  11. 10 King Arthur, front rowZhuge Liang, middle rowZhao Yun, back row King Arthur · Zhuge Liang · Zhao Yun
    King Arthur (footmen · SP · paid), Zhuge Liang (archer · X26) and Zhao Yun (footmen · X26) score 80.36 out of 100 together, and each of the three has a job.

    King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% 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. 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. Zhao Yun is the win condition, bringing 87% 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger King Arthur waits on; Zhao Yun produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Zhuge Liang raises Zhao Yun’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 51% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 80.36/100 out of 100
  12. 11 Zhuge Liang, front rowPercival, middle rowThorvi, back row Zhuge Liang · Percival · Thorvi
    Zhuge Liang (archer · X26), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 80.21 out of 100 together, and each of the three has a job.

    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 takes the front as the one built to survive the opening exchange. 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. Thorvi is the win condition, bringing 66% 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Percival and Thorvi both wait on; Percival shuts off enemy recovery, so what Thorvi deals stays dealt; Zhuge Liang raises Thorvi’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 30% of the hardest-hitting trio in the roster; 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 →

    Current meta 80.21/100 out of 100
  13. 12 Don Quixote, front rowThorven, middle rowJulian, back row Don Quixote · Thorven · Julian
    Don Quixote (cavalry · X22), Thorven (cavalry · X29) and Julian (archer · X25) score 80.04 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 100% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Julian is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 5% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Don Quixote and Thorven both wait on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer; Thorven raises Don Quixote’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; Don Quixote, Thorven, Julian only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 80.04/100 out of 100
  14. 13 Don Quixote, front rowThorven, middle rowPenthesilea, back row Don Quixote · Thorven · Penthesilea
    Don Quixote (cavalry · X22), Thorven (cavalry · X29) and Penthesilea (archer · SP · paid) score 79.96 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 99% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 103% 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Don Quixote and Thorven both wait on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer; Thorven raises Don Quixote’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; Don Quixote, Thorven, Penthesilea only reaches its own squad, not the whole team. How these scores work →

    Current meta 79.96/100 out of 100
  15. 14 Ramses II, front rowPercival, middle rowThorvi, back row Ramses II · Percival · Thorvi
    Ramses II (archer · SP · paid), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 79.96 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery 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. Thorvi is the win condition, bringing 69% 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Percival and Thorvi both wait on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Percival shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 79.96/100 out of 100
  16. 15 Don Quixote, front rowRamses II, middle rowThorven, back row Don Quixote · Ramses II · Thorven
    Don Quixote (cavalry · X22), Ramses II (archer · SP · paid) and Thorven (cavalry · X29) score 79.92 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 100% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Don Quixote and Thorven both wait on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer; Ramses II raises Don Quixote’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; Don Quixote, Ramses II, Thorven only reaches its own squad, not the whole team. How these scores work →

    Current meta 79.92/100 out of 100
  17. 16 Julian, front rowPercival, middle rowThorvi, back row Julian · Percival · Thorvi
    Julian (archer · X25), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 79.60 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 one built to survive the opening exchange. 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. Thorvi is the win condition, bringing 69% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Percival and Thorvi both wait on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Percival shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; 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 →

    Current meta 79.60/100 out of 100
  18. 17 Hector, front rowCyrus, middle rowOliver, back row Hector · Cyrus · Oliver
    Hector (archer · X15 · paid), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 78.92 out of 100 together, and each of the three has a job.

    Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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. Oliver is the win condition, bringing 70% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Hector and Oliver both wait on; Hector produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 50% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 78.92/100 out of 100
  19. 18 Cyrus, front rowEselfred, middle rowOliver, back row Cyrus · Eselfred · Oliver
    Cyrus (cavalry · SP · paid), Eselfred (archer · X14) and Oliver (archer · X24) score 78.60 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. Eselfred brings a second damage line worth 22% of the expected output, so no single silence stops the plan: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 69% of the lineup's expected damage: Strike of Light puts 725% into 3 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 Cyrus’s Tolerance produces tempo, the exact trigger Eselfred’s Fortified Line of Attack waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Eselfred and Oliver both wait on; Eselfred produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 51% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 78.60/100 out of 100
  20. 19 Beowulf, front rowJulian, middle rowThorvi, back row Beowulf · Julian · Thorvi
    Beowulf (archer · SP · paid), Julian (archer · X25) and Thorvi (cavalry · X29) score 78.45 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. 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 sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 91% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf and Thorvi both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Beowulf raises Thorvi’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 78.45/100 out of 100
  21. 20 Clovis I, front rowCyrus, middle rowZhao Yun, back row Clovis I · Cyrus · Zhao Yun
    Clovis I (footmen · X15), Cyrus (cavalry · SP · paid) and Zhao Yun (cavalry · X26) score 78.35 out of 100 together, and each of the three has a job.

    Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and takes the front as the sturdiest of the three. 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. Zhao Yun is the win condition, bringing 82% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Clovis I waits on; Cyrus produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 55% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 78.35/100 out of 100
  22. 21 Don Quixote, front rowThorven, middle rowZhuge Liang, back row Don Quixote · Thorven · Zhuge Liang
    Don Quixote (cavalry · X22), Thorven (cavalry · X29) and Zhuge Liang (archer · X26) score 78.30 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 94% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Zhuge Liang is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 70% 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Don Quixote and Thorven both wait on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer; Thorven raises Don Quixote’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 21% of the hardest-hitting trio in the roster; 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 →

    Current meta 78.30/100 out of 100
  23. 22 Penthesilea, front rowPercival, middle rowThorvi, back row Penthesilea · Percival · Thorvi
    Penthesilea (archer · SP · paid), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 78.26 out of 100 together, and each of the three has a job.

    Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 103% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Thorvi is the win condition, bringing 68% 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 Percival and Thorvi both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Percival shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 78.26/100 out of 100
  24. 23 Beowulf, front rowSaladin, middle rowAttila, back row Beowulf · Saladin · Attila
    Beowulf (archer · SP · paid), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 78.24 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. 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. Attila is the win condition, bringing 73% 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 Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Attila 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; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 78.24/100 out of 100
  25. 24 Galahad, front rowPenthesilea, middle rowThorvi, back row Galahad · Penthesilea · Thorvi
    Galahad (archer · X23), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 78.06 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 103% 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 81% 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 Galahad and Thorvi both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Penthesilea raises Thorvi’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 78.06/100 out of 100
  26. 25 Tomyris, front rowSaladin, middle rowLancelot, back row Tomyris · Saladin · Lancelot
    Tomyris (archer · X28), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 77.98 out of 100 together, and each of the three has a job.

    Tomyris is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 115% of damage reduction across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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. Lancelot is the win condition, bringing 70% of the lineup's expected damage: Immortal puts 356% into all 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 Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot waits on; Saladin produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Tomyris, Saladin, Lancelot only reaches its own squad, not the whole team. How these scores work →

    Current meta 77.98/100 out of 100
  27. 26 Galahad, front rowHannibal, middle rowAchilles, back row Galahad · Hannibal · Achilles
    Galahad (archer · X23), Hannibal (footmen · X28 · paid) and Achilles (footmen · SP · paid) score 77.90 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. 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. Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% of recovery across its kit, 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Galahad waits on; Galahad produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Achilles swings into a line that cannot answer. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 77.90/100 out of 100
  28. 27 Roland, front rowThorven, middle rowHenry II, back row Roland · Thorven · Henry II
    Roland (cavalry · X18), Thorven (cavalry · X29) and Henry II (archer · X20) score 77.77 out of 100 together, and each of the three has a job.

    Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 100% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Roland’s Paladins produces prep-skips, the exact trigger Thorven waits on; Thorven produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 21% of the hardest-hitting trio in the roster; Roland, Thorven, Henry II only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 77.77/100 out of 100
  29. 28 Attila, front rowLa Hire, middle rowSaladin, back row Attila · La Hire · Saladin
    Attila (cavalry · X27 · paid), La Hire (footmen · X22) and Saladin (cavalry · SP · paid) score 77.75 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 67% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. La Hire brings a second damage line worth 16% of the expected output, so no single silence stops the plan: Shield Breaker puts 325% into 2 enemy squads on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Attila waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Attila and La Hire both wait on; La Hire’s Shield Breaker applies Disarm and takes a squad out of the fight for 1 round, so Attila swings into a line that cannot answer. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 77.75/100 out of 100
  30. 29 Roland, front rowLancelot, middle rowHenry II, back row Roland · Lancelot · Henry II
    Roland (cavalry · X18), Lancelot (cavalry · X20 · paid) and Henry II (archer · X20) score 77.50 out of 100 together, and each of the three has a job.

    Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Lancelot brings a second damage line worth 37% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 63% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Roland’s Paladins produces prep-skips, the exact trigger Lancelot waits on; Lancelot produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 33% of the hardest-hitting trio in the roster; Roland, Lancelot, Henry II only reaches its own squad, not the whole team. How these scores work →

    Current meta 77.50/100 out of 100
  31. 30 Gustav, front rowSaladin, middle rowTura Cartel, back row Gustav · Saladin · Tura Cartel
    Gustav (footmen · X20), Saladin (cavalry · SP · paid) and Tura Cartel (cavalry · X21) score 77.08 out of 100 together, and each of the three has a job.

    Gustav is the lifeline: that healing decides whether this lineup is still standing in round five — carries 200% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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. Tura Cartel is the win condition, bringing 73% of the lineup's expected damage: Serpent's Fang puts 476% x4 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 Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 77.08/100 out of 100
  32. 31 Alexander, front rowBelisarius, middle rowFrederick I, back row Alexander · Belisarius · Frederick I
    Alexander (footmen · SP · paid), Belisarius (archer · X12) and Frederick I (archer · X16) score 76.73 out of 100 together, and each of the three has a job.

    Alexander is the saboteur, stripping the enemy's stats before the blows land: strips 325% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Belisarius brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% 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 Alexander’s Macedonian Phalanx produces dot, the exact trigger Belisarius’s Hunting Down waits on; Alexander’s The Conqueror produces burns, the exact trigger Frederick I’s Frenzy War waits on; Belisarius produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 24% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Alexander (SP). How these scores work →

    Current meta 76.73/100 out of 100
  33. 32 Don Quixote, front rowPompey, middle rowZhuge Liang, back row Don Quixote · Pompey · Zhuge Liang
    Don Quixote (cavalry · X22), Pompey (cavalry · X16) and Zhuge Liang (archer · X26) score 76.60 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 75% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Pompey is the lifeline: that healing decides whether this lineup is still standing in round five — carries 308% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. 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 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 Don Quixote and Pompey both wait on; Don Quixote produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey raises Don Quixote’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; 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 →

    Current meta 76.60/100 out of 100
  34. 33 Robin Hood, front rowSaladin, middle rowTura Cartel, back row Robin Hood · Saladin · Tura Cartel
    Robin Hood (archer · X21), Saladin (cavalry · SP · paid) and Tura Cartel (cavalry · X21) score 76.48 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 300% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. 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. Tura Cartel is the win condition, bringing 58% of the lineup's expected damage: Serpent's Fang puts 476% x4 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 Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: raw damage reaches only about 31% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 76.48/100 out of 100
  35. 34 Pompey, front rowPenthesilea, middle rowSundiata, back row Pompey · Penthesilea · Sundiata
    Pompey (cavalry · X16), Penthesilea (archer · SP · paid) and Sundiata (cavalry · X15) score 76.24 out of 100 together, and each of the three has a job.

    Pompey is the lifeline: that healing decides whether this lineup is still standing in round five — carries 308% of recovery across its kit, 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 103% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 70% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Pompey and Sundiata both wait on; Sundiata produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Sundiata swings into a line that cannot answer. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Penthesilea (SP). How these scores work →

    Current meta 76.24/100 out of 100
  36. 35 Alexander, front rowBelisarius, middle rowNicolas Flamel, back row Alexander · Belisarius · Nicolas Flamel
    Alexander (footmen · SP · paid), Belisarius (archer · X12) and Nicolas Flamel (archer · X18) score 76.12 out of 100 together, and each of the three has a job.

    Alexander is the saboteur, stripping the enemy's stats before the blows land: strips 325% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Belisarius brings a second damage line worth 28% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 66% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Alexander’s Macedonian Phalanx produces dot, the exact trigger Belisarius’s Hunting Down waits on; Alexander’s The Conqueror produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on. What you give up: raw damage reaches only about 21% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Alexander (SP). How these scores work →

    Current meta 76.12/100 out of 100
  37. 36 Alexander, front rowDarius, middle rowFrederick I, back row Alexander · Darius · Frederick I
    Alexander (footmen · SP · paid), Darius (archer · X13) and Frederick I (archer · X16) score 75.99 out of 100 together, and each of the three has a job.

    Alexander is the saboteur, stripping the enemy's stats before the blows land: strips 325% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Darius brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Disdain puts 332% into 2 enemy squads on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 66% 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 Alexander’s Macedonian Phalanx produces dot, the exact trigger Darius’s King of all Kings waits on; Alexander’s The Conqueror produces burns, the exact trigger Frederick I’s Frenzy War waits on; Darius produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 75.99/100 out of 100
  38. 37 Pompey, front rowZhuge Liang, middle rowSundiata, back row Pompey · Zhuge Liang · Sundiata
    Pompey (cavalry · X16), Zhuge Liang (archer · X26) and Sundiata (cavalry · X15) score 75.97 out of 100 together, and each of the three has a job.

    Pompey is the lifeline: that healing decides whether this lineup is still standing in round five — carries 308% of recovery 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. Sundiata is the win condition, bringing 67% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Pompey and Sundiata both wait on; Sundiata produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; 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 →

    Current meta 75.97/100 out of 100
  39. 38 King Arthur, front rowPenthesilea, middle rowAchilles, back row King Arthur · Penthesilea · Achilles
    King Arthur (footmen · SP · paid), Penthesilea (archer · SP · paid) and Achilles (footmen · SP · paid) score 75.94 out of 100 together, and each of the three has a job.

    King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% 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 103% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% of recovery across its kit, 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger King Arthur waits on; Achilles produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Achilles swings into a line that cannot answer. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; King Arthur, Penthesilea, Achilles only reaches its own squad, not the whole team. How these scores work →

    Current meta 75.94/100 out of 100
  40. 39 King Arthur, front rowRamses II, middle rowAchilles, back row King Arthur · Ramses II · Achilles
    King Arthur (footmen · SP · paid), Ramses II (archer · SP · paid) and Achilles (footmen · SP · paid) score 75.90 out of 100 together, and each of the three has a job.

    King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 136% 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. Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Achilles doubles the healing, which turns a slow loss into a stalemate you win: carries 500% of recovery across its kit, 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger King Arthur waits on; Achilles produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Ramses II raises Achilles’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; King Arthur, Ramses II, Achilles only reaches its own squad, not the whole team. How these scores work →

    Current meta 75.90/100 out of 100
  41. 40 Lagertha, front rowHannibal, middle rowSundiata, back row Lagertha · Hannibal · Sundiata
    Lagertha (footmen · X27), Hannibal (footmen · X28 · paid) and Sundiata (cavalry · X15) score 75.90 out of 100 together, and each of the three has a job.

    Lagertha is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 137% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. 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. Sundiata is the win condition, bringing 95% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Sundiata waits on; Sundiata produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Sundiata swings into a line that cannot answer. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Hannibal (X28). How these scores work →

    Current meta 75.90/100 out of 100
  42. 41 Helsingen, front rowSeraphina, middle rowAttila, back row Helsingen · Seraphina · Attila
    Helsingen (archer · X28), Seraphina (archer · X28) and Attila (cavalry · X27 · paid) score 75.79 out of 100 together, and each of the three has a job.

    Helsingen brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 56% 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 Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 34% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 75.79/100 out of 100
  43. 42 Galahad, front rowHannibal, middle rowTomyris, back row Galahad · Hannibal · Tomyris
    Galahad (archer · X23), Hannibal (footmen · X28 · paid) and Tomyris (archer · X28) score 75.77 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. 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. Tomyris is the second layer of armour -- when the first wall bends, this one is already set: carries 115% of damage reduction 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 Galahad waits on; Galahad produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Galahad swings into a line that cannot answer. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 75.77/100 out of 100
  44. 43 Ramses II, front rowRainforest, middle rowSundiata, back row Ramses II · Rainforest · Sundiata
    Ramses II (archer · SP · paid), Rainforest (cavalry · X08) and Sundiata (cavalry · X15) score 75.04 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 75% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Rainforest and Sundiata both wait on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Ramses II raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Rainforest (X08) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 75.04/100 out of 100
  45. 44 Seraphina, front rowGustav, middle rowFrederick I, back row Seraphina · Gustav · Frederick I
    Seraphina (archer · X28), Gustav (footmen · X20) and Frederick I (archer · X16) score 74.91 out of 100 together, and each of the three has a job.

    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 takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Gustav is the lifeline: that healing decides whether this lineup is still standing in round five — carries 200% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 65% 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 Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 27% of the hardest-hitting trio in the roster; 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 →

    Current meta 74.91/100 out of 100
  46. 45 Lagertha, front rowNicolas Flamel, middle rowFrederick I, back row Lagertha · Nicolas Flamel · Frederick I
    Lagertha (footmen · X27), Nicolas Flamel (archer · X18) and Frederick I (archer · X16) score 74.75 out of 100 together, and each of the three has a job.

    Lagertha is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 137% of damage reduction across its kit, and takes the front as the one built to survive the opening exchange. Nicolas Flamel brings a second damage line worth 44% of the expected output, so no single silence stops the plan: Shadow of Star puts 220% x3 into one enemy squad on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 54% 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 Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 32% of the hardest-hitting trio in the roster; 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 →

    Current meta 74.75/100 out of 100
  47. 46 Beowulf, front rowJulian, middle rowFarah, back row Beowulf · Julian · Farah
    Beowulf (archer · SP · paid), Julian (archer · X25) and Farah (cavalry · X11) score 74.61 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. 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 sits in the middle, where the support reaches both the front and the back. Farah is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 100% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Beowulf and Farah both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Farah swings into a line that cannot answer; Beowulf raises Farah’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Beowulf (SP). How these scores work →

    Current meta 74.61/100 out of 100
  48. 47 Beowulf, front rowPercival, middle rowZhuge Liang, back row Beowulf · Percival · Zhuge Liang
    Beowulf (archer · SP · paid), Percival (cavalry · X25) and Zhuge Liang (archer · X26) score 74.51 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. Percival adds a second source of control, so the lock rarely has an off round: Targeted Strike applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. 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 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 Beowulf and Percival both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Percival swings into a line that cannot answer; Percival shuts off enemy recovery, so what Percival deals stays dealt. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 74.51/100 out of 100
  49. 48 Ramses II, front rowBeowulf, middle rowFarah, back row Ramses II · Beowulf · Farah
    Ramses II (archer · SP · paid), Beowulf (archer · SP · paid) and Farah (cavalry · X11) score 74.49 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Beowulf and Farah both wait on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Farah swings into a line that cannot answer; Ramses II raises Farah’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Beowulf (SP). How these scores work →

    Current meta 74.49/100 out of 100
  50. 49 Roland, front rowScarlet Reaver, middle rowTura Cartel, back row Roland · Scarlet Reaver · Tura Cartel
    Roland (cavalry · X18), Scarlet Reaver (footmen · X07) and Tura Cartel (cavalry · X21) score 74.49 out of 100 together, and each of the three has a job.

    Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Scarlet Reaver 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. Tura Cartel is the win condition, bringing 64% of the lineup's expected damage: Serpent's Fang puts 476% x4 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 Roland’s Paladins produces prep-skips, the exact trigger Scarlet Reaver and Tura Cartel both wait on; Scarlet Reaver produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Scarlet Reaver’s Debilitating Explosions applies Disarm and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 28% of the hardest-hitting trio in the roster; Scarlet Reaver (X07) 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 →

    Current meta 74.49/100 out of 100
  51. 50 Henry V, front rowHelsingen, middle rowZhao Yun, back row Henry V · Helsingen · Zhao Yun
    Henry V (archer · X17), Helsingen (archer · X28) and Zhao Yun (cavalry · X26) score 74.46 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. Helsingen brings a second damage line worth 13% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 78% 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 Henry V’s Wildfire of Wales produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Zhao Yun swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; 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. How these scores work →

    Current meta 74.46/100 out of 100
  52. 51 Hannibal, front rowHealer, middle rowSundiata, back row Hannibal · Healer · Sundiata
    Hannibal (footmen · X28 · paid), Healer (footmen · X10) and Sundiata (cavalry · X15) score 74.27 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. Healer 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 sits in the middle, the deepest row those range-2 skills still fire from. Sundiata is the win condition, bringing 100% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Sundiata waits on; Sundiata produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Sundiata swings into a line that cannot answer. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Hannibal (X28). How these scores work →

    Current meta 74.27/100 out of 100
  53. 52 Roland, front rowLouis IX, middle rowAshoka, back row Roland · Louis IX · Ashoka
    Roland (cavalry · X18), Louis IX (cavalry · X19) and Ashoka (footmen · X14) score 73.88 out of 100 together, and each of the three has a job.

    Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Louis IX brings a second damage line worth 35% of the expected output, so no single silence stops the plan: Army Breaker puts 420% into one enemy squad on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 65% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Roland’s Paladins produces prep-skips, the exact trigger Louis IX waits on; Louis IX produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; 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 →

    Current meta 73.88/100 out of 100
  54. 53 Harald III, front rowRoland, middle rowLancelot, back row Harald III · Roland · Lancelot
    Harald III (footmen · X19), Roland (cavalry · X18) and Lancelot (cavalry · X20 · paid) score 73.86 out of 100 together, and each of the three has a job.

    Harald III is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Authority applies Taunt on a 55% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 65% of the lineup's expected damage: Immortal puts 356% into all 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 Roland’s Paladins produces prep-skips, the exact trigger Lancelot waits on; Lancelot produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 73.86/100 out of 100
  55. 54 Alexander, front rowDarius, middle rowNicolas Flamel, back row Alexander · Darius · Nicolas Flamel
    Alexander (footmen · SP · paid), Darius (archer · X13) and Nicolas Flamel (archer · X18) score 73.86 out of 100 together, and each of the three has a job.

    Alexander is the saboteur, stripping the enemy's stats before the blows land: strips 325% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Darius brings a second damage line worth 33% of the expected output, so no single silence stops the plan: Disdain puts 332% into 2 enemy squads on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 61% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Alexander’s Macedonian Phalanx produces dot, the exact trigger Darius’s King of all Kings waits on; Alexander’s The Conqueror produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on. What you give up: raw damage reaches only about 23% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 73.86/100 out of 100
  56. 55 Warden, front rowClovis I, middle rowNicolas Flamel, back row Warden · Clovis I · Nicolas Flamel
    Warden (archer · X06), Clovis I (footmen · X15) and Nicolas Flamel (archer · X18) score 73.80 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. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 67% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Clovis I and Nicolas Flamel both wait on; Nicolas Flamel produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: raw damage reaches only about 21% of the hardest-hitting trio in the roster; Warden (X06) 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 →

    Current meta 73.80/100 out of 100
  57. 56 Galahad, front rowHannibal, middle rowArslan, back row Galahad · Hannibal · Arslan
    Galahad (archer · X23), Hannibal (footmen · X28 · paid) and Arslan (footmen · X11) score 73.75 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. 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. Arslan is the win condition, bringing 67% of the lineup's expected damage: Ice and Fire puts 350% into 2 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 Galahad waits on; Galahad produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Arslan swings into a line that cannot answer. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 73.75/100 out of 100
  58. 57 Alexander, front rowFortuneteller, middle rowFrederick I, back row Alexander · Fortuneteller · Frederick I
    Alexander (footmen · SP · paid), Fortuneteller (footmen · X08) and Frederick I (archer · X16) score 73.73 out of 100 together, and each of the three has a job.

    Alexander is the saboteur, stripping the enemy's stats before the blows land: strips 325% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 66% 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 Alexander’s The Conqueror produces burns, the exact trigger Frederick I’s Frenzy War waits on; Frederick I produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on; Fortuneteller produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; Fortuneteller (X08) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 73.73/100 out of 100
  59. 58 Lancelot, front rowDach Tengri, middle rowSaladin, back row Lancelot · Dach Tengri · Saladin
    Lancelot (cavalry · X20 · paid), Dach Tengri (footmen · X02) and Saladin (cavalry · SP · paid) score 73.64 out of 100 together, and each of the three has a job.

    Lancelot is the win condition, bringing 71% of the lineup's expected damage: Immortal puts 356% into all enemy squads on a 50% roll, and takes the front, able to both absorb the opening rounds and heal through them. Dach Tengri is the multiplier, raising what the other two put out rather than adding a number of its own: carries 32% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot waits on; Saladin produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; Dach Tengri (X02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 73.64/100 out of 100
  60. 59 Hellfire, front rowPoison Master, middle rowSaladin, back row Hellfire · Poison Master · Saladin
    Hellfire (archer · X09), Poison Master (archer · X10) and Saladin (cavalry · SP · paid) score 73.61 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hellfire and Poison Master both wait on; Hellfire 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 Saladin swings into a line that cannot answer. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Saladin (SP). How these scores work →

    Current meta 73.61/100 out of 100
  61. 60 Ramses II, front rowRainforest, middle rowCaesar, back row Ramses II · Rainforest · Caesar
    Ramses II (archer · SP · paid), Rainforest (cavalry · X08) and Caesar (cavalry · SP · paid) score 73.48 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Rainforest and Caesar both wait on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Caesar swings into a line that cannot answer; Ramses II raises Caesar’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Rainforest (X08) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 73.48/100 out of 100
  62. 61 Warden, front rowAvalanche, middle rowThorvi, back row Warden · Avalanche · Thorvi
    Warden (archer · X06), Avalanche (cavalry · X02) and Thorvi (cavalry · X29) score 73.20 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. Avalanche brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Hack and Slash puts 595% into one enemy squad on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 71% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Avalanche and Thorvi both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Thorvi waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: raw damage reaches only about 28% of the hardest-hitting trio in the roster; Avalanche (X02) 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 →

    Current meta 73.20/100 out of 100
  63. 62 Alberich, front rowCyrus, middle rowAshoka, back row Alberich · Cyrus · Ashoka
    Alberich (footmen · X18 · paid), Cyrus (cavalry · SP · paid) and Ashoka (footmen · X14) score 73.02 out of 100 together, and each of the three has a job.

    Alberich is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 70% 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. 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. Ashoka is the win condition, bringing 65% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Ashoka waits on; Cyrus produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Alberich produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory and Ashoka’s Bloodthirsty Ashoka both wait on. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 73.02/100 out of 100
  64. 63 Harald III, front rowLancelot, middle rowZhao Yun, back row Harald III · Lancelot · Zhao Yun
    Harald III (footmen · X19), Lancelot (cavalry · X20 · paid) and Zhao Yun (cavalry · X26) score 73.00 out of 100 together, and each of the three has a job.

    Harald III is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Authority applies Taunt on a 55% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Lancelot brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Immortal puts 356% into all enemy squads 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 70% 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 Zhao Yun produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Harald III’s Absolute Authority applies Taunt and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer; Lancelot shuts off enemy recovery, so what Zhao Yun deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 73.00/100 out of 100
  65. 64 Helsingen, front rowGustav, middle rowNicolas Flamel, back row Helsingen · Gustav · Nicolas Flamel
    Helsingen (archer · X28), Gustav (footmen · X20) and Nicolas Flamel (archer · X18) score 72.99 out of 100 together, and each of the three has a job.

    Helsingen brings a second damage line worth 32% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Gustav is the lifeline: that healing decides whether this lineup is still standing in round five — carries 200% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 61% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: raw damage reaches only about 23% of the hardest-hitting trio in the roster; 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 →

    Current meta 72.99/100 out of 100
  66. 65 Helsingen, front rowHasdrubal, middle rowNicolas Flamel, back row Helsingen · Hasdrubal · Nicolas Flamel
    Helsingen (archer · X28), Hasdrubal (footmen · X23) and Nicolas Flamel (archer · X18) score 72.92 out of 100 together, and each of the three has a job.

    Helsingen brings a second damage line worth 34% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hasdrubal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Counter-espionage applies Silence for 2 rounds on a 85% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 66% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Nicolas Flamel swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one 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. How these scores work →

    Current meta 72.92/100 out of 100
  67. 66 Ragnar, front rowHannibal, middle rowSundiata, back row Ragnar · Hannibal · Sundiata
    Ragnar (cavalry · X12 · paid), Hannibal (footmen · X28 · paid) and Sundiata (cavalry · X15) score 72.87 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% 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. Sundiata is the win condition, bringing 70% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Sundiata waits on; Sundiata produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Sundiata swings into a line that cannot answer. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. How these scores work →

    Current meta 72.87/100 out of 100
  68. 67 Seraphina, front rowHasdrubal, middle rowNicolas Flamel, back row Seraphina · Hasdrubal · Nicolas Flamel
    Seraphina (archer · X28), Hasdrubal (footmen · X23) and Nicolas Flamel (archer · X18) score 72.82 out of 100 together, and each of the three has a job.

    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 takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hasdrubal adds a second source of control, so the lock rarely has an off round: Counter-espionage applies Silence for 2 rounds on a 85% roll, and sits in the middle, where the support reaches both the front and the back. Nicolas Flamel is the win condition, bringing 64% of the lineup's expected damage: Shadow of Star puts 220% x3 into one enemy squad on a 55% 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 Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Nicolas Flamel’s Eternal Flame waits on; Nicolas Flamel’s Alchemical Trick produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Nicolas Flamel swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 22% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 72.82/100 out of 100
  69. 68 Warden, front rowAshen Verdict, middle rowTura Cartel, back row Warden · Ashen Verdict · Tura Cartel
    Warden (archer · X06), Ashen Verdict (archer · X05) and Tura Cartel (cavalry · X21) score 72.77 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. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 76% of the lineup's expected damage: Serpent's Fang puts 476% x4 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashen Verdict and Tura Cartel both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Ashen Verdict waits on; Ashen Verdict’s Righteous Fervor applies Disarm and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 24% of the hardest-hitting trio in the roster; Ashen Verdict (X05) 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 →

    Current meta 72.77/100 out of 100
  70. 69 Roland, front rowLouis IX, middle rowNevsky, back row Roland · Louis IX · Nevsky
    Roland (cavalry · X18), Louis IX (cavalry · X19) and Nevsky (footmen · X27) score 72.55 out of 100 together, and each of the three has a job.

    Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Louis IX brings a second damage line worth 39% of the expected output, so no single silence stops the plan: Army Breaker puts 420% into one enemy squad on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Nevsky is the win condition, bringing 61% of the lineup's expected damage: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% 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 Paladins produces prep-skips, the exact trigger Louis IX waits on; Louis IX produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; 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 →

    Current meta 72.55/100 out of 100
  71. 70 Henry V, front rowClovis I, middle rowFrederick I, back row Henry V · Clovis I · Frederick I
    Henry V (archer · X17), Clovis I (footmen · X15) and Frederick I (archer · X16) score 72.47 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. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 62% 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 Clovis I’s Frankish Spear and Frederick I’s Frenzy War both wait 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: raw damage reaches only about 28% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Henry V (X17). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 72.47/100 out of 100
  72. 71 Warden, front rowRainforest, middle rowCaesar, back row Warden · Rainforest · Caesar
    Warden (archer · X06), Rainforest (cavalry · X08) and Caesar (cavalry · SP · paid) score 72.44 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. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Rainforest and Caesar both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Rainforest and Caesar both wait on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Caesar swings into a line that cannot answer. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; Warden (X06) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 72.44/100 out of 100
  73. 72 Alexander, front rowGeraint, middle rowSeraphina, back row Alexander · Geraint · Seraphina
    Alexander (footmen · SP · paid), Geraint (footmen · X24) and Seraphina (archer · X28) score 72.43 out of 100 together, and each of the three has a job.

    Alexander is the saboteur, stripping the enemy's stats before the blows land: strips 325% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Seraphina adds a second source of control, so the lock rarely has an off round: 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 Alexander’s The Conqueror produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on; Seraphina produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on; Seraphina shuts off enemy recovery, so what Seraphina deals stays dealt. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 72.43/100 out of 100
  74. 73 Liberator, front rowJulian, middle rowSpectral Reaper, back row Liberator · Julian · Spectral Reaper
    Liberator (footmen · X05), Julian (archer · X25) and Spectral Reaper (archer · X03) score 71.95 out of 100 together, and each of the three has a job.

    Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. 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 sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 90% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Liberator and Spectral Reaper both wait on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Spectral Reaper (X03) 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 →

    Current meta 71.95/100 out of 100
  75. 74 Attila, front rowAl-Hawra, middle rowLilith, back row Attila · Al-Hawra · Lilith
    Attila (cavalry · X27 · paid), Al-Hawra (archer · X01 · paid) and Lilith (archer · X09) score 71.71 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 66% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Attila and Lilith both wait on; Al-Hawra produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Attila produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 71.71/100 out of 100
  76. 75 Liberator, front rowJulian, middle rowRainforest, back row Liberator · Julian · Rainforest
    Liberator (footmen · X05), Julian (footmen · X25) and Rainforest (cavalry · X08) score 71.70 out of 100 together, and each of the three has a job.

    Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. 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 sits in the middle, where the support reaches both the front and the back. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Liberator and Rainforest both wait on. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Liberator (X05) 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 →

    Current meta 71.70/100 out of 100
  77. 76 Don Quixote, front rowDefender, middle rowRainforest, back row Don Quixote · Defender · Rainforest
    Don Quixote (cavalry · X22), Defender (archer · X03) and Rainforest (cavalry · X08) score 71.64 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 78% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Don Quixote and Rainforest both wait on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer; Defender raises Don Quixote’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; Defender (X03) 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 →

    Current meta 71.64/100 out of 100
  78. 77 Robin Hood, front rowEselfred, middle rowZhao Yun, back row Robin Hood · Eselfred · Zhao Yun
    Robin Hood (archer · X21), Eselfred (archer · X14) and Zhao Yun (cavalry · X26) score 71.52 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 300% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Eselfred brings a second damage line worth 18% of the expected output, so no single silence stops the plan: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Robin Hood’s Swift Ranger produces tempo, the exact trigger Eselfred’s Fortified Line of Attack waits on; Robin Hood raises Zhao Yun’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; 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 →

    Current meta 71.52/100 out of 100
  79. 78 Don Quixote, front rowDefender, middle rowSpectral Reaper, back row Don Quixote · Defender · Spectral Reaper
    Don Quixote (cavalry · X22), Defender (archer · X03) and Spectral Reaper (archer · X03) score 71.51 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 76% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Don Quixote and Spectral Reaper both wait on; Spectral Reaper shuts off enemy recovery, so what Don Quixote deals stays dealt; Defender raises Don Quixote’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; Defender (X03) 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 →

    Current meta 71.51/100 out of 100
  80. 79 Warden, front rowKing Cnut, middle rowAshoka, back row Warden · King Cnut · Ashoka
    Warden (archer · X06), King Cnut (footmen · X17) and Ashoka (footmen · X14) score 71.45 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. King Cnut 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 sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 80% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% 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 King Cnut and Ashoka both wait on; King Cnut produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; 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 →

    Current meta 71.45/100 out of 100
  81. 80 Henry V, front rowPepin, middle rowFrederick I, back row Henry V · Pepin · Frederick I
    Henry V (archer · X17), Pepin (footmen · X12) and Frederick I (archer · X16) score 71.43 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. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 69% 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 Pepin’s Power of Staff and Frederick I’s Frenzy War both wait 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: raw damage reaches only about 25% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Henry V (X17). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 71.43/100 out of 100
  82. 81 Roland, front rowEl Cid, middle rowScarlet Reaver, back row Roland · El Cid · Scarlet Reaver
    Roland (cavalry · X18), El Cid (cavalry · X12) and Scarlet Reaver (footmen · X07) score 71.24 out of 100 together, and each of the three has a job.

    Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. El Cid brings a second damage line worth 38% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver 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 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 Paladins produces prep-skips, the exact trigger El Cid and Scarlet Reaver both wait on; El Cid produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland raises Scarlet Reaver’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; Scarlet Reaver (X07) 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 →

    Current meta 71.24/100 out of 100
  83. 82 Helsingen, front rowHasdrubal, middle rowSeraphina, back row Helsingen · Hasdrubal · Seraphina
    Helsingen (archer · X28), Hasdrubal (footmen · X23) and Seraphina (archer · X28) score 71.22 out of 100 together, and each of the three has a job.

    Helsingen brings a second damage line worth 49% of the expected output, so no single silence stops the plan: Nightshadow Scorching Arrow puts 285% into one enemy squad on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hasdrubal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Counter-espionage applies Silence for 2 rounds on a 85% roll, and sits in the middle, where the support reaches both the front and the back. Seraphina adds a second source of control, so the lock rarely has an off round: 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 Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Crimson Tide Fire Rain produces burns, the exact trigger Helsingen’s Nightshadow Scorching Arrow waits on. What you give up: damage is spread across the enemy line rather than focused on one 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. How these scores work →

    Current meta 71.22/100 out of 100
  84. 83 Hannibal, front rowHealer, middle rowFarah, back row Hannibal · Healer · Farah
    Hannibal (footmen · X28 · paid), Healer (footmen · X10) and Farah (cavalry · X11) score 71.14 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. Healer 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 sits in the middle, the deepest row those range-2 skills still fire from. Farah is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 100% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Farah waits on; Farah produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Farah swings into a line that cannot answer. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Hannibal (X28). How these scores work →

    Current meta 71.14/100 out of 100
  85. 84 Geraint, front rowRobin Hood, middle rowHenry II, back row Geraint · Robin Hood · Henry II
    Geraint (footmen · X24), Robin Hood (archer · X21) and Henry II (archer · X20) score 70.61 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 — strips 18% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 300% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 66% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Robin Hood produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on; Robin Hood raises Henry II’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; raw damage reaches only about 31% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 70.61/100 out of 100
  86. 85 Roland, front rowValkyrie, middle rowScarlet Reaver, back row Roland · Valkyrie · Scarlet Reaver
    Roland (cavalry · X18), Valkyrie (footmen · X03) and Scarlet Reaver (footmen · X07) score 70.60 out of 100 together, and each of the three has a job.

    Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Valkyrie brings a second damage line worth 35% of the expected output, so no single silence stops the plan: Apocalyptic Prayer puts 310% into one enemy squad on a 45% roll, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver 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 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 Paladins produces prep-skips, the exact trigger Valkyrie and Scarlet Reaver both wait on; Valkyrie produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland raises Scarlet Reaver’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; Valkyrie (X03) 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 →

    Current meta 70.60/100 out of 100
  87. 86 Warden, front rowPoison Master, middle rowLouis IX, back row Warden · Poison Master · Louis IX
    Warden (archer · X06), Poison Master (archer · X10) and Louis IX (cavalry · X19) score 70.48 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. 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. Louis IX is the win condition, bringing 85% of the lineup's expected damage: Army Breaker puts 420% into one enemy squad on a 60% 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 and Louis IX both wait on; Louis IX 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 Louis IX swings into a line that cannot answer. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Warden (X06) 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 →

    Current meta 70.48/100 out of 100
  88. 87 Liberator, front rowJulian, middle rowAshen Verdict, back row Liberator · Julian · Ashen Verdict
    Liberator (footmen · X05), Julian (archer · X25) and Ashen Verdict (archer · X05) score 70.36 out of 100 together, and each of the three has a job.

    Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. 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 sits in the middle, where the support reaches both the front and the back. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Liberator and Ashen Verdict both wait on. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Liberator (X05) 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 →

    Current meta 70.36/100 out of 100
  89. 88 Thorven, front rowDefender, middle rowFarah, back row Thorven · Defender · Farah
    Thorven (cavalry · X29), Defender (archer · X03) and Farah (cavalry · X11) score 70.31 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 180% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Farah is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 100% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Thorven and Farah both wait on; Defender 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 Farah 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; Defender (X03) 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 →

    Current meta 70.31/100 out of 100
  90. 89 Pompey, front rowTomyris, middle rowCaesar, back row Pompey · Tomyris · Caesar
    Pompey (cavalry · X16), Tomyris (archer · X28) and Caesar (cavalry · SP · paid) score 70.12 out of 100 together, and each of the three has a job.

    Pompey is the lifeline: that healing decides whether this lineup is still standing in round five — carries 308% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Tomyris is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 115% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Caesar produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Caesar swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 19% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 70.12/100 out of 100
  91. 90 Liberator, front rowChen Liu, middle rowPenthesilea, back row Liberator · Chen Liu · Penthesilea
    Liberator (footmen · X05), Chen Liu (footmen · X01) and Penthesilea (archer · SP · paid) score 70.07 out of 100 together, and each of the three has a job.

    Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Chen Liu is the multiplier, raising what the other two put out rather than adding a number of its own: carries 190% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 103% 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Liberator and Chen Liu both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Chen Liu swings into a line that cannot answer; Penthesilea raises Chen Liu’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; Chen Liu (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 70.07/100 out of 100
  92. 91 Attila, front rowAl-Hawra, middle rowWarhammer, back row Attila · Al-Hawra · Warhammer
    Attila (cavalry · X27 · paid), Al-Hawra (archer · X01 · paid) and Warhammer (cavalry · X06) score 69.98 out of 100 together, and each of the three has a job.

    Attila is the win condition, bringing 82% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, 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 Attila and Warhammer both wait on; Attila produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 23% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 69.98/100 out of 100
  93. 92 Penthesilea, front rowChen Liu, middle rowDefender, back row Penthesilea · Chen Liu · Defender
    Penthesilea (archer · SP · paid), Chen Liu (footmen · X01) and Defender (archer · X03) score 69.97 out of 100 together, and each of the three has a job.

    Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 103% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Chen Liu is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 190% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Chen Liu and Defender both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Chen Liu swings into a line that cannot answer; Penthesilea raises Chen Liu’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; Chen Liu (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 69.97/100 out of 100
  94. 93 Tarantula, front rowAl-Hawra, middle rowTura Cartel, back row Tarantula · Al-Hawra · Tura Cartel
    Tarantula (archer · X02), Al-Hawra (archer · X01 · paid) and Tura Cartel (cavalry · X21) score 69.96 out of 100 together, and each of the three has a job.

    Tarantula brings a second damage line worth 28% of the expected output, so no single silence stops the plan: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 68% of the lineup's expected damage: Serpent's Fang puts 476% x4 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Tura Cartel both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 27% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 69.96/100 out of 100
  95. 94 Hellfire, front rowCyrus, middle rowHector, back row Hellfire · Cyrus · Hector
    Hellfire (archer · X09), Cyrus (cavalry · SP · paid) and Hector (archer · X15 · paid) score 69.88 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. 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. Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery 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 Hellfire and Hector both wait on; Hellfire produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus shuts off enemy recovery, so what Hector deals stays dealt. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 69.88/100 out of 100
  96. 95 Pompey, front rowPoison Master, middle rowCaesar, back row Pompey · Poison Master · Caesar
    Pompey (cavalry · X16), Poison Master (archer · X10) and Caesar (cavalry · SP · paid) score 69.87 out of 100 together, and each of the three has a job.

    Pompey is the lifeline: that healing decides whether this lineup is still standing in round five — carries 308% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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. Caesar is the multiplier, raising what the other two put out rather than adding a number of its own: carries 204% 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 Caesar produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison and Caesar’s Coalition Strike both wait on; Poison Master’s Deadly Virus applies Suppress and takes a squad out of the fight, so Caesar swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 19% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 69.87/100 out of 100
  97. 96 Al-Hawra, front rowEl Cid, middle rowTura Cartel, back row Al-Hawra · El Cid · Tura Cartel
    Al-Hawra (archer · X01 · paid), El Cid (cavalry · X12) and Tura Cartel (cavalry · X21) score 69.78 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. El Cid brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Sword of Faith puts 500% into one enemy squad on a 80% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel is the win condition, bringing 71% of the lineup's expected damage: Serpent's Fang puts 476% x4 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger El Cid and Tura Cartel both wait on; El Cid produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Tura Cartel shuts off enemy recovery, so what Tura Cartel deals stays dealt. What you give up: raw damage reaches only about 25% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 69.78/100 out of 100
  98. 97 Al-Hawra, front rowBoudica, middle rowNevsky, back row Al-Hawra · Boudica · Nevsky
    Al-Hawra (archer · X01 · paid), Boudica (archer · X01 · paid) and Nevsky (footmen · X27) score 69.71 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. Boudica brings a second damage line worth 24% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Nevsky is the win condition, bringing 69% of the lineup's expected damage: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% 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 Boudica and Nevsky both wait on; Boudica produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 69.71/100 out of 100
  99. 98 Hellfire, front rowCyrus, middle rowEselfred, back row Hellfire · Cyrus · Eselfred
    Hellfire (archer · X09), Cyrus (cavalry · SP · paid) and Eselfred (archer · X14) score 69.66 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. 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. Eselfred is the win condition, bringing 71% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Hellfire and Eselfred both wait on; Cyrus’s Tolerance produces tempo, the exact trigger Eselfred’s Fortified Line of Attack waits on; Hellfire produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 69.66/100 out of 100
  100. 99 Vikram, front rowLawman, middle rowSaladin, back row Vikram · Lawman · Saladin
    Vikram (footmen · X04), Lawman (cavalry · X03) and Saladin (cavalry · SP · paid) score 69.53 out of 100 together, and each of the three has a job.

    Vikram is the shield: the damage reduction and staying power buy the rounds the plan needs — 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. Lawman is the lifeline: that healing decides whether this lineup is still standing in round five — carries 164% of recovery across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Vikram and Lawman both wait on; Vikram’s Alluring Arm applies Suppress and takes a squad out of the fight, so Saladin swings into a line that cannot answer. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Lawman (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 69.53/100 out of 100
  101. 100 Al-Hawra, front rowBjorn, middle rowLancelot, back row Al-Hawra · Bjorn · Lancelot
    Al-Hawra (archer · X01 · paid), Bjorn (cavalry · X04) and Lancelot (cavalry · X20 · paid) score 69.50 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. Bjorn is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 90% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 76% of the lineup's expected damage: Immortal puts 356% into all 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Bjorn and Lancelot both wait on; Bjorn produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 69.50/100 out of 100
  102. 101 Jeanne d'Arc, front rowValkyrie, middle rowAttila, back row Jeanne d'Arc · Valkyrie · Attila
    Jeanne d'Arc (cavalry · SP · paid), Valkyrie (footmen · X03) and Attila (cavalry · X27 · paid) score 69.20 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Valkyrie brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Apocalyptic Prayer puts 310% into one enemy squad on a 45% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 69% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Valkyrie and Attila both wait on; Valkyrie produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 28% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 69.20/100 out of 100
  103. 102 Geraint, front rowGustav, middle rowHenry II, back row Geraint · Gustav · Henry II
    Geraint (footmen · X24), Gustav (footmen · X20) and Henry II (archer · X20) score 69.18 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 — strips 18% of enemy Might, Resistance and damage in total, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Gustav is the lifeline: that healing decides whether this lineup is still standing in round five — carries 200% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 83% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Henry II produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on; Gustav raises Henry II’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; raw damage reaches only about 25% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 69.18/100 out of 100
  104. 103 Hasdrubal, front rowBelisarius, middle rowDarius, back row Hasdrubal · Belisarius · Darius
    Hasdrubal (footmen · X23), Belisarius (archer · X12) and Darius (archer · X13) score 69.14 out of 100 together, and each of the three has a job.

    Hasdrubal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Counter-espionage applies Silence for 2 rounds on a 85% roll, and takes the front as the sturdiest of the three. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 57% 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 Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Darius swings into a line that cannot answer. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; 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 →

    Current meta 69.14/100 out of 100
  105. 104 Warden, front rowKing Cnut, middle rowLilith, back row Warden · King Cnut · Lilith
    Warden (archer · X06), King Cnut (footmen · X17) and Lilith (archer · X09) score 68.93 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. King Cnut 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 sits in the middle, where the support reaches both the front and the back. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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 King Cnut and Lilith both wait on; King Cnut produces control effects, the exact trigger Lilith’s Pandora's Box waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 12% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 68.93/100 out of 100
  106. 105 Robin Hood, front rowGustav, middle rowHenry II, back row Robin Hood · Gustav · Henry II
    Robin Hood (archer · X21), Gustav (footmen · X20) and Henry II (archer · X20) score 68.79 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 300% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Gustav is the lifeline: that healing decides whether this lineup is still standing in round five — carries 200% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 68% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Henry II swings into a line that cannot answer; Robin Hood raises Henry II’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 30% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 68.79/100 out of 100
  107. 106 Roland, front rowAvalanche, middle rowScarlet Reaver, back row Roland · Avalanche · Scarlet Reaver
    Roland (cavalry · X18), Avalanche (cavalry · X02) and Scarlet Reaver (footmen · X07) score 68.74 out of 100 together, and each of the three has a job.

    Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Avalanche brings a second damage line worth 41% of the expected output, so no single silence stops the plan: Hack and Slash puts 595% into one enemy squad on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver 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 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 Paladins produces prep-skips, the exact trigger Avalanche and Scarlet Reaver both wait on; Avalanche produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Avalanche’s Hack and Slash applies Suppress and takes a squad out of the fight, so Scarlet Reaver swings into a line that cannot answer. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; Avalanche (X02) 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 →

    Current meta 68.74/100 out of 100
  108. 107 Hector, front rowWarden, middle rowKing Cnut, back row Hector · Warden · King Cnut
    Hector (archer · X15 · paid), Warden (archer · X06) and King Cnut (footmen · X17) score 68.74 out of 100 together, and each of the three has a job.

    Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. King Cnut 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 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 Hector and King Cnut both wait on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Hector swings into a line that cannot answer; Warden raises Hector’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Current meta 68.74/100 out of 100
  109. 108 Hunk, front rowArmy Breaker, middle rowSaladin, back row Hunk · Army Breaker · Saladin
    Hunk (footmen · X01), Army Breaker (cavalry · X02) and Saladin (cavalry · SP · paid) score 68.73 out of 100 together, and each of the three has a job.

    Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: strips 75% of enemy Might, Resistance and damage in total, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hunk and Army Breaker both wait on; Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Saladin swings into a line that cannot answer; Army Breaker raises Saladin’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; Hunk (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 68.73/100 out of 100
  110. 109 Alberich, front rowGeraint, middle rowHenry II, back row Alberich · Geraint · Henry II
    Alberich (footmen · X18 · paid), Geraint (footmen · X24) and Henry II (archer · X20) score 68.68 out of 100 together, and each of the three has a job.

    Alberich is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 70% 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. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Henry II is the win condition, bringing 79% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad 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 Henry II produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Alberich produces combat-skill casts, the exact trigger Geraint’s Deadly Roar waits on. What you give up: raw damage reaches only about 26% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. How these scores work →

    Current meta 68.68/100 out of 100
  111. 110 Jeanne d'Arc, front rowLilith, middle rowAttila, back row Jeanne d'Arc · Lilith · Attila
    Jeanne d'Arc (cavalry · SP · paid), Lilith (archer · X09) and Attila (cavalry · X27 · paid) score 68.57 out of 100 together, and each of the three has a job.

    Jeanne d'Arc 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. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Infatuated Shadow applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 62% 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 Jeanne d'Arc’s Siege of Orleans produces prep-skips, the exact trigger Lilith and Attila both wait on; Lilith produces combat-skill casts, the exact trigger Jeanne d'Arc’s Siege of Orleans waits on; Lilith’s Infatuated Shadow applies Confuse and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; Jeanne d'Arc (SP) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 68.57/100 out of 100
  112. 111 Lagertha, front rowPoison Master, middle rowBelisarius, back row Lagertha · Poison Master · Belisarius
    Lagertha (footmen · X27), Poison Master (archer · X10) and Belisarius (archer · X12) score 68.53 out of 100 together, and each of the three has a job.

    Lagertha is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 137% of damage reduction 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. Belisarius is the win condition, bringing 90% of the lineup's expected damage: Hunting Down puts 279% into all 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 Poison Master’s Spreading Poison produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius 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 Belisarius 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; a mid-era lineup anchored by Lagertha (X27). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Current meta 68.53/100 out of 100
  113. 112 Defender, front rowSpectral Reaper, middle rowCaesar, back row Defender · Spectral Reaper · Caesar
    Defender (archer · X03), Spectral Reaper (archer · X03) and Caesar (cavalry · SP · paid) score 68.53 out of 100 together, and each of the three has a job.

    Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Spectral Reaper brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Tamashi-kusari puts 742% into one enemy squad on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Spectral Reaper and Caesar both wait on; Defender produces combat-skill casts, the exact trigger Caesar’s Coalition Strike waits on; Spectral Reaper shuts off enemy recovery, so what Caesar deals stays dealt. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; Defender (X03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 68.53/100 out of 100
  114. 113 Ramses II, front rowCicero, middle rowSpectral Reaper, back row Ramses II · Cicero · Spectral Reaper
    Ramses II (archer · SP · paid), Cicero (footmen · X01) and Spectral Reaper (archer · X03) score 68.50 out of 100 together, and each of the three has a job.

    Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Cicero is the saboteur, stripping the enemy's stats before the blows land: strips 126% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 78% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Cicero and Spectral Reaper both wait on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Ramses II raises Spectral Reaper’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; Cicero (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 68.50/100 out of 100
  115. 114 Vikram, front rowAl-Hawra, middle rowNevsky, back row Vikram · Al-Hawra · Nevsky
    Vikram (footmen · X04), Al-Hawra (archer · X01 · paid) and Nevsky (footmen · X27) score 68.44 out of 100 together, and each of the three has a job.

    Vikram is the shield: the damage reduction and staying power buy the rounds the plan needs — 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. 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 sits in the middle, where the support reaches both the front and the back. Nevsky is the win condition, bringing 81% of the lineup's expected damage: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% 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 Vikram and Nevsky both wait on; Vikram produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom and Nevsky’s Battle Skill Echo both wait on; Vikram’s Alluring Arm applies Suppress and takes a squad out of the fight, so Nevsky swings into a line that cannot answer. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Current meta 68.44/100 out of 100
  116. 115 Alberich, front rowArslan, middle rowFrederick I, back row Alberich · Arslan · Frederick I
    Alberich (footmen · X18 · paid), Arslan (footmen · X11) and Frederick I (archer · X16) score 68.42 out of 100 together, and each of the three has a job.

    Alberich is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 70% 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. Arslan brings a second damage line worth 31% of the expected output, so no single silence stops the plan: Ice and Fire puts 350% into 2 enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. Frederick I is the win condition, bringing 59% 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 Arslan’s Ice and Fire produces burns, the exact trigger Frederick I’s Frenzy War waits on; Alberich produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on. What you give up: raw damage reaches only about 29% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Alberich (X18). How these scores work →

    Current meta 68.42/100 out of 100
  117. 116 Cicero, front rowJulian, middle rowAshen Verdict, back row Cicero · Julian · Ashen Verdict
    Cicero (footmen · X01), Julian (archer · X25) and Ashen Verdict (archer · X05) score 68.42 out of 100 together, and each of the three has a job.

    Cicero is the saboteur, stripping the enemy's stats before the blows land: strips 126% of enemy Might, Resistance and damage in total, and takes the front as the one built to survive the opening exchange. 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 sits in the middle, where the support reaches both the front and the back. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Cicero and Ashen Verdict both wait on. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Cicero (X01) 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 →

    Current meta 68.42/100 out of 100
  118. 117 Ashoka, front rowTomyris, middle rowClovis I, back row Ashoka · Tomyris · Clovis I
    Ashoka (footmen · X14), Tomyris (archer · X28) and Clovis I (footmen · X15) score 68.42 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 71% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. Tomyris is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 115% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence 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 Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; 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. How these scores work →

    Current meta 68.42/100 out of 100
  119. 118 Tomyris, front rowClovis I, middle rowNevsky, back row Tomyris · Clovis I · Nevsky
    Tomyris (archer · X28), Clovis I (footmen · X15) and Nevsky (footmen · X27) score 68.23 out of 100 together, and each of the three has a job.

    Tomyris is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 115% of damage reduction across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Nevsky is the win condition, bringing 67% of the lineup's expected damage: Tactical Strike puts 320% x2 into 2 enemy squads on a 60% 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 Nevsky produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Nevsky swings into a line that cannot answer. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; 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. How these scores work →

    Current meta 68.23/100 out of 100
  120. 119 Pepin, front rowCyrus, middle rowJohn I, back row Pepin · Cyrus · John I
    Pepin (footmen · X12), Cyrus (cavalry · SP · paid) and John I (cavalry · X13) score 68.15 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. 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 71% 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 Pepin and John I both wait on; Cyrus produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 25% of the hardest-hitting trio in the roster. How these scores work →

    Current meta 68.15/100 out of 100
  121. 120 Fortuneteller, front rowThorven, middle rowAshoka, back row Fortuneteller · Thorven · Ashoka
    Fortuneteller (footmen · X08), Thorven (cavalry · X29) and Ashoka (footmen · X14) score 68.12 out of 100 together, and each of the three has a job.

    Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 180% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 65% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Thorven produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on; Fortuneteller produces combat-skill casts, the exact trigger Thorven’s Spiral Edge and Ashoka’s Bloodthirsty Ashoka both wait on; Fortuneteller’s Soul Sacrifice applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; Fortuneteller (X08) 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 →

    Current meta 68.12/100 out of 100
  122. Mid progression combos

    Nothing here is newer than X15 — lineups for accounts partway up the hero ladder.

  123. 121 Warden, front rowRainforest, middle rowSundiata, back row Warden · Rainforest · Sundiata
    Warden (archer · X06), Rainforest (cavalry · X08) and Sundiata (cavalry · X15) score 74.00 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. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 70% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Rainforest and Sundiata both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Rainforest and Sundiata both wait on; Rainforest’s Absolute Suppress applies Suppress and takes a squad out of the fight, so Sundiata swings into a line that cannot answer. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; Warden (X06) 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 →

    Mid progression 74.00/100 out of 100
  124. 122 Ashoka, front rowWarden, middle rowClovis I, back row Ashoka · Warden · Clovis I
    Ashoka (footmen · X14), Warden (archer · X06) and Clovis I (footmen · X15) score 73.66 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 67% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashoka and Clovis I both wait on; Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on. What you give up: raw damage reaches only about 21% of the hardest-hitting trio in the roster; Warden (X06) 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 →

    Mid progression 73.66/100 out of 100
  125. 123 Warden, front rowSpectral Reaper, middle rowSundiata, back row Warden · Spectral Reaper · Sundiata
    Warden (archer · X06), Spectral Reaper (archer · X03) and Sundiata (cavalry · X15) score 73.19 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. Spectral Reaper brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Tamashi-kusari puts 742% into one enemy squad on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 68% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Spectral Reaper and Sundiata both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Spectral Reaper and Sundiata both wait on; Spectral Reaper shuts off enemy recovery, so what Sundiata deals stays dealt. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; Spectral Reaper (X03) 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 →

    Mid progression 73.19/100 out of 100
  126. 124 Hellfire, front rowWarden, middle rowClovis I, back row Hellfire · Warden · Clovis I
    Hellfire (archer · X09), Warden (archer · X06) and Clovis I (footmen · X15) score 72.34 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Warden is the second layer of armour -- when the first wall bends, this one is already set: carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Hellfire and Clovis I both wait on; Hellfire produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Hellfire raises Clovis I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Warden (X06) 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 →

    Mid progression 72.34/100 out of 100
  127. 125 Hellfire, front rowWarden, middle rowRainforest, back row Hellfire · Warden · Rainforest
    Hellfire (archer · X09), Warden (archer · X06) and Rainforest (cavalry · X08) score 72.15 out of 100 together, and each of the three has a job.

    Hellfire is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 63% 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. Warden is the second layer of armour -- when the first wall bends, this one is already set: carries 116% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Rainforest is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Suppress applies Suppress 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 Hellfire and Rainforest both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Rainforest waits on; Hellfire raises Rainforest’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; Warden (X06) 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 →

    Mid progression 72.15/100 out of 100
  128. 126 Ashoka, front rowPoison Master, middle rowBelisarius, back row Ashoka · Poison Master · Belisarius
    Ashoka (footmen · X14), Poison Master (archer · X10) and Belisarius (archer · X12) score 71.50 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 71% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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. Belisarius brings a second damage line worth 29% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all 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 Poison Master’s Spreading Poison produces dot, the exact trigger Belisarius’s Hunting Down waits on; Ashoka produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Ashoka (X14). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 71.50/100 out of 100
  129. 127 War Lord, front rowClovis I, middle rowScarlet Reaver, back row War Lord · Clovis I · Scarlet Reaver
    War Lord (cavalry · S03), Clovis I (footmen · X15) and Scarlet Reaver (footmen · X07) score 71.29 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. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 70% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Clovis I and Scarlet Reaver both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Scarlet Reaver waits on; Scarlet Reaver produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; War Lord (S03) 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 →

    Mid progression 71.29/100 out of 100
  130. 128 Al-Hawra, front rowDefender, middle rowSundiata, back row Al-Hawra · Defender · Sundiata
    Al-Hawra (archer · X01 · paid), Defender (archer · X03) and Sundiata (cavalry · X15) score 70.98 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. Defender is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 85% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Sundiata waits on; Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Defender and Sundiata both wait on; Defender produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 70.98/100 out of 100
  131. 129 Ashoka, front rowAl-Hawra, middle rowBoudica, back row Ashoka · Al-Hawra · Boudica
    Ashoka (footmen · X14), Al-Hawra (archer · X01 · paid) and Boudica (archer · X01 · paid) score 70.71 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 73% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. Boudica brings a second damage line worth 21% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Ashoka and Boudica both wait on; Ashoka produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 19% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 70.71/100 out of 100
  132. 130 Warden, front rowAshen Verdict, middle rowScarlet Reaver, back row Warden · Ashen Verdict · Scarlet Reaver
    Warden (archer · X06), Ashen Verdict (archer · X05) and Scarlet Reaver (footmen · X07) score 70.30 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. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Scarlet Reaver 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 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 Ashen Verdict and Scarlet Reaver both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Ashen Verdict waits on; Ashen Verdict’s Righteous Fervor applies Disarm and takes a squad out of the fight, so Scarlet Reaver swings into a line that cannot answer. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; Ashen Verdict (X05) 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 →

    Mid progression 70.30/100 out of 100
  133. 131 War Lord, front rowNorth's Rage, middle rowHector, back row War Lord · North's Rage · Hector
    War Lord (cavalry · S03), North's Rage (archer · S00) and Hector (archer · X15 · paid) score 70.23 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery 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 War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Hector both wait on; North's Rage’s For the North! applies Suppress and takes a squad out of the fight, so Hector swings into a line that cannot answer. What you give up: North's Rage (S00) 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. How these scores work →

    Mid progression 70.23/100 out of 100
  134. 132 Ashoka, front rowPoison Master, middle rowDarius, back row Ashoka · Poison Master · Darius
    Ashoka (footmen · X14), Poison Master (archer · X10) and Darius (archer · X13) score 69.85 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 65% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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. Darius brings a second damage line worth 35% of the expected output, so no single silence stops the plan: 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 Poison Master’s Spreading Poison produces dot, the exact trigger Darius’s King of all Kings waits on; Ashoka produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: raw damage reaches only about 22% of the hardest-hitting trio in the roster; 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 →

    Mid progression 69.85/100 out of 100
  135. 133 War Lord, front rowNorth's Rage, middle rowFortuneteller, back row War Lord · North's Rage · Fortuneteller
    War Lord (cavalry · S03), North's Rage (cavalry · S00) and Fortuneteller (footmen · X08) score 69.02 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Fortuneteller adds a second source of control, so the lock rarely has an off round: Soul Sacrifice applies Suppress, 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 North's Rage waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Fortuneteller both wait on; North's Rage produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on. What you give up: North's Rage (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 69.02/100 out of 100
  136. 134 War Lord, front rowRough Rider, middle rowFortuneteller, back row War Lord · Rough Rider · Fortuneteller
    War Lord (cavalry · S03), Rough Rider (cavalry · S00) and Fortuneteller (footmen · X08) score 68.99 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. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, 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 Rough Rider waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Fortuneteller both wait on; Rough Rider produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on. What you give up: Rough Rider (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 68.99/100 out of 100
  137. 135 Pepin, front rowPoison Master, middle rowBelisarius, back row Pepin · Poison Master · Belisarius
    Pepin (footmen · X12), Poison Master (archer · X10) and Belisarius (archer · X12) score 68.92 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. 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. Belisarius is the win condition, bringing 70% of the lineup's expected damage: Hunting Down puts 279% into all 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 Poison Master’s Spreading Poison produces dot, the exact trigger Belisarius’s Hunting Down waits on; Pepin produces combat-skill casts, the exact trigger Poison Master’s Spreading Poison waits on; Poison Master produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Pepin (X12). Budget note: every hero in this lineup can be completed without spending. How these scores work →

    Mid progression 68.92/100 out of 100
  138. 136 Pepin, front rowAl-Hawra, middle rowEselfred, back row Pepin · Al-Hawra · Eselfred
    Pepin (footmen · X12), Al-Hawra (archer · X01 · paid) and Eselfred (archer · X14) score 68.88 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 75% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Pepin and Eselfred both wait on; Pepin produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; damage is spread across the enemy line rather than focused on one squad. How these scores work →

    Mid progression 68.88/100 out of 100
  139. 137 Hector, front rowAl-Hawra, middle rowWarhammer, back row Hector · Al-Hawra · Warhammer
    Hector (archer · X15 · paid), Al-Hawra (archer · X01 · paid) and Warhammer (cavalry · X06) score 67.61 out of 100 together, and each of the three has a job.

    Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage in total, 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 Hector and Warhammer both wait on; Hector produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Warhammer shuts off enemy recovery, so what Hector deals stays dealt. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; Al-Hawra (X01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 67.61/100 out of 100
  140. 138 War Lord, front rowYukimura Sanada, middle rowValkyrie, back row War Lord · Yukimura Sanada · Valkyrie
    War Lord (cavalry · S03), Yukimura Sanada (cavalry · S00) and Valkyrie (footmen · X03) 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. 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. Valkyrie is the win condition, bringing 67% of the lineup's expected damage: Apocalyptic Prayer puts 310% into one enemy squad on a 45% 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 trigger-rate boosts, the exact trigger Yukimura Sanada and Valkyrie both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Valkyrie waits on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Valkyrie swings into a line that cannot answer. What you give up: Yukimura Sanada (S00) 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 →

    Mid progression 67.41/100 out of 100
  141. 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
  142. 140 War Lord, front rowQueen Anne, middle rowTarantula, back row War Lord · Queen Anne · Tarantula
    War Lord (cavalry · S03), Queen Anne (archer · S00) and Tarantula (archer · X02) score 67.33 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. Queen Anne is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Slaughter applies Suppress on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Tarantula is the win condition, bringing 70% 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 War Lord’s War God Descends produces prep-skips, the exact trigger Queen Anne waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Queen Anne and Tarantula both wait on; Queen Anne’s Slaughter applies Suppress and takes a squad out of the fight, so Tarantula swings into a line that cannot answer. What you give up: Queen Anne (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 10% 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 67.33/100 out of 100
  143. 141 Liberator, front rowDefender, middle rowSpectral Reaper, back row Liberator · Defender · Spectral Reaper
    Liberator (footmen · X05), Defender (archer · X03) and Spectral Reaper (archer · X03) score 67.26 out of 100 together, and each of the three has a job.

    Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Spectral Reaper is the win condition, bringing 74% of the lineup's expected damage: Tamashi-kusari puts 742% into one enemy squad on a 35% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Liberator and Spectral Reaper both wait on; Spectral Reaper shuts off enemy recovery, so what Spectral Reaper deals stays dealt; Defender raises Spectral Reaper’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Defender (X03) 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 →

    Mid progression 67.26/100 out of 100
  144. 142 Warden, front rowEdward the Confessor, middle rowFarah, back row Warden · Edward the Confessor · Farah
    Warden (archer · X06), Edward the Confessor (archer · S01) and Farah (cavalry · X11) score 66.81 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. Farah is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Edward the Confessor waits on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Farah waits on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Farah swings into a line that cannot answer. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Edward the Confessor (S01) 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 →

    Mid progression 66.81/100 out of 100
  145. 143 Vikram, front rowAl-Hawra, middle rowLilith, back row Vikram · Al-Hawra · Lilith
    Vikram (footmen · X04), Al-Hawra (archer · X01 · paid) and Lilith (archer · X09) score 66.73 out of 100 together, and each of the three has a job.

    Vikram is the shield: the damage reduction and staying power buy the rounds the plan needs — 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. 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 sits in the middle, where the support reaches both the front and the back. Lilith is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Vikram and Lilith both wait on; Vikram produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Vikram produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 11% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 66.73/100 out of 100
  146. 144 War Lord, front rowBleeding Steed, middle rowEl Cid, back row War Lord · Bleeding Steed · El Cid
    War Lord (cavalry · S03), Bleeding Steed (footmen · S03) and El Cid (cavalry · X12) score 66.48 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. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid is the win condition, bringing 100% of the lineup's expected damage: Sword of Faith puts 500% into one enemy squad on a 80% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger Bleeding Steed and El Cid both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Bleeding Steed and El Cid both wait on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so El Cid 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; War Lord (S03) 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 →

    Mid progression 66.48/100 out of 100
  147. 145 Tarantula, front rowAl-Hawra, middle rowRoku Boshuten, back row Tarantula · Al-Hawra · Roku Boshuten
    Tarantula (archer · X02), Al-Hawra (archer · X01 · paid) and Roku Boshuten (cavalry · S03) score 66.45 out of 100 together, and each of the three has a job.

    Tarantula is the win condition, bringing 65% of the lineup's expected damage: Plundering Charge puts 641% into 2 enemy squads on a 30% roll, and takes the front, able to both absorb the opening rounds and heal through them. 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 sits in the middle, where the support reaches both the front and the back. Roku Boshuten is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 156% of damage amplification across its kit, 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Tarantula and Roku Boshuten both wait on; Tarantula produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom and Roku Boshuten’s Gokuraku Jodo both wait on; Al-Hawra raises Tarantula’s output directly rather than adding a number of its own. What you give up: Roku Boshuten (S03) 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. How these scores work →

    Mid progression 66.45/100 out of 100
  148. 146 Leonidas, front rowDefender, middle rowSundiata, back row Leonidas · Defender · Sundiata
    Leonidas (archer · S00), Defender (archer · X03) and Sundiata (cavalry · X15) score 66.45 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. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 82% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Leonidas and Sundiata both wait on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Sundiata swings into a line that cannot answer; Defender raises Sundiata’s output directly rather than adding a number of its own. What you give up: Leonidas (S00) 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. How these scores work →

    Mid progression 66.45/100 out of 100
  149. 147 Warden, front rowThe Boneless, middle rowMary Tudor, back row Warden · The Boneless · Mary Tudor
    Warden (archer · X06), The Boneless (cavalry · S00) and Mary Tudor (cavalry · S00) score 65.92 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. 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. Mary Tudor is the win condition, bringing 63% 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger The Boneless and Mary Tudor both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger The Boneless waits on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so Mary Tudor 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 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 65.92/100 out of 100
  150. 148 Liberator, front rowDefender, middle rowAshen Verdict, back row Liberator · Defender · Ashen Verdict
    Liberator (footmen · X05), Defender (archer · X03) and Ashen Verdict (archer · X05) score 65.89 out of 100 together, and each of the three has a job.

    Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashen Verdict is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Righteous Fervor applies Disarm 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Liberator and Ashen Verdict both wait on; Defender raises Ashen Verdict’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; Defender (X03) 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 →

    Mid progression 65.89/100 out of 100
  151. 149 Army Breaker, front rowBelisarius, middle rowDarius, back row Army Breaker · Belisarius · Darius
    Army Breaker (cavalry · X02), Belisarius (archer · X12) and Darius (archer · X13) score 65.84 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Belisarius brings a second damage line worth 43% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 57% 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 Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Darius swings into a line that cannot answer. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; Army Breaker (X02) 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 →

    Mid progression 65.84/100 out of 100
  152. 150 Vikram, front rowBelisarius, middle rowDarius, back row Vikram · Belisarius · Darius
    Vikram (footmen · X04), Belisarius (archer · X12) and Darius (archer · X13) score 65.23 out of 100 together, and each of the three has a job.

    Vikram is the shield: the damage reduction and staying power buy the rounds the plan needs — 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. Belisarius brings a second damage line worth 39% of the expected output, so no single silence stops the plan: Hunting Down puts 279% into all enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Darius is the win condition, bringing 51% 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 Darius’s Disdain produces dot, the exact trigger Belisarius’s Hunting Down waits on; Belisarius’s Ripping Apart produces dot, the exact trigger Darius’s King of all Kings waits on; Vikram’s Alluring Arm applies Suppress and takes a squad out of the fight, so Darius swings into a line that cannot answer. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; Vikram (X04) 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 →

    Mid progression 65.23/100 out of 100
  153. 151 Lawman, front rowAl-Hawra, middle rowWilliam Wallace, back row Lawman · Al-Hawra · William Wallace
    Lawman (cavalry · X03), Al-Hawra (archer · X01 · paid) and William Wallace (archer · S00) score 63.77 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. 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 sits in the middle, where the support reaches both the front and the back. William Wallace is the win condition, bringing 74% 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Lawman and William Wallace both wait on; Lawman produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises William Wallace’s output directly rather than adding a number of its own. What you give up: William Wallace (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 5% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 63.77/100 out of 100
  154. 152 Pepin, front rowClovis I, middle rowJohn I, back row Pepin · Clovis I · John I
    Pepin (footmen · X12), Clovis I (footmen · X15) and John I (cavalry · X13) score 63.64 out of 100 together, and each of the three has a job.

    Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 90% of enemy Might, Resistance and damage in total, and takes the front, able to both absorb the opening rounds and heal through them. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, 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 Clovis I produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, 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; 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. How these scores work →

    Mid progression 63.64/100 out of 100
  155. 153 Liberator, front rowRozen Blade, middle rowThe Immortal, back row Liberator · Rozen Blade · The Immortal
    Liberator (footmen · X05), Rozen Blade (cavalry · S03) and The Immortal (cavalry · S02) score 63.12 out of 100 together, and each of the three has a job.

    Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% 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. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. The Immortal 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Liberator and The Immortal both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so The Immortal swings into a line that cannot answer. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; The Immortal (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. How these scores work →

    Mid progression 63.12/100 out of 100
  156. 154 Arslan, front rowHealer, middle rowPoison Master, back row Arslan · Healer · Poison Master
    Arslan (footmen · X11), Healer (footmen · X10) and Poison Master (archer · X10) score 63.04 out of 100 together, and each of the three has a job.

    Arslan is the win condition, bringing 100% of the lineup's expected damage: Ice and Fire puts 350% into 2 enemy squads every time it fires, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Healer 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 sits in the middle, the deepest row those range-2 skills still fire from. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Healer 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 Arslan swings into a line that cannot answer. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; 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. How these scores work →

    Mid progression 63.04/100 out of 100
  157. 155 Arslan, front rowIsabella I, middle rowInquisitor, back row Arslan · Isabella I · Inquisitor
    Arslan (footmen · X11), Isabella I (archer · S01) and Inquisitor (archer · S02) score 62.71 out of 100 together, and each of the three has a job.

    Arslan is the win condition, bringing 61% of the lineup's expected damage: Ice and Fire puts 350% into 2 enemy squads every time it fires, 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. 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 stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Arslan’s Ice and Fire produces burns, the exact trigger Isabella I’s Everlasting Flame and Inquisitor’s Atonement both wait on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Arslan 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 →

    Mid progression 62.71/100 out of 100
  158. 156 Hunk, front rowIsabella I, middle rowLilith, back row Hunk · Isabella I · Lilith
    Hunk (footmen · X01), Isabella I (archer · S01) and Lilith (archer · X09) score 62.27 out of 100 together, and each of the three has a job.

    Hunk is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Yeet! applies Confuse on a 30% roll, 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. 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 Hunk’s Yeet! produces burns, the exact trigger Isabella I’s Everlasting Flame waits on; Hunk produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Hunk’s Yeet! applies Confuse and takes a squad out of the fight, so Lilith 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 12% 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 62.27/100 out of 100
  159. 157 Cicero, front rowRozen Blade, middle rowThe Immortal, back row Cicero · Rozen Blade · The Immortal
    Cicero (footmen · X01), Rozen Blade (cavalry · S03) and The Immortal (cavalry · S02) score 62.01 out of 100 together, and each of the three has a job.

    Cicero is the saboteur, stripping the enemy's stats before the blows land: strips 126% of enemy Might, Resistance and damage in total, and takes the front as the one built to survive the opening exchange. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. The Immortal 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cicero and The Immortal both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so The Immortal swings into a line that cannot answer. What you give up: The Immortal (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 5% 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 62.01/100 out of 100
  160. 158 Isabella I, front rowInquisitor, middle rowJohn I, back row Isabella I · Inquisitor · John I
    Isabella I (archer · S01), Inquisitor (archer · S02) and John I (cavalry · X13) score 61.73 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. 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. John I is the win condition, bringing 76% 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 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 John I 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 →

    Mid progression 61.73/100 out of 100
  161. 159 Desert Storm, front rowSakura Blossom, middle rowBelisarius, back row Desert Storm · Sakura Blossom · Belisarius
    Desert Storm (footmen · S04), Sakura Blossom (archer · X01) and Belisarius (archer · X12) score 61.71 out of 100 together, and each of the three has a job.

    Desert Storm is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, and takes the front as the sturdiest of the three. Sakura Blossom 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. Belisarius is the win condition, bringing 64% of the lineup's expected damage: Hunting Down puts 279% into all 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 Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Belisarius’s Riding Waves waits on; Desert Storm’s Endless Scorched Earth produces dot, the exact trigger Belisarius’s Hunting Down waits on; Sakura Blossom raises Belisarius’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; Desert Storm (S04) 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 →

    Mid progression 61.71/100 out of 100
  162. 160 Cicero, front rowChen Liu, middle rowRozen Blade, back row Cicero · Chen Liu · Rozen Blade
    Cicero (footmen · X01), Chen Liu (footmen · X01) and Rozen Blade (cavalry · S03) score 61.58 out of 100 together, and each of the three has a job.

    Cicero is the saboteur, stripping the enemy's stats before the blows land: strips 126% of enemy Might, Resistance and damage in total, and takes the front as the one built to survive the opening exchange. Chen Liu is the multiplier, raising what the other two put out rather than adding a number of its own: carries 190% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cicero and Chen Liu both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Chen Liu swings into a line that cannot answer. What you give up: raw damage reaches only about 4% of the hardest-hitting trio in the roster; Rozen Blade (S03) 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 →

    Mid progression 61.58/100 out of 100
  163. 161 Beast Queen, front rowIsabella I, middle rowScarlet Reaver, back row Beast Queen · Isabella I · Scarlet Reaver
    Beast Queen (cavalry · S02), Isabella I (cavalry · S01) and Scarlet Reaver (footmen · X07) score 61.12 out of 100 together, and each of the three has a job.

    Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% 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. Scarlet Reaver is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 70% 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 Scarlet Reaver’s Flames of Truth 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 Scarlet Reaver swings into a line that cannot answer; Beast Queen raises Scarlet Reaver’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 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 →

    Mid progression 61.12/100 out of 100
  164. 162 Octavius, front rowDefender, middle rowFarah, back row Octavius · Defender · Farah
    Octavius (cavalry · S02 · paid), Defender (archer · X03) and Farah (cavalry · X11) score 60.97 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Defender is the multiplier, raising what the other two put out rather than adding a number of its own: carries 30% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Farah is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 100% 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 Defender’s Heavenly Smite produces extra basic attacks, the exact trigger Farah waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Farah swings into a line that cannot answer; Octavius raises Farah’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 7% of the hardest-hitting trio in the roster; Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Mid progression 60.97/100 out of 100
  165. 163 Ashoka, front rowRoku Boshuten, middle rowHeaven's Justice, back row Ashoka · Roku Boshuten · Heaven's Justice
    Ashoka (footmen · X14), Roku Boshuten (cavalry · S03) and Heaven's Justice (cavalry · S00) score 60.75 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 69% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: Mortal Coil puts 506% into one enemy squad on a 55% 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 Ashoka produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so Ashoka swings into a line that cannot answer. What you give up: Heaven's Justice (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 20% 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 60.75/100 out of 100
  166. 164 Clovis I, front rowAl Faith, middle rowHeroine of Courage, back row Clovis I · Al Faith · Heroine of Courage
    Clovis I (footmen · X15), Al Faith (archer · S01) and Heroine of Courage (footmen · S00) score 59.90 out of 100 together, and each of the three has a job.

    Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and takes the front as the sturdiest of the three. 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. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% 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 Al Faith produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Al Faith raises Clovis I’s output directly rather than adding a number of its own. What you give up: Al Faith (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 →

    Mid progression 59.90/100 out of 100
  167. 165 Genghis Khan, front rowSakura Blossom, middle rowEselfred, back row Genghis Khan · Sakura Blossom · Eselfred
    Genghis Khan (footmen · S01), Sakura Blossom (archer · X01) and Eselfred (archer · X14) score 59.87 out of 100 together, and each of the three has a job.

    Genghis Khan is the lifeline: that healing decides whether this lineup is still standing in round five — carries 152% of recovery across its kit, and takes the front as the sturdiest of the three. Sakura Blossom 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. Eselfred is the win condition, bringing 66% 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 Sakura Blossom’s Senbon Sakura produces tempo, the exact trigger Eselfred’s Fortified Line of Attack waits on; Eselfred produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; Sakura Blossom raises Eselfred’s output directly rather than adding a number of its own. What you give up: Genghis Khan (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 →

    Mid progression 59.87/100 out of 100
  168. 166 Hector, front rowYukimura Sanada, middle rowJiguang Qi, back row Hector · Yukimura Sanada · Jiguang Qi
    Hector (archer · X15 · paid), Yukimura Sanada (archer · S00) and Jiguang Qi (footmen · S01) score 59.48 out of 100 together, and each of the three has a job.

    Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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. Jiguang Qi 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Hector produces combat-skill casts, the exact trigger Jiguang Qi’s Unyelding waits on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Hector swings into a line that cannot answer. What you give up: Yukimura Sanada (S00) 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. How these scores work →

    Mid progression 59.48/100 out of 100
  169. 167 Ragnar, front rowHealer, middle rowBjorn, back row Ragnar · Healer · Bjorn
    Ragnar (cavalry · X12 · paid), Healer (footmen · X10) and Bjorn (cavalry · X04) score 59.00 out of 100 together, and each of the three has a job.

    Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Healer 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 sits in the middle, the deepest row those range-2 skills still fire from. Bjorn is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 90% 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 Bjorn’s Exploit Weakness applies Silence and takes a squad out of the fight, so Ragnar swings into a line that cannot answer; Bjorn raises Ragnar’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 8% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 59.00/100 out of 100
  170. 168 Cleopatra VII, front rowRozen Blade, middle rowDach Tengri, back row Cleopatra VII · Rozen Blade · Dach Tengri
    Cleopatra VII (cavalry · S03 · paid), Rozen Blade (cavalry · S03) and Dach Tengri (footmen · X02) score 58.93 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rozen Blade adds a second source of control, so the lock rarely has an off round: Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Dach Tengri is the multiplier, raising what the other two put out rather than adding a number of its own: carries 32% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Cleopatra VII swings into a line that cannot answer; Dach Tengri raises Cleopatra VII’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 4% of the hardest-hitting trio in the roster. How these scores work →

    Mid progression 58.93/100 out of 100
  171. 169 Army Breaker, front rowBoudica, middle rowLionheart, back row Army Breaker · Boudica · Lionheart
    Army Breaker (cavalry · X02), Boudica (archer · X01 · paid) and Lionheart (cavalry · S01) score 58.77 out of 100 together, and each of the three has a job.

    Army Breaker is the multiplier, raising what the other two put out rather than adding a number of its own: carries 48% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Boudica brings a second damage line worth 32% of the expected output, so no single silence stops the plan: Celtic Alliance puts 200% x3 into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 68% 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 Lionheart’s Lionheart's Charge produces tempo, the exact trigger Boudica’s Song of Uprising waits on; Army Breaker’s Formation: Tranquility applies Silence and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Army Breaker raises Lionheart’s output directly rather than adding a number of its own. What you give up: Lionheart (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. How these scores work →

    Mid progression 58.77/100 out of 100
  172. 170 Immortal Guardian, front rowRough Rider, middle rowFortuneteller, back row Immortal Guardian · Rough Rider · Fortuneteller
    Immortal Guardian (archer · S04), Rough Rider (archer · S00) and Fortuneteller (footmen · X08) score 58.57 out of 100 together, and each of the three has a job.

    Immortal Guardian is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 64% 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. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, 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 Rough Rider produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on. What you give up: Rough Rider (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 58.57/100 out of 100
  173. Starter combos

    All three heroes are Season 0–4: 4 copies to complete, free, and owned by every player. The best lineups anyone can field on day one.

  174. 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
  175. 172 War Lord, front rowNorth's Rage, middle rowBleeding Steed, back row War Lord · North's Rage · Bleeding Steed
    War Lord (cavalry · S03), North's Rage (cavalry · S00) and Bleeding Steed (footmen · S03) score 67.33 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, 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 prep-skips, the exact trigger North's Rage and Bleeding Steed both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Bleeding Steed both wait on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so North's Rage swings into a line that cannot answer. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 4% 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 67.33/100 out of 100
  176. 173 War Lord, front rowRough Rider, middle rowBleeding Steed, back row War Lord · Rough Rider · Bleeding Steed
    War Lord (cavalry · S03), Rough Rider (cavalry · S00) and Bleeding Steed (footmen · S03) score 67.30 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. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Bleeding Steed is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 80% of damage amplification across its kit, 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 prep-skips, the exact trigger Rough Rider and Bleeding Steed both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Bleeding Steed both wait on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Rough Rider swings into a line that cannot answer. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 3% 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 67.30/100 out of 100
  177. 174 War Lord, front rowRough Rider, middle rowEdward the Confessor, back row War Lord · Rough Rider · Edward the Confessor
    War Lord (cavalry · S03), Rough Rider (archer · S00) and Edward the Confessor (archer · S01) score 67.25 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. Rough Rider is the flex piece -- modest alone, but covering what the other two leave open: Guerilla Warfae puts 634% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger Rough Rider waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Rough Rider and Edward the Confessor both wait on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Rough Rider swings into a line that cannot answer. What you give up: Rough Rider (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 4% 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 67.25/100 out of 100
  178. 175 War Lord, front rowEdward the Confessor, middle rowHeroine of Courage, back row War Lord · Edward the Confessor · Heroine of Courage
    War Lord (cavalry · S03), Edward the Confessor (archer · S01) and Heroine of Courage (archer · S00) score 67.19 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. 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. Heroine of Courage is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 29% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Edward the Confessor and Heroine of Courage both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Heroine of Courage waits on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Heroine of Courage swings into a line that cannot answer. 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 4% 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 67.19/100 out of 100
  179. 176 War Lord, front rowNorth's Rage, middle rowSoaring Hawk, back row War Lord · North's Rage · Soaring Hawk
    War Lord (cavalry · S03), North's Rage (cavalry · S00) and Soaring Hawk (footmen · S04) score 66.54 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. North's Rage is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For the North! applies Suppress on a 30% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Soaring Hawk is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% of damage amplification across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger North's Rage waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger North's Rage and Soaring Hawk both wait on; War Lord raises North's Rage’s output directly rather than adding a number of its own. What you give up: North's Rage (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 5% 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 66.54/100 out of 100
  180. 177 War Lord, front rowYukimura Sanada, middle rowGenghis Khan, back row War Lord · Yukimura Sanada · Genghis Khan
    War Lord (cavalry · S03), Yukimura Sanada (cavalry · S00) and Genghis Khan (footmen · S01) score 66.41 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. 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. Genghis Khan is the lifeline: that healing decides whether this lineup is still standing in round five — carries 152% of recovery across its kit, 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 Yukimura Sanada and Genghis Khan both wait on; War Lord’s War God Descends produces prep-skips, the exact trigger Genghis Khan waits on; Yukimura Sanada produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on. What you give up: Yukimura Sanada (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. How these scores work →

    Starter 66.41/100 out of 100
  181. 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
  182. 179 War Lord, front rowSky Breaker, middle rowJane, back row War Lord · Sky Breaker · Jane
    War Lord (cavalry · S03), Sky Breaker (archer · S03) and Jane (cavalry · S03) score 65.13 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. 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. Jane is the win condition, bringing 65% 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 War Lord’s War God Descends produces prep-skips, the exact trigger Sky Breaker and Jane both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Sky Breaker and Jane both wait on; Sky Breaker’s Soul of the Mountain applies Disarm and takes a squad out of the fight, so Jane swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; War Lord (S03) 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 65.13/100 out of 100
  183. 180 War Lord, front rowWilliam Wallace, middle rowJade Eagle, back row War Lord · William Wallace · Jade Eagle
    War Lord (cavalry · S03), William Wallace (archer · S00) and Jade Eagle (archer · S04) score 65.03 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 Wallace brings a second damage line worth 26% of the expected output, so no single silence stops the plan: Eye of the Storm puts 667% into one enemy squad on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Jade Eagle is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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 War Lord’s War God Descends produces prep-skips, the exact trigger William Wallace and Jade Eagle both wait on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger William Wallace and Jade Eagle both wait on; Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt. What you give up: William Wallace (S00) 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. How these scores work →

    Starter 65.03/100 out of 100
  184. 181 Leonidas, front rowRozen Blade, middle rowThe Immortal, back row Leonidas · Rozen Blade · The Immortal
    Leonidas (archer · S00), Rozen Blade (cavalry · S03) and The Immortal (cavalry · S02) score 61.62 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. Rozen Blade adds a second source of control, so the lock rarely has an off round: Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. The Immortal 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Leonidas and The Immortal both wait on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so The Immortal swings into a line that cannot answer. What you give up: Leonidas (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 5% 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 61.62/100 out of 100
  185. 182 Isabella I, front rowInquisitor, middle rowLionheart, back row Isabella I · Inquisitor · Lionheart
    Isabella I (archer · S01), Inquisitor (archer · S02) and Lionheart (cavalry · S01) score 61.02 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. 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. Lionheart is the win condition, bringing 61% 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 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 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 61.02/100 out of 100
  186. 183 Cleopatra VII, front rowRozen Blade, middle rowDesert Storm, back row Cleopatra VII · Rozen Blade · Desert Storm
    Cleopatra VII (cavalry · S03 · paid), Rozen Blade (cavalry · S03) and Desert Storm (footmen · S04) score 58.31 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rozen Blade adds a second source of control, so the lock rarely has an off round: Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Desert Storm adds a second source of control, so the lock rarely has an off round: strips 18% of enemy Might, Resistance and damage in total, 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Cleopatra VII 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; Cleopatra VII (S03) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 58.31/100 out of 100
  187. 184 Genghis Khan, front rowRozen Blade, middle rowThe Boneless, back row Genghis Khan · Rozen Blade · The Boneless
    Genghis Khan (footmen · S01), Rozen Blade (cavalry · S03) and The Boneless (cavalry · S00) score 58.17 out of 100 together, and each of the three has a job.

    Genghis Khan is the lifeline: that healing decides whether this lineup is still standing in round five — carries 152% of recovery across its kit, and takes the front as the sturdiest of the three. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. The Boneless adds a second source of control, so the lock rarely has an off round: Hack and Slash applies Disarm 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger The Boneless waits on; Rozen Blade produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Genghis Khan swings into a line that cannot answer. What you give up: Genghis Khan (S01) 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 58.17/100 out of 100
  188. 185 Isabella I, front rowInquisitor, middle rowMary Tudor, back row Isabella I · Inquisitor · Mary Tudor
    Isabella I (archer · S01), Inquisitor (archer · S02) and Mary Tudor (cavalry · S00) score 58.08 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. Mary Tudor is the win condition, bringing 52% 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 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 Mary Tudor 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 12% 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 58.08/100 out of 100
  189. 186 Isabella I, front rowThe Brave, middle rowInquisitor, back row Isabella I · The Brave · Inquisitor
    Isabella I (archer · S01), The Brave (cavalry · S04) and Inquisitor (archer · S02) score 57.48 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. The Brave is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. 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 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 Inquisitor 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 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 57.48/100 out of 100
  190. 187 Genghis Khan, front rowYukimura Sanada, middle rowAl Faith, back row Genghis Khan · Yukimura Sanada · Al Faith
    Genghis Khan (footmen · S01), Yukimura Sanada (footmen · S00) and Al Faith (archer · S01) score 57.37 out of 100 together, and each of the three has a job.

    Genghis Khan is the lifeline: that healing decides whether this lineup is still standing in round five — carries 152% of recovery across its kit, and takes the front as the sturdiest of the three. 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. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Yukimura Sanada produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Genghis Khan swings into a line that cannot answer; Al Faith raises Genghis Khan’s output directly rather than adding a number of its own. What you give up: Genghis Khan (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 57.37/100 out of 100
  191. 188 Cleopatra VII, front rowRozen Blade, middle rowDivine Arrow, back row Cleopatra VII · Rozen Blade · Divine Arrow
    Cleopatra VII (archer · S03 · paid), Rozen Blade (cavalry · S03) and Divine Arrow (archer · S04) score 57.32 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rozen Blade adds a second source of control, so the lock rarely has an off round: Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. Divine Arrow adds a second source of control, so the lock rarely has an off round: For Heaven applies Disarm on a 25% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cleopatra VII waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Cleopatra VII swings into a line that cannot answer. What you give up: damage is spread across the enemy line rather than focused on one squad; raw damage reaches only about 5% of the hardest-hitting trio in the roster. How these scores work →

    Starter 57.32/100 out of 100
  192. 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
  193. 190 Immortal Guardian, front rowRoku Boshuten, middle rowMary Tudor, back row Immortal Guardian · Roku Boshuten · Mary Tudor
    Immortal Guardian (archer · S04), Roku Boshuten (cavalry · S03) and Mary Tudor (cavalry · S00) score 54.68 out of 100 together, and each of the three has a job.

    Immortal Guardian is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 64% 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. Roku Boshuten is the multiplier, raising what the other two put out rather than adding a number of its own: carries 156% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Mary Tudor is the win condition, bringing 68% 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 Mary Tudor produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Roku Boshuten’s Gokuraku Jodo applies Silence and takes a squad out of the fight for 2 rounds, so Mary Tudor swings into a line that cannot answer; Roku Boshuten raises Mary Tudor’s output directly rather than adding a number of its own. 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 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 →

    Starter 54.68/100 out of 100
  194. 191 Theodora, front rowAl Faith, middle rowDesert Storm, back row Theodora · Al Faith · Desert Storm
    Theodora (footmen · S04 · paid), Al Faith (archer · S01) and Desert Storm (footmen · S04) score 54.11 out of 100 together, and each of the three has a job.

    Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% 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. Al Faith is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 35% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Desert Storm is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — strips 18% of enemy Might, Resistance and damage in total, 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 Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Desert Storm swings into a line that cannot answer; Theodora raises Desert Storm’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; raw damage reaches only about 2% of the hardest-hitting trio in the roster. How these scores work →

    Starter 54.11/100 out of 100
  195. 192 Immortal Guardian, front rowCharles the Great, middle rowJane, back row Immortal Guardian · Charles the Great · Jane
    Immortal Guardian (archer · S04), Charles the Great (archer · S01) and Jane (cavalry · S03) score 53.47 out of 100 together, and each of the three has a job.

    Immortal Guardian is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 64% 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. Charles the Great is the saboteur, stripping the enemy's stats before the blows land: strips 68% of enemy Might, Resistance and damage in total, and sits in the middle, where the support reaches both the front and the back. Jane is the win condition, bringing 65% 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 Jane shuts off enemy recovery, so what Jane deals stays dealt; Charles the Great raises Jane’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Charles the Great (S01) 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 53.47/100 out of 100
  196. 193 Soaring Hawk, front rowSky Breaker, middle rowJade Eagle, back row Soaring Hawk · Sky Breaker · Jade Eagle
    Soaring Hawk (footmen · S04), Sky Breaker (archer · S03) and Jade Eagle (archer · S04) score 53.46 out of 100 together, and each of the three has a job.

    Soaring Hawk 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. 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. 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 Sky Breaker’s Soul of the Mountain applies Disarm 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: 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 →

    Starter 53.46/100 out of 100
  197. 194 Immortal Guardian, front rowBeast Queen, middle rowQueen Anne, back row Immortal Guardian · Beast Queen · Queen Anne
    Immortal Guardian (archer · S04), Beast Queen (cavalry · S02) and Queen Anne (archer · S00) score 53.33 out of 100 together, and each of the three has a job.

    Immortal Guardian is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 64% 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. Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Queen Anne is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Slaughter applies Suppress on a 30% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Beast Queen raises Queen Anne’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Queen Anne (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 53.33/100 out of 100
  198. 195 Immortal Guardian, front rowDemon Spear, middle rowHeaven's Justice, back row Immortal Guardian · Demon Spear · Heaven's Justice
    Immortal Guardian (archer · S04), Demon Spear (footmen · S00) and Heaven's Justice (archer · S00) score 53.25 out of 100 together, and each of the three has a job.

    Immortal Guardian is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 64% 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. Demon Spear is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Tamashi kari applies Silence for 1 round on a 85% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Heaven's Justice is the flex piece -- modest alone, but covering what the other two leave open: Mortal Coil puts 506% into one enemy squad on a 55% 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 Demon Spear’s Tamashi kari applies Silence and takes a squad out of the fight for 1 round, so Heaven's Justice swings into a line that cannot answer. What you give up: no hero here feeds another one's trigger; Demon Spear (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 53.25/100 out of 100
  199. 196 Cleopatra VII, front rowDivine Arrow, middle rowTheodora, back row Cleopatra VII · Divine Arrow · Theodora
    Cleopatra VII (archer · S03 · paid), Divine Arrow (archer · S04) and Theodora (footmen · S04 · paid) score 53.05 out of 100 together, and each of the three has a job.

    Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Divine Arrow adds a second source of control, so the lock rarely has an off round: For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. Theodora is the multiplier, raising what the other two put out rather than adding a number of its own: carries 50% 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 Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Cleopatra VII swings into a line that cannot answer; Theodora raises Cleopatra VII’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. How these scores work →

    Starter 53.05/100 out of 100
  200. 197 Leonidas, front rowThe Brave, middle rowThe Immortal, back row Leonidas · The Brave · The Immortal
    Leonidas (archer · S00), The Brave (cavalry · S04) and The Immortal (cavalry · S02) score 52.99 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. The Brave adds a second source of control, so the lock rarely has an off round: Freezing Gaze applies Disarm on a 80% roll, and sits in the middle, where the support reaches both the front and the back. The Immortal 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 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 The Immortal swings into a line that cannot answer; The Brave raises The Immortal’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 52.99/100 out of 100
  201. 198 Octavius, front rowJiguang Qi, middle rowLionheart, back row Octavius · Jiguang Qi · Lionheart
    Octavius (cavalry · S02 · paid), Jiguang Qi (footmen · S01) and Lionheart (cavalry · S01) score 52.36 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Jiguang Qi 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 sits in the middle, where the support reaches both the front and the back. Lionheart is the win condition, bringing 70% 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 Lionheart produces combat-skill casts, the exact trigger Jiguang Qi’s Unyelding waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Lionheart swings into a line that cannot answer; Octavius raises Lionheart’s output directly rather than adding a number of its own. What you give up: damage is spread across the enemy line rather than focused on one squad; Jiguang Qi (S01) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 52.36/100 out of 100
  202. 199 Peace Bringer, front rowKublai, middle rowJade Eagle, back row Peace Bringer · Kublai · Jade Eagle
    Peace Bringer (footmen · S02), Kublai (archer · S00) and Jade Eagle (archer · S04) score 51.45 out of 100 together, and each of the three has a job.

    Peace Bringer is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 74% 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. Kublai is the flex piece -- modest alone, but covering what the other two leave open: Sentencing puts 357.5% into one enemy squad on a 55% roll, and sits in the middle, the deepest row those range-2 skills still fire from. Jade Eagle is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — 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 Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt. What you give up: no hero here feeds another one's trigger; Kublai (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 51.45/100 out of 100
  203. 200 Octavius, front rowBeast Queen, middle rowJade Rakshasa, back row Octavius · Beast Queen · Jade Rakshasa
    Octavius (cavalry · S02 · paid), Beast Queen (cavalry · S02) and Jade Rakshasa (footmen · S02) score 51.07 out of 100 together, and each of the three has a job.

    Octavius is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 251% 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. Beast Queen is the multiplier, raising what the other two put out rather than adding a number of its own: carries 100% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Jade Rakshasa is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 20% 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 Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Jade Rakshasa swings into a line that cannot answer; Octavius raises Jade Rakshasa’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; Octavius (S02) is the era weak point -- the enemy will aim at the oldest squad. How these scores work →

    Starter 51.07/100 out of 100

Questions about Mixed combos

What is the best Mixed combo in Rise of Castles?

The current #1 ranked Mixed combo is Hannibal · Oliver · Zhao Yun. It tops the Current meta tier, which is ranked on the assumption that you can field X16+ and SP heroes.

How many Mixed combos are ranked here?

ROCMeta ranks 200 Mixed combos. Each is scored out of 100 across eleven checks — damage output, trigger chains, season strength, skill range, troop eligibility and more — and the score is the rank.

Why are the combos split into Current meta, Mid progression and Starter?

The game has two hero economies. Season 0–4 heroes complete with 4 copies and every player owns them; X and SP heroes need 34 copies and many are paid. Ranking all of them in one list would bury every lineup a free player can actually build, so each lineup is ranked within the tier it requires you to own.

What if I don't own the heroes in the top Mixed combos?

Use the combo generator: select the heroes you do own and it returns every ranked lineup you can field today, the ones you are one hero short of, and which single unlock would open the most new combos.

Which of these combos can YOU play?

Select your owned heroes in the free combo generator and instantly see your best playable Mixed lineups — plus the smartest heroes to unlock next.

Open the combo generator

More ranked lists: Best Cavalry combos, Best Archer combos, Best Footmen combos.