ROCMeta

My Account Guest

Top 3 Mixed combos right now

Mixed #1 87.78/100out of 100 Beats 28 of 29 in battle
Thorven Rise of Castles hero, rank 1 Mixed combo Geraint Rise of Castles hero, rank 1 Mixed combo Thorvi Rise of Castles hero, rank 1 Mixed combo

Thorven · Geraint · Thorvi

Why this lineup works

Thorven (cavalry · X29), Geraint (footmen · X24) and Thorvi (cavalry · X29) score 87.78 out of 100 together, and each of the three has a job. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 98% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Geraint’s Resilience waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 41% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →

Mixed #2 87.78/100out of 100 Beats 28 of 29 in battle
Thorven Rise of Castles hero, rank 2 Mixed combo Penthesilea Rise of Castles hero, rank 2 Mixed combo Thorvi Rise of Castles hero, rank 2 Mixed combo

Thorven · Penthesilea · Thorvi

Why this lineup works

Thorven (cavalry · X29), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 87.78 out of 100 together, and each of the three has a job. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Thorven and Thorvi both wait on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster. How these scores work →

Mixed #3 88.57/100out of 100 Beats 28 of 29 in battle
Achilles Rise of Castles hero, rank 3 Mixed combo Hannibal Rise of Castles hero, rank 3 Mixed combo Oliver Rise of Castles hero, rank 3 Mixed combo

Achilles · Hannibal · Oliver

Why this lineup works

Achilles (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 88.57 out of 100 together, and each of the three has a job. Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Achilles’s Blade of Judgment applies Silence and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: a focused finisher and spread pressure both present; Achilles, Hannibal, Oliver only reaches its own squad, not the whole team. How these scores work →

All 331 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 or paid), Mid progression (up to X15), and Starter (Season 0–4 heroes every player owns). Read how the scoring works.

Each portrait carries the row that hero stands in — F front, M middle, B back — in the order the lineup is fielded. A developer pick chip means the game’s own in-game recommendation includes that trio; we still show it at its honestly-computed score, which is often mid-table. Each tier counts from #1, so a number is always comparable to the numbers beside it — Starter #1 is the best lineup a new account can field, and the score is what compares across tiers.

Each tier is ranked separately, because a tier is what a lineup costs you to own — not how strong it is. Starter #1 is the best lineup you can field on day one; Current meta #1 is the best in the game if you have the heroes.

  1. Current meta combos

    Every hero here is X16 or newer, an SP, or a paid hero — the current-account economy. The top thirty rows are ordered by their simulated battle records against each other; the chip on each is the proof, and every other row follows the model score.

  2. 1 Thorven, front rowGeraint, middle rowThorvi, back row Thorven · Geraint · Thorvi Current meta Beats 28 of 29 in battle Two types 87.78/100 out of 100
    Thorven (cavalry · X29), Geraint (footmen · X24) and Thorvi (cavalry · X29) score 87.78 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 98% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Geraint’s Resilience waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 41% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  3. 2, inseparable from the lineup above Thorven, front rowPenthesilea, middle rowThorvi, back row Thorven · Penthesilea · Thorvi Current meta Beats 28 of 29 in battle Two types 87.78/100 out of 100
    Thorven (cavalry · X29), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 87.78 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Thorven and Thorvi both wait on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster.

  4. 3 Achilles, front rowHannibal, middle rowOliver, back row Achilles · Hannibal · Oliver Current meta Beats 28 of 29 in battle Two types 88.57/100 out of 100
    Achilles (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 88.57 out of 100 together, and each of the three has a job.

    Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Achilles’s Blade of Judgment applies Silence and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: a focused finisher and spread pressure both present; Achilles, Hannibal, Oliver only reaches its own squad, not the whole team.

  5. 4 Thorven, front rowHannibal, middle rowZhao Yun, back row Thorven · Hannibal · Zhao Yun Current meta Beats 26 of 29 in battle Two types 87.88/100 out of 100
    Thorven (cavalry · X29), Hannibal (footmen · X28 · paid) and Zhao Yun (footmen · X26) score 87.88 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Zhao Yun is the win condition, bringing 100% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorven waits on; Thorven produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Zhao Yun produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 27% of the hardest-hitting trio in the roster.

  6. 5 Geraint, front rowHannibal, middle rowThorvi, back row Geraint · Hannibal · Thorvi Current meta Beats 24 of 29 in battle Two types 88.72/100 out of 100
    Geraint (footmen · X24), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 88.72 out of 100 together, and each of the three has a job.

    Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hannibal adds a second source of control, so the lock rarely has an off round: Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 98% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 41% of the hardest-hitting trio in the roster.

  7. 6 Thorven, front rowZhao Yun, middle rowAlberich, back row Thorven · Zhao Yun · Alberich Current meta Beats 23 of 29 in battle Two types 88.03/100 out of 100
    Thorven (cavalry · X29), Zhao Yun (footmen · X26) and Alberich (footmen · X18 · paid) score 88.03 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Alberich’s Treasure Holder waits on; Thorven produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Zhao Yun produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 32% of the hardest-hitting trio in the roster; Thorven, Alberich only reaches its own squad, not the whole team.

  8. 7, inseparable from the lineup above Zhao Yun, front rowHannibal, middle rowOliver, back row Zhao Yun · Hannibal · Oliver Current meta Beats 22 of 29 in battle Two types 87.86/100 out of 100
    Zhao Yun (cavalry · X26), Hannibal (footmen · X28 · paid) and Oliver (cavalry · X24) score 87.86 out of 100 together, and each of the three has a job.

    Zhao Yun brings a second damage line worth 52% of the expected output, so no single silence stops the plan: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm 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, with no finisher to focus one squad down; raw damage reaches only about 49% of the hardest-hitting trio in the roster.

  9. 8 Thorven, front rowHannibal, middle rowThorvi, back row Thorven · Hannibal · Thorvi Current meta Beats 21 of 29 in battle Two types 89.02/100 out of 100
    Thorven (cavalry · X29), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 89.02 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorven and Thorvi both wait on; Thorven produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster.

  10. 9 Thorven, front rowJulian, middle rowThorvi, back row Thorven · Julian · Thorvi Current meta Beats 18 of 29 in battle Two types 88.15/100 out of 100
    Thorven (cavalry · X29), Julian (archer · X25) and Thorvi (cavalry · X29) score 88.15 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Thorven and Thorvi both wait on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  11. 10 Roland, front rowHannibal, middle rowThorvi, back row Roland · Hannibal · Thorvi Current meta Beats 18 of 29 in battle Two types 87.70/100 out of 100
    Roland (cavalry · X18), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 87.70 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. 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. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; Roland, Hannibal, Thorvi only reaches its own squad, not the whole team.

  12. 11 Hasdrubal, front rowHannibal, middle rowThorvi, back row Hasdrubal · Hannibal · Thorvi Current meta Beats 17 of 29 in battle Two types 88.15/100 out of 100
    Hasdrubal (footmen · X23), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 88.15 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. Hannibal adds a second source of control, so the lock rarely has an off round: Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster.

  13. 12 Henry V, front rowSaladin, middle rowThorvi, back row Henry V · Saladin · Thorvi Current meta Beats 17 of 29 in battle Two types 89.32/100 out of 100
    Henry V (archer · X17), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 89.32 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 83% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Henry V’s Wildfire Rhapsody and Thorvi’s Thunderlance Thrust both wait on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Henry V, Saladin, Thorvi only reaches its own squad, not the whole team.

  14. 13 Thorven, front rowKing Arthur, middle rowZhao Yun, back row Thorven · King Arthur · Zhao Yun Current meta Beats 16 of 29 in battle Two types 88.20/100 out of 100
    Thorven (cavalry · X29), King Arthur (footmen · SP · paid) and Zhao Yun (footmen · X26) score 88.20 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% of damage reduction 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 89% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger King Arthur’s Wheel of Fortune waits on; Thorven produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Zhao Yun produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: a focused finisher and spread pressure both present; raw damage reaches only about 31% of the hardest-hitting trio in the roster.

  15. 14 Ramses II, front rowThorven, middle rowThorvi, back row Ramses II · Thorven · Thorvi Current meta Beats 16 of 29 in battle Two types 87.86/100 out of 100
    Ramses II (archer · SP · paid), Thorven (cavalry · X29) and Thorvi (cavalry · X29) score 87.86 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. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Thorven and Thorvi both wait on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster.

  16. 15 Alexander, front rowHannibal, middle rowThorvi, back row Alexander · Hannibal · Thorvi Current meta Beats 15 of 29 in battle Two types 89.05/100 out of 100
    Alexander (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 89.05 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: raises what enemies take by 325% 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. Thorvi is the win condition, bringing 86% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound.

  17. 16 Hannibal, front rowNevsky, middle rowThorvi, back row Hannibal · Nevsky · Thorvi Current meta Beats 15 of 29 in battle Two types 89.32/100 out of 100
    Hannibal (footmen · X28 · paid), Nevsky (footmen · X27) and Thorvi (cavalry · X29) score 89.32 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. Nevsky brings a second damage line worth 20% 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. Thorvi is the win condition, bringing 80% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Thorvi produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on. What you give up: Hannibal, Nevsky, Thorvi only reaches its own squad, not the whole team; raw damage reaches only about 50% of the hardest-hitting trio in the roster.

  18. 17 Roland, front rowNicolas Flamel, middle rowThorvi, back row Roland · Nicolas Flamel · Thorvi Current meta Beats 13 of 29 in battle Two types 87.82/100 out of 100
    Roland (cavalry · X18), Nicolas Flamel (archer · X18) and Thorvi (cavalry · X29) score 87.82 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. Nicolas Flamel is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Shadow of Star applies Disarm for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 82% 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Nicolas Flamel’s Shadow of Star and Thorvi’s Thunderlance Thrust both wait on; Nicolas Flamel produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Nicolas Flamel’s Shadow of Star applies Disarm and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: Roland, Nicolas Flamel, Thorvi only reaches its own squad, not the whole team; raw damage reaches only about 49% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  19. 18, inseparable from the lineup above Hasdrubal, front rowSaladin, middle rowThorvi, back row Hasdrubal · Saladin · Thorvi Current meta Beats 13 of 29 in battle Two types 87.62/100 out of 100
    Hasdrubal (footmen · X23), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 87.62 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 93% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hasdrubal’s Tenacity and Thorvi’s Thunderlance Thrust both wait on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Hasdrubal, Saladin, Thorvi only reaches its own squad, not the whole team.

  20. 19 Attila, front rowHannibal, middle rowThorvi, back row Attila · Hannibal · Thorvi Current meta Beats 12 of 29 in battle Two types 90.77/100 out of 100
    Attila (cavalry · X27 · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 90.77 out of 100 together, and each of the three has a job.

    Attila brings a second damage line worth 23% of the expected output, so no single silence stops the plan: 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. 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. Thorvi is the win condition, bringing 77% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: Attila, Hannibal, Thorvi only reaches its own squad, not the whole team; raw damage reaches only about 52% of the hardest-hitting trio in the roster.

  21. 20 Henry V, front rowSaladin, middle rowOliver, back row Henry V · Saladin · Oliver Current meta Beats 12 of 29 in battle Two types 88.55/100 out of 100
    Henry V (archer · X17), Saladin (cavalry · SP · paid) and Oliver (archer · X24) score 88.55 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Henry V’s Wildfire Rhapsody and Oliver’s Paladin's Resilience 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: the damage runs off different engines, so the three do not compound; raw damage reaches only about 37% of the hardest-hitting trio in the roster.

  22. 21 King Cnut, front rowHannibal, middle rowThorvi, back row King Cnut · Hannibal · Thorvi Current meta Beats 11 of 29 in battle Two types 87.66/100 out of 100
    King Cnut (footmen · X17), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 87.66 out of 100 together, and each of the three has a job.

    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 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. Thorvi is the win condition, bringing 97% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; King Cnut, Hannibal, Thorvi only reaches its own squad, not the whole team.

  23. 22 Gustav, front rowHannibal, middle rowThorvi, back row Gustav · Hannibal · Thorvi Current meta Beats 10 of 29 in battle Two types 88.50/100 out of 100
    Gustav (footmen · X20), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 88.50 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 to pull enemy attacks inward -- exactly where that belongs. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 97% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; Gustav, Hannibal, Thorvi only reaches its own squad, not the whole team.

  24. 23, inseparable from the lineup above King Cnut, front rowSaladin, middle rowThorvi, back row King Cnut · Saladin · Thorvi Current meta Beats 10 of 29 in battle Two types 88.37/100 out of 100
    King Cnut (footmen · X17), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 88.37 out of 100 together, and each of the three has a job.

    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 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 90% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger King Cnut’s Frenzy Tides and Thorvi’s Thunderlance Thrust both wait on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; King Cnut raises Thorvi’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; King Cnut, Saladin, Thorvi only reaches its own squad, not the whole team.

  25. 24 Ramses II, front rowPercival, middle rowThorvi, back row Ramses II · Percival · Thorvi Current meta Beats 5 of 29 in battle Two types 88.68/100 out of 100
    Ramses II (archer · SP · paid), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 88.68 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 87% 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: damage is spread across the enemy line, with no finisher to focus one squad down; Ramses II, Percival, Thorvi only reaches its own squad, not the whole team.

  26. 25 Beowulf, front rowZhuge Liang, middle rowThorvi, back row Beowulf · Zhuge Liang · Thorvi Current meta Beats 5 of 29 in battle Two types 87.65/100 out of 100
    Beowulf (archer · SP · paid), Zhuge Liang (archer · X26) and Thorvi (cavalry · X29) score 87.65 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. 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. Thorvi is the win condition, bringing 84% 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 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: the damage runs off different engines, so the three do not compound; Beowulf, Zhuge Liang, Thorvi only reaches its own squad, not the whole team.

  27. 26, inseparable from the lineup above Julian, front rowHannibal, middle rowThorvi, back row Julian · Hannibal · Thorvi Current meta Beats 4 of 29 in battle Two types 87.74/100 out of 100
    Julian (footmen · X25), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 87.74 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. 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. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Hannibal and Thorvi both wait on; Thorvi 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 Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; Julian, Hannibal, Thorvi only reaches its own squad, not the whole team.

  28. 27, inseparable from the lineup above Julian, front rowPercival, middle rowThorvi, back row Julian · Percival · Thorvi Current meta Beats 4 of 29 in battle Two types 87.86/100 out of 100
    Julian (archer · X25), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 87.86 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 87% 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: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 45% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  29. 28 Zhuge Liang, front rowSaladin, middle rowThorvi, back row Zhuge Liang · Saladin · Thorvi Current meta Beats 2 of 29 in battle Two types 90.23/100 out of 100
    Zhuge Liang (archer · X26), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 90.23 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Saladin and Thorvi both wait on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Zhuge Liang raises Thorvi’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; Zhuge Liang, Saladin, Thorvi only reaches its own squad, not the whole team.

  30. 29 Zhuge Liang, front rowSaladin, middle rowOliver, back row Zhuge Liang · Saladin · Oliver Current meta Beats 2 of 29 in battle Two types 89.42/100 out of 100
    Zhuge Liang (archer · X26), Saladin (cavalry · SP · paid) and Oliver (archer · X24) score 89.42 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver and Saladin both wait on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 38% of the hardest-hitting trio in the roster.

  31. 30 King Arthur, front rowHannibal, middle rowOliver, back row King Arthur · Hannibal · Oliver Current meta Beats 0 of 29 in battle Two types 87.85/100 out of 100
    King Arthur (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 87.85 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 164% 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger King Arthur and Oliver both wait on; King Arthur produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Oliver produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: a focused finisher and spread pressure both present; raw damage reaches only about 33% of the hardest-hitting trio in the roster.

  32. 31 Hannibal, front rowRoland, middle rowZhao Yun, back row Hannibal · Roland · Zhao Yun Current meta Beats 8 of 8 reference lineups Two types 86.53/100 out of 100
    Hannibal (footmen · X28 · paid), Roland (cavalry · X18) and Zhao Yun (footmen · X26) score 86.53 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. 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. Zhao Yun is the win condition, bringing 100% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Rear Escort produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Zhao Yun produces combat-skill casts, the exact trigger Roland’s Paladins 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, with no finisher to focus one squad down; raw damage reaches only about 27% of the hardest-hitting trio in the roster.

  33. 32 Achilles, front rowRoland, middle rowOliver, back row Achilles · Roland · Oliver Current meta Beats 8 of 8 reference lineups Two types 85.77/100 out of 100
    Achilles (footmen · SP · paid), Roland (cavalry · X18) and Oliver (cavalry · X24) score 85.77 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. Roland doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Achilles produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Achilles’s Blade of Judgment applies Silence and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: a focused finisher and spread pressure both present; raw damage reaches only about 38% of the hardest-hitting trio in the roster.

  34. 33 Gustav, front rowRoland, middle rowAttila, back row Gustav · Roland · Attila Current meta Beats 8 of 8 reference lineups Two types 84.29/100 out of 100
    Gustav (footmen · X20), Roland (cavalry · X18) and Attila (cavalry · X27 · paid) score 84.29 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 to pull enemy attacks inward -- exactly where that belongs. Roland doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 92% 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 Gustav’s Aligned Force produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Roland’s Paladins produces prep-skips, the exact trigger Attila waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; Gustav, Roland, Attila only reaches its own squad, not the whole team.

  35. 34 Roland, front rowPenthesilea, middle rowThorvi, back row Roland · Penthesilea · Thorvi Current meta Beats 8 of 8 reference lineups Two types 86.69/100 out of 100
    Roland (cavalry · X18), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 86.69 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. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Thorvi waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Thorvi produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster.

  36. 35 Zhao Yun, front rowHelsingen, middle rowSeraphina, back row Zhao Yun · Helsingen · Seraphina Current meta Beats 8 of 8 reference lineups Two types 84.36/100 out of 100
    Zhao Yun (footmen · X26), Helsingen (archer · X28) and Seraphina (archer · X28) score 84.36 out of 100 together, and each of the three has a job.

    Zhao Yun is the win condition, bringing 77% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and takes the front as the one built to survive the opening exchange. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Helsingen’s Dark Crossbow Brand produces mark, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces mark, the exact trigger Helsingen’s Dark Crossbow Brand waits on; Helsingen’s Nightshadow Scorching Arrow produces burns, the exact trigger Seraphina’s Crimson Tide Fire Rain waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 37% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  37. 36 Thorven, front rowGeraint, middle rowZhao Yun, back row Thorven · Geraint · Zhao Yun Current meta Beats 8 of 8 reference lineups Two types 87.18/100 out of 100
    Thorven (cavalry · X29), Geraint (footmen · X24) and Zhao Yun (footmen · X26) score 87.18 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 97% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Geraint’s Resilience waits on; Zhao Yun 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 Zhao Yun swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 28% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  38. 37 Achilles, front rowCyrus, middle rowThorvi, back row Achilles · Cyrus · Thorvi Current meta Beats 8 of 8 reference lineups Two types 85.73/100 out of 100
    Achilles (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Thorvi (cavalry · X29) score 85.73 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. 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. Thorvi is the win condition, bringing 77% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Achilles produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Achilles’s Blade of Judgment applies Silence and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Achilles, Cyrus, Thorvi only reaches its own squad, not the whole team.

  39. 38 Roland, front rowPenthesilea, middle rowOliver, back row Roland · Penthesilea · Oliver Current meta Beats 8 of 8 reference lineups Two types 86.41/100 out of 100
    Roland (cavalry · X18), Penthesilea (archer · SP · paid) and Oliver (archer · X24) score 86.41 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. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 29% of the hardest-hitting trio in the roster.

  40. 39 Alexander, front rowRoland, middle rowAttila, back row Alexander · Roland · Attila Current meta Beats 8 of 8 reference lineups Two types 84.44/100 out of 100
    Alexander (footmen · SP · paid), Roland (cavalry · X18) and Attila (cavalry · X27 · paid) score 84.44 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: raises what enemies take by 325% across its kit, 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. Attila is the win condition, bringing 65% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Paladins produces prep-skips, the exact trigger Attila waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on; Attila produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  41. 40 Geraint, front rowRoland, middle rowAttila, back row Geraint · Roland · Attila Current meta Beats 8 of 8 reference lineups Two types 84.18/100 out of 100
    Geraint (footmen · X24), Roland (cavalry · X18) and Attila (cavalry · X27 · paid) score 84.18 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 — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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. Attila is the win condition, bringing 93% 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 Geraint’s Undying Will produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Roland’s Paladins produces prep-skips, the exact trigger Attila waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge waits on. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; Geraint, Roland, Attila only reaches its own squad, not the whole team.

  42. 41 Galahad, front rowHannibal, middle rowZhao Yun, back row Galahad · Hannibal · Zhao Yun Current meta Beats 8 of 8 reference lineups Two types 87.28/100 out of 100
    Galahad (archer · X23), Hannibal (footmen · X28 · paid) and Zhao Yun (footmen · X26) score 87.28 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 95% 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, with no finisher to focus one squad down; raw damage reaches only about 29% of the hardest-hitting trio in the roster.

  43. 42 Gustav, front rowRoland, middle rowOliver, back row Gustav · Roland · Oliver Current meta Beats 8 of 8 reference lineups Two types 86.08/100 out of 100
    Gustav (footmen · X20), Roland (cavalry · X18) and Oliver (cavalry · X24) score 86.08 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 to pull enemy attacks inward -- exactly where that belongs. Roland doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Gustav’s Aligned Force produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 30% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  44. 43 Thorven, front rowPenthesilea, middle rowOliver, back row Thorven · Penthesilea · Oliver Current meta Beats 8 of 8 reference lineups Two types 86.90/100 out of 100
    Thorven (cavalry · X29), Penthesilea (archer · SP · paid) and Oliver (archer · X24) score 86.90 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver and Thorven both wait on; Oliver 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 Oliver swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 29% of the hardest-hitting trio in the roster.

  45. 44 Achilles, front rowCyrus, middle rowOliver, back row Achilles · Cyrus · Oliver Current meta Beats 7 of 8 reference lineups Two types 86.39/100 out of 100
    Achilles (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Oliver (cavalry · X24) score 86.39 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. 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Achilles produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory 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: Achilles, Cyrus, Oliver only reaches its own squad, not the whole team; raw damage reaches only about 41% of the hardest-hitting trio in the roster.

  46. 45, inseparable from the lineup above Roland, front rowHasdrubal, middle rowThorvi, back row Roland · Hasdrubal · Thorvi Current meta Beats 7 of 8 reference lineups Two types 86.42/100 out of 100
    Roland (cavalry · X18), Hasdrubal (footmen · X23) and Thorvi (cavalry · X29) score 86.42 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. 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. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Hasdrubal’s Tenacity and Thorvi’s Thunderlance Thrust both wait on; Hasdrubal produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Hasdrubal’s Counter-espionage applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 40% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  47. 46 Alexander, front rowRoland, middle rowLancelot, back row Alexander · Roland · Lancelot Current meta Beats 7 of 8 reference lineups Two types 85.23/100 out of 100
    Alexander (footmen · SP · paid), Roland (cavalry · X18) and Lancelot (cavalry · X20 · paid) score 85.23 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: raises what enemies take by 325% across its kit, 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 63% 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 Lancelot’s Dedication produces prep-skips, the exact trigger Roland waits on; Roland’s Paladins produces prep-skips, the exact trigger Lancelot waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 18% of the hardest-hitting trio in the roster.

  48. 47 Gustav, front rowRoland, middle rowThorvi, back row Gustav · Roland · Thorvi Current meta Beats 7 of 8 reference lineups Two types 87.56/100 out of 100
    Gustav (footmen · X20), Roland (cavalry · X18) and Thorvi (cavalry · X29) score 87.56 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 to pull enemy attacks inward -- exactly where that belongs. Roland doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 97% 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 Gustav’s Aligned Force produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Thorvi produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 41% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  49. 48 Roland, front rowHasdrubal, middle rowOliver, back row Roland · Hasdrubal · Oliver Current meta Beats 7 of 8 reference lineups Two types 85.32/100 out of 100
    Roland (cavalry · X18), Hasdrubal (footmen · X23) and Oliver (cavalry · X24) score 85.32 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. 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Hasdrubal’s Tenacity and Oliver’s Paladin's Resilience both wait on; Hasdrubal produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Hasdrubal’s Counter-espionage 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: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 29% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  50. 49 Harald III, front rowRoland, middle rowThorvi, back row Harald III · Roland · Thorvi Current meta Beats 7 of 8 reference lineups Two types 84.96/100 out of 100
    Harald III (footmen · X19), Roland (cavalry · X18) and Thorvi (cavalry · X29) score 84.96 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. Thorvi is the win condition, bringing 90% 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 Harald III’s Absolute Authority produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Thorvi produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  51. 50 Beowulf, front rowPenthesilea, middle rowThorvi, back row Beowulf · Penthesilea · Thorvi Current meta Beats 7 of 8 reference lineups Two types 85.29/100 out of 100
    Beowulf (archer · SP · paid), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 85.29 out of 100 together, and each of the three has a job.

    Beowulf is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Slayer applies Disarm, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 96% 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 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: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  52. 51 Achilles, front rowHannibal, middle rowThorvi, back row Achilles · Hannibal · Thorvi Current meta Beats 7 of 8 reference lineups Two types 87.04/100 out of 100
    Achilles (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 87.04 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. Thorvi is the win condition, bringing 82% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Achilles’s Blade of Judgment applies Silence and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  53. 52, inseparable from the lineup above Penthesilea, front rowPercival, middle rowThorvi, back row Penthesilea · Percival · Thorvi Current meta Beats 7 of 8 reference lineups Two types 86.86/100 out of 100
    Penthesilea (archer · SP · paid), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 86.86 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 106% 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 87% 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: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 46% of the hardest-hitting trio in the roster.

  54. 53, inseparable from the lineup above Geraint, front rowRoland, middle rowThorvi, back row Geraint · Roland · Thorvi Current meta Beats 7 of 8 reference lineups Two types 87.00/100 out of 100
    Geraint (footmen · X24), Roland (cavalry · X18) and Thorvi (cavalry · X29) score 87.00 out of 100 together, and each of the three has a job.

    Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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. Thorvi is the win condition, bringing 98% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Geraint’s Undying Will produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Thorvi produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 41% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  55. 54 Galahad, front rowPenthesilea, middle rowThorvi, back row Galahad · Penthesilea · Thorvi Current meta Beats 7 of 8 reference lineups Two types 85.05/100 out of 100
    Galahad (archer · X23), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 85.05 out of 100 together, and each of the three has a job.

    Galahad is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 127% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 96% 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: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound.

  56. 55 Gustav, front rowSaladin, middle rowLancelot, back row Gustav · Saladin · Lancelot Current meta Beats 7 of 8 reference lineups Two types 85.92/100 out of 100
    Gustav (footmen · X20), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 85.92 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 to pull enemy attacks inward -- exactly where that belongs. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 72% 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’s Immortal waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; Gustav, Saladin, Lancelot only reaches its own squad, not the whole team.

  57. 56 Alexander, front rowFrederick I, middle rowZhao Yun, back row Alexander · Frederick I · Zhao Yun Current meta Beats 7 of 8 reference lineups Two types 84.17/100 out of 100
    Alexander (footmen · SP · paid), Frederick I (archer · X16) and Zhao Yun (footmen · X26) score 84.17 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: raises what enemies take by 325% across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Frederick I brings a second damage line worth 16% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads 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 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 Alexander’s The Conqueror produces burns, the exact trigger Frederick I’s Frenzy War waits on; Zhao Yun produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire applies Disarm and takes a squad out of the fight, so Zhao Yun swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Alexander, Frederick I, Zhao Yun only reaches its own squad, not the whole team.

  58. 57 Roland, front rowHannibal, middle rowOliver, back row Roland · Hannibal · Oliver Current meta Beats 7 of 8 reference lineups Two types 86.13/100 out of 100
    Roland (cavalry · X18), Hannibal (footmen · X28 · paid) and Oliver (cavalry · X24) score 86.13 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. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 29% of the hardest-hitting trio in the roster.

  59. 58 Seraphina, front rowRoland, middle rowThorvi, back row Seraphina · Roland · Thorvi Current meta Beats 7 of 8 reference lineups Two types 84.98/100 out of 100
    Seraphina (archer · X28), Roland (cavalry · X18) and Thorvi (cavalry · X29) score 84.98 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. 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. Thorvi is the win condition, bringing 89% 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Seraphina’s Crimson Tide Fire Rain and Thorvi’s Thunderlance Thrust both wait on; Seraphina produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  60. 59, inseparable from the lineup above Penthesilea, front rowHannibal, middle rowThorvi, back row Penthesilea · Hannibal · Thorvi Current meta Beats 7 of 8 reference lineups Rainbow 84.98/100 out of 100
    Penthesilea (archer · SP · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 84.98 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 106% of damage amplification 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. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Hannibal and Thorvi both wait on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; Penthesilea, Hannibal, Thorvi only reaches its own squad, not the whole team.

  61. 60 Penthesilea, front rowFrederick I, middle rowThorvi, back row Penthesilea · Frederick I · Thorvi Current meta Beats 7 of 8 reference lineups Two types 83.96/100 out of 100
    Penthesilea (archer · SP · paid), Frederick I (archer · X16) and Thorvi (cavalry · X29) score 83.96 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 106% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Frederick I brings a second damage line worth 15% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 84% 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 Thorvi waits on; Thorvi produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: Penthesilea, Frederick I, Thorvi only reaches its own squad, not the whole team; raw damage reaches only about 47% of the hardest-hitting trio in the roster.

  62. 61 Zhao Yun, front rowHannibal, middle rowSaladin, back row Zhao Yun · Hannibal · Saladin Current meta Beats 7 of 8 reference lineups Two types 85.50/100 out of 100
    Zhao Yun (footmen · X26), Hannibal (footmen · X28 · paid) and Saladin (cavalry · SP · paid) score 85.50 out of 100 together, and each of the three has a job.

    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 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Saladin waits on; Saladin 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: the damage runs off different engines, so the three do not compound; raw damage reaches only about 31% of the hardest-hitting trio in the roster.

  63. 62 Penthesilea, front rowOliver, middle rowThorvi, back row Penthesilea · Oliver · Thorvi Current meta Beats 7 of 8 reference lineups Two types 85.00/100 out of 100
    Penthesilea (archer · SP · paid), Oliver (archer · X24) and Thorvi (cavalry · X29) score 85.00 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 106% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 58% 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 Oliver 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: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  64. 63, inseparable from the lineup above Don Quixote, front rowPenthesilea, middle rowOliver, back row Don Quixote · Penthesilea · Oliver Current meta Beats 6 of 8 reference lineups Two types 85.15/100 out of 100
    Don Quixote (cavalry · X22), Penthesilea (archer · SP · paid) and Oliver (archer · X24) score 85.15 out of 100 together, and each of the three has a job.

    Don Quixote brings a second damage line worth 35% of the expected output, so no single silence stops the plan: 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. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Don Quixote and Oliver both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Penthesilea raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  65. 64 Tomyris, front rowRoland, middle rowThorvi, back row Tomyris · Roland · Thorvi Current meta Beats 6 of 8 reference lineups Two types 84.54/100 out of 100
    Tomyris (archer · X28), Roland (cavalry · X18) and Thorvi (cavalry · X29) score 84.54 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 12% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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. Thorvi is the win condition, bringing 88% 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 Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Thorvi produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  66. 65, inseparable from the lineup above Hector, front rowRoland, middle rowAttila, back row Hector · Roland · Attila Current meta Beats 6 of 8 reference lineups Two types 84.42/100 out of 100
    Hector (archer · X15 · paid), Roland (cavalry · X18) and Attila (cavalry · X27 · paid) score 84.42 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. Roland doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 64% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Paladins produces prep-skips, the exact trigger Attila waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Hector’s Apollo's Judgment both wait on; Hector produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; Hector, Roland, Attila only reaches its own squad, not the whole team.

  67. 66 Geraint, front rowRoland, middle rowOliver, back row Geraint · Roland · Oliver Current meta Beats 6 of 8 reference lineups Two types 85.92/100 out of 100
    Geraint (footmen · X24), Roland (cavalry · X18) and Oliver (cavalry · X24) score 85.92 out of 100 together, and each of the three has a job.

    Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Geraint’s Undying Will produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 30% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  68. 67 Penthesilea, front rowNevsky, middle rowThorvi, back row Penthesilea · Nevsky · Thorvi Current meta Beats 6 of 8 reference lineups Rainbow 85.32/100 out of 100
    Penthesilea (archer · SP · paid), Nevsky (footmen · X27) and Thorvi (cavalry · X29) score 85.32 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 106% 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 20% 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. Thorvi is the win condition, bringing 79% 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 Thorvi waits on; Thorvi produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: Penthesilea, Nevsky, Thorvi only reaches its own squad, not the whole team; raw damage reaches only about 50% of the hardest-hitting trio in the roster.

  69. 68 Penthesilea, front rowSaladin, middle rowThorvi, back row Penthesilea · Saladin · Thorvi Current meta Beats 6 of 8 reference lineups Two types 86.23/100 out of 100
    Penthesilea (archer · SP · paid), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 86.23 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 106% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 92% 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 Saladin and Thorvi both wait on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Penthesilea, Saladin, Thorvi only reaches its own squad, not the whole team.

  70. 69 Thorven, front rowHannibal, middle rowOliver, back row Thorven · Hannibal · Oliver Current meta Beats 6 of 8 reference lineups Two types 86.61/100 out of 100
    Thorven (cavalry · X29), Hannibal (footmen · X28 · paid) and Oliver (cavalry · X24) score 86.61 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Oliver and Thorven both wait on; Thorven produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Oliver produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 29% of the hardest-hitting trio in the roster.

  71. 70, inseparable from the lineup above Thorven, front rowThorvi, middle rowHelsingen, back row Thorven · Thorvi · Helsingen Current meta Beats 6 of 8 reference lineups Two types 86.42/100 out of 100
    Thorven (cavalry · X29), Thorvi (cavalry · X29) and Helsingen (archer · X28) score 86.42 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Thorvi is the win condition, bringing 90% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Helsingen’s Blackflame Curse waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  72. 71, inseparable from the lineup above Zhao Yun, front rowHannibal, middle rowThorvi, back row Zhao Yun · Hannibal · Thorvi Current meta Beats 6 of 8 reference lineups Two types 86.44/100 out of 100
    Zhao Yun (cavalry · X26), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 86.44 out of 100 together, and each of the three has a job.

    Zhao Yun brings a second damage line worth 44% of the expected output, so no single silence stops the plan: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, 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. Thorvi is the win condition, bringing 56% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  73. 72 Seraphina, front rowRoland, middle rowOliver, back row Seraphina · Roland · Oliver Current meta Beats 6 of 8 reference lineups Two types 84.41/100 out of 100
    Seraphina (archer · X28), Roland (cavalry · X18) and Oliver (archer · X24) score 84.41 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. 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Seraphina’s Crimson Tide Fire Rain both wait on; Seraphina produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  74. 73 Thorven, front rowGeraint, middle rowOliver, back row Thorven · Geraint · Oliver Current meta Beats 6 of 8 reference lineups Two types 85.88/100 out of 100
    Thorven (cavalry · X29), Geraint (footmen · X24) and Oliver (cavalry · X24) score 85.88 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Geraint’s Resilience waits on; Oliver 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 Oliver swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 30% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  75. 74 Hector, front rowRoland, middle rowThorvi, back row Hector · Roland · Thorvi Current meta Beats 6 of 8 reference lineups Two types 85.37/100 out of 100
    Hector (archer · X15 · paid), Roland (cavalry · X18) and Thorvi (cavalry · X29) score 85.37 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. Roland doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 86% 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Hector’s Apollo's Judgment and Thorvi’s Thunderlance Thrust both wait on; Hector produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland raises Thorvi’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 46% of the hardest-hitting trio in the roster.

  76. 75 Pompey, front rowPenthesilea, middle rowThorvi, back row Pompey · Penthesilea · Thorvi Current meta Beats 6 of 8 reference lineups Two types 84.26/100 out of 100
    Pompey (cavalry · X16), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 84.26 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 92% 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 Pompey and Thorvi both wait on; Thorvi 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 Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  77. 76 Alberich, front rowRoland, middle rowOliver, back row Alberich · Roland · Oliver Current meta Beats 6 of 8 reference lineups Two types 84.85/100 out of 100
    Alberich (footmen · X18 · paid), Roland (cavalry · X18) and Oliver (cavalry · X24) score 84.85 out of 100 together, and each of the three has a job.

    Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Alberich produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 34% of the hardest-hitting trio in the roster.

  78. 77 Thorven, front rowThorvi, middle rowSeraphina, back row Thorven · Thorvi · Seraphina Current meta Beats 6 of 8 reference lineups Two types 85.87/100 out of 100
    Thorven (cavalry · X29), Thorvi (cavalry · X29) and Seraphina (archer · X28) score 85.87 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Thorvi is the win condition, bringing 89% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Seraphina’s Redflame Curse waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  79. 78 Cyrus, front rowNevsky, middle rowThorvi, back row Cyrus · Nevsky · Thorvi Current meta Beats 6 of 8 reference lineups Two types 85.02/100 out of 100
    Cyrus (cavalry · SP · paid), Nevsky (footmen · X27) and Thorvi (cavalry · X29) score 85.02 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. Thorvi is the win condition, bringing 75% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Nevsky’s Legion Command and Thorvi’s Thunderlance Thrust both wait 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: the damage runs off different engines, so the three do not compound; Cyrus, Nevsky, Thorvi only reaches its own squad, not the whole team.

  80. 79 Hannibal, front rowBeowulf, middle rowHelsingen, back row Hannibal · Beowulf · Helsingen Current meta Beats 6 of 8 reference lineups Two types 84.39/100 out of 100
    Hannibal (footmen · X28 · paid), Beowulf (archer · SP · paid) and Helsingen (archer · X28) score 84.39 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. Beowulf adds a second source of control, so the lock rarely has an off round: Dragon Slayer applies Disarm, and sits in the middle, where the support reaches both the front and the back. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Rear Escort produces draws_fire, the exact trigger Helsingen’s Blackflame Curse waits on; Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Beowulf waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Helsingen 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; Hannibal, Beowulf, Helsingen only reaches its own squad, not the whole team.

  81. 80 Roland, front rowNevsky, middle rowThorvi, back row Roland · Nevsky · Thorvi Current meta Beats 5 of 7 reference lineups Two types 85.68/100 out of 100
    Roland (cavalry · X18), Nevsky (footmen · X27) and Thorvi (cavalry · X29) score 85.68 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. Nevsky brings a second damage line worth 20% 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. Thorvi is the win condition, bringing 80% 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Nevsky’s Legion Command and Thorvi’s Thunderlance Thrust both wait on; Nevsky 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: little here disrupts the enemy plan, so the fight is decided on raw output; Roland, Nevsky, Thorvi only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.

  82. 81 Thorven, front rowHannibal, middle rowAttila, back row Thorven · Hannibal · Attila Current meta Beats 5 of 8 reference lineups Two types 85.24/100 out of 100
    Thorven (cavalry · X29), Hannibal (footmen · X28 · paid) and Attila (cavalry · X27 · paid) score 85.24 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Attila is the win condition, bringing 100% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorven waits on; Thorven produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Attila produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present.

  83. 82 Roland, front rowKing Cnut, middle rowThorvi, back row Roland · King Cnut · Thorvi Current meta Beats 5 of 8 reference lineups Two types 86.48/100 out of 100
    Roland (cavalry · X18), King Cnut (footmen · X17) and Thorvi (cavalry · X29) score 86.48 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. 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. Thorvi is the win condition, bringing 97% 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger King Cnut’s Frenzy Tides and Thorvi’s Thunderlance Thrust both wait on; King Cnut produces combat-skill casts, the exact trigger Roland’s Paladins waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 41% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  84. 83 Thorven, front rowGalahad, middle rowZhao Yun, back row Thorven · Galahad · Zhao Yun Current meta Beats 5 of 8 reference lineups Rainbow 85.41/100 out of 100
    Thorven (cavalry · X29), Galahad (archer · X23) and Zhao Yun (footmen · X26) score 85.41 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 95% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Galahad’s Pixie Bloodline waits on; Zhao Yun 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 Zhao Yun swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; Thorven, Galahad, Zhao Yun only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.

  85. 84 Ramses II, front rowRoland, middle rowThorvi, back row Ramses II · Roland · Thorvi Current meta Beats 5 of 8 reference lineups Two types 85.14/100 out of 100
    Ramses II (archer · SP · paid), Roland (cavalry · X18) and Thorvi (cavalry · X29) score 85.14 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. Roland doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Thorvi waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Thorvi produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; little here disrupts the enemy plan, so the fight is decided on raw output.

  86. 85 Geraint, front rowHannibal, middle rowOliver, back row Geraint · Hannibal · Oliver Current meta Beats 5 of 8 reference lineups Two types 86.92/100 out of 100
    Geraint (footmen · X24), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 86.92 out of 100 together, and each of the three has a job.

    Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hannibal adds a second source of control, so the lock rarely has an off round: Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 30% of the hardest-hitting trio in the roster.

  87. 86 Geraint, front rowSaladin, middle rowLancelot, back row Geraint · Saladin · Lancelot Current meta Beats 5 of 8 reference lineups Two types 85.75/100 out of 100
    Geraint (footmen · X24), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 85.75 out of 100 together, and each of the three has a job.

    Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 73% 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’s Immortal waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; Geraint, Saladin, Lancelot only reaches its own squad, not the whole team.

  88. 87 Gustav, front rowSaladin, middle rowAttila, back row Gustav · Saladin · Attila Current meta Beats 5 of 8 reference lineups Two types 84.14/100 out of 100
    Gustav (footmen · X20), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 84.14 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 to pull enemy attacks inward -- exactly where that belongs. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 74% 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’s Iron Calvary Surge waits on; Gustav’s Uprising applies Suppress and takes a squad out of the fight, so Attila swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 16% of the hardest-hitting trio in the roster.

  89. 88 Thorven, front rowAttila, middle rowGeraint, back row Thorven · Attila · Geraint Current meta Beats 5 of 8 reference lineups Two types 84.52/100 out of 100
    Thorven (cavalry · X29), Attila (cavalry · X27 · paid) and Geraint (footmen · X24) score 84.52 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Attila is the win condition, bringing 93% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Geraint’s Resilience waits on; Attila 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 Attila 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; Thorven, Attila, Geraint only reaches its own squad, not the whole team.

  90. 89 Thorven, front rowThorvi, middle rowHenry V, back row Thorven · Thorvi · Henry V Current meta Beats 5 of 8 reference lineups Two types 85.00/100 out of 100
    Thorven (cavalry · X29), Thorvi (cavalry · X29) and Henry V (archer · X17) score 85.00 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Thorvi is the win condition, bringing 89% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Henry V’s Wildfire of Wales waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Thorven, Thorvi, Henry V only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.

  91. 90 Alexander, front rowCyrus, middle rowOliver, back row Alexander · Cyrus · Oliver Current meta Beats 5 of 8 reference lineups Two types 84.55/100 out of 100
    Alexander (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Oliver (cavalry · X24) score 84.55 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: raises what enemies take by 325% 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver 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, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound.

  92. 91 Alexander, front rowSaladin, middle rowLancelot, back row Alexander · Saladin · Lancelot Current meta Beats 5 of 8 reference lineups Two types 84.28/100 out of 100
    Alexander (footmen · SP · paid), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 84.28 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: raises what enemies take by 325% 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 54% 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’s Immortal waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: no one hero clearly carries, so the damage is easier to interrupt; Alexander, Saladin, Lancelot only reaches its own squad, not the whole team.

  93. 92 King Arthur, front rowRoland, middle rowOliver, back row King Arthur · Roland · Oliver Current meta Beats 4 of 8 reference lineups Two types 84.82/100 out of 100
    King Arthur (footmen · SP · paid), Roland (cavalry · X18) and Oliver (cavalry · X24) score 84.82 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 164% 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. 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger King Arthur’s Sword in the Stone and Oliver’s Paladin's Resilience both wait on; Oliver produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Roland produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; a focused finisher and spread pressure both present.

  94. 93 Thorven, front rowKing Arthur, middle rowThorvi, back row Thorven · King Arthur · Thorvi Current meta Beats 4 of 8 reference lineups Two types 85.71/100 out of 100
    Thorven (cavalry · X29), King Arthur (footmen · SP · paid) and Thorvi (cavalry · X29) score 85.71 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% of damage reduction 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger King Arthur’s Wheel of Fortune waits on; Thorven produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  95. 94 Roland, front rowJulian, middle rowThorvi, back row Roland · Julian · Thorvi Current meta Beats 4 of 8 reference lineups Two types 85.16/100 out of 100
    Roland (cavalry · X18), Julian (archer · X25) and Thorvi (cavalry · X29) score 85.16 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. 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 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Thorvi waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Thorvi produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  96. 95 Roland, front rowFrederick I, middle rowThorvi, back row Roland · Frederick I · Thorvi Current meta Beats 4 of 8 reference lineups Two types 86.13/100 out of 100
    Roland (cavalry · X18), Frederick I (archer · X16) and Thorvi (cavalry · X29) score 86.13 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. Frederick I brings a second damage line worth 16% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 84% 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 Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Frederick I’s Eagle on Fire and Thorvi’s Thunderlance Thrust both wait on; Roland produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 47% of the hardest-hitting trio in the roster; Roland, Frederick I, Thorvi only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.

  97. 96 Hasdrubal, front rowSaladin, middle rowLancelot, back row Hasdrubal · Saladin · Lancelot Current meta Beats 4 of 8 reference lineups Two types 85.05/100 out of 100
    Hasdrubal (footmen · X23), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 85.05 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 78% 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 Hasdrubal’s Tenacity and Lancelot’s Immortal both wait on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; Hasdrubal, Saladin, Lancelot only reaches its own squad, not the whole team.

  98. 97, inseparable from the lineup above King Cnut, front rowCyrus, middle rowThorvi, back row King Cnut · Cyrus · Thorvi Current meta Beats 4 of 8 reference lineups Two types 85.12/100 out of 100
    King Cnut (footmen · X17), Cyrus (cavalry · SP · paid) and Thorvi (cavalry · X29) score 85.12 out of 100 together, and each of the three has a job.

    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 takes the front, able to both absorb the opening rounds and heal through them. Cyrus is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 90% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger King Cnut’s Frenzy Tides and Thorvi’s Thunderlance Thrust both wait on; King Cnut produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 44% of the hardest-hitting trio in the roster.

  99. 98 Zhao Yun, front rowLa Hire, middle rowSaladin, back row Zhao Yun · La Hire · Saladin Current meta Beats 4 of 8 reference lineups Two types 86.05/100 out of 100
    Zhao Yun (footmen · X26), La Hire (footmen · X22) and Saladin (cavalry · SP · paid) score 86.05 out of 100 together, and each of the three has a job.

    Zhao Yun is the win condition, bringing 84% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and takes the front as the one built to survive the opening exchange. La Hire 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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 La Hire’s Shield Breaker waits on; La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command waits on; La Hire’s Shield Breaker applies Disarm and takes a squad out of the fight for 1 round, so Zhao Yun swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 33% of the hardest-hitting trio in the roster.

  100. 99 Lancelot, front rowHannibal, middle rowThorvi, back row Lancelot · Hannibal · Thorvi Current meta Beats 4 of 8 reference lineups Two types 85.41/100 out of 100
    Lancelot (cavalry · X20 · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.41 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 22% of the expected output, so no single silence stops the plan: 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. 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. Thorvi is the win condition, bringing 78% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Thorvi produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  101. 100 Hasdrubal, front rowCyrus, middle rowOliver, back row Hasdrubal · Cyrus · Oliver Current meta Beats 4 of 8 reference lineups Two types 85.82/100 out of 100
    Hasdrubal (footmen · X23), Cyrus (cavalry · SP · paid) and Oliver (cavalry · X24) score 85.82 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. 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Hasdrubal’s Tenacity and Oliver’s Paladin's Resilience both wait on; Hasdrubal produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Hasdrubal’s Counter-espionage 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: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 32% of the hardest-hitting trio in the roster.

  102. 101 Thorven, front rowHenry V, middle rowLancelot, back row Thorven · Henry V · Lancelot Current meta Beats 4 of 8 reference lineups Two types 84.24/100 out of 100
    Thorven (cavalry · X29), Henry V (archer · X17) and Lancelot (cavalry · X20 · paid) score 84.24 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Henry V’s Wildfire of Wales waits on; Thorven produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Henry V produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; Thorven, Henry V, Lancelot only reaches its own squad, not the whole team.

  103. 102 Thorven, front rowJulian, middle rowZhao Yun, back row Thorven · Julian · Zhao Yun Current meta Beats 4 of 8 reference lineups Two types 86.53/100 out of 100
    Thorven (cavalry · X29), Julian (footmen · X25) and Zhao Yun (footmen · X26) score 86.53 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 100% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Thorven waits on; Zhao Yun 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 Zhao Yun swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 27% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  104. 103 Tomyris, front rowAlberich, middle rowZhao Yun, back row Tomyris · Alberich · Zhao Yun Current meta Beats 4 of 8 reference lineups Two types 85.43/100 out of 100
    Tomyris (archer · X28), Alberich (footmen · X18 · paid) and Zhao Yun (footmen · X26) score 85.43 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 14% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and sits in the middle, where the support reaches both the front and the back. Zhao Yun is the win condition, bringing 75% 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 Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Alberich’s Treasure Holder waits on; Zhao Yun produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Zhao Yun swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Tomyris, Alberich, Zhao Yun only reaches its own squad, not the whole team.

  105. 104 Penthesilea, front rowHannibal, middle rowOliver, back row Penthesilea · Hannibal · Oliver Current meta Beats 4 of 8 reference lineups Two types 86.60/100 out of 100
    Penthesilea (archer · SP · paid), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 86.60 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 106% of damage amplification 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Hannibal and Oliver both wait on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike 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: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 29% of the hardest-hitting trio in the roster.

  106. 105 Alexander, front rowSaladin, middle rowAttila, back row Alexander · Saladin · Attila Current meta Beats 4 of 8 reference lineups Two types 84.56/100 out of 100
    Alexander (footmen · SP · paid), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 84.56 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: raises what enemies take by 325% 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: raises what enemies take by 338% across its kit, 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 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’s Iron Calvary Surge waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; Alexander, Saladin, Attila only reaches its own squad, not the whole team.

  107. 106 Alexander, front rowFrederick I, middle rowThorvi, back row Alexander · Frederick I · Thorvi Current meta Beats 4 of 8 reference lineups Rainbow 85.98/100 out of 100
    Alexander (footmen · SP · paid), Frederick I (archer · X16) and Thorvi (cavalry · X29) score 85.98 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: raises what enemies take by 325% across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Frederick I brings a second damage line worth 14% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 74% 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 Alexander’s The Conqueror produces burns, the exact trigger Frederick I’s Frenzy War waits on; Thorvi produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: Alexander, Frederick I, Thorvi only reaches its own squad, not the whole team; the damage runs off different engines, so the three do not compound.

  108. 107 Cyrus, front rowHannibal, middle rowOliver, back row Cyrus · Hannibal · Oliver Current meta Beats 4 of 8 reference lineups Two types 86.66/100 out of 100
    Cyrus (cavalry · SP · paid), Hannibal (footmen · X28 · paid) and Oliver (cavalry · X24) score 86.66 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. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Oliver waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 32% of the hardest-hitting trio in the roster.

  109. 108 Thorven, front rowLagertha, middle rowThorvi, back row Thorven · Lagertha · Thorvi Current meta Beats 3 of 8 reference lineups Two types 85.40/100 out of 100
    Thorven (cavalry · X29), Lagertha (footmen · X27) and Thorvi (cavalry · X29) score 85.40 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Lagertha is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 64% 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 87% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Lagertha’s Counterattack Tactics waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  110. 109 Thorven, front rowZhuge Liang, middle rowThorvi, back row Thorven · Zhuge Liang · Thorvi Current meta Beats 3 of 8 reference lineups Two types 86.16/100 out of 100
    Thorven (cavalry · X29), Zhuge Liang (archer · X26) and Thorvi (cavalry · X29) score 86.16 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 87% 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 Thorven and Thorvi both wait on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on; Thorven’s Spiral Edge applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  111. 110, inseparable from the lineup above King Arthur, front rowZhao Yun, middle rowSaladin, back row King Arthur · Zhao Yun · Saladin Current meta Beats 3 of 8 reference lineups Two types 85.96/100 out of 100
    King Arthur (footmen · SP · paid), Zhao Yun (footmen · X26) and Saladin (cavalry · SP · paid) score 85.96 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 164% 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. 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 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: raises what enemies take by 338% across its kit, 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 King Arthur’s Sword in the Stone waits on; Zhao Yun produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound.

  112. 111 Harald III, front rowSaladin, middle rowLancelot, back row Harald III · Saladin · Lancelot Current meta Beats 3 of 8 reference lineups Two types 84.29/100 out of 100
    Harald III (footmen · X19), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 84.29 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 60% 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’s Immortal waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Harald III, Saladin, Lancelot only reaches its own squad, not the whole team.

  113. 112 Hasdrubal, front rowHannibal, middle rowOliver, back row Hasdrubal · Hannibal · Oliver Current meta Beats 3 of 8 reference lineups Two types 86.32/100 out of 100
    Hasdrubal (footmen · X23), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 86.32 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. Hannibal adds a second source of control, so the lock rarely has an off round: Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hasdrubal’s Counter-espionage 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: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 29% of the hardest-hitting trio in the roster.

  114. 113 Geraint, front rowSaladin, middle rowAttila, back row Geraint · Saladin · Attila Current meta Beats 3 of 8 reference lineups Two types 84.20/100 out of 100
    Geraint (footmen · X24), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 84.20 out of 100 together, and each of the three has a job.

    Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 75% 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’s Iron Calvary Surge waits on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 16% of the hardest-hitting trio in the roster.

  115. 114 King Arthur, front rowCyrus, middle rowZhao Yun, back row King Arthur · Cyrus · Zhao Yun Current meta Beats 3 of 8 reference lineups Two types 85.77/100 out of 100
    King Arthur (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Zhao Yun (footmen · X26) score 85.77 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 164% 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’s Sword in the Stone 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: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 34% of the hardest-hitting trio in the roster.

  116. 115 Penthesilea, front rowPercival, middle rowOliver, back row Penthesilea · Percival · Oliver Current meta Beats 3 of 8 reference lineups Two types 84.83/100 out of 100
    Penthesilea (archer · SP · paid), Percival (cavalry · X25) and Oliver (archer · X24) score 84.83 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 106% 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver and Percival both wait on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Percival shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  117. 116 Hector, front rowCyrus, middle rowThorvi, back row Hector · Cyrus · Thorvi Current meta Beats 3 of 8 reference lineups Two types 85.61/100 out of 100
    Hector (archer · X15 · paid), Cyrus (cavalry · SP · paid) and Thorvi (cavalry · X29) score 85.61 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. 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. 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Hector’s Apollo's Judgment and Thorvi’s Thunderlance Thrust 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 Thorvi deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; Hector, Cyrus, Thorvi only reaches its own squad, not the whole team.

  118. 117, inseparable from the lineup above Geraint, front rowAlberich, middle rowOliver, back row Geraint · Alberich · Oliver Current meta Beats 3 of 8 reference lineups Two types 85.83/100 out of 100
    Geraint (footmen · X24), Alberich (footmen · X18 · paid) and Oliver (archer · X24) score 85.83 out of 100 together, and each of the three has a job.

    Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Geraint’s Undying Will produces draws_fire, the exact trigger Alberich’s Treasure Holder waits on; Oliver produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on. What you give up: raw damage reaches only about 35% of the hardest-hitting trio in the roster; Geraint, Alberich, Oliver only reaches its own squad, not the whole team.

  119. 118, inseparable from the lineup above Attila, front rowHannibal, middle rowOliver, back row Attila · Hannibal · Oliver Current meta Beats 3 of 8 reference lineups Two types 85.81/100 out of 100
    Attila (cavalry · X27 · paid), Hannibal (footmen · X28 · paid) and Oliver (cavalry · X24) score 85.81 out of 100 together, and each of the three has a job.

    Attila brings a second damage line worth 29% of the expected output, so no single silence stops the plan: 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. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 41% of the hardest-hitting trio in the roster.

  120. 119 Hannibal, front rowHelsingen, middle rowOliver, back row Hannibal · Helsingen · Oliver Current meta Beats 3 of 8 reference lineups Two types 85.00/100 out of 100
    Hannibal (footmen · X28 · paid), Helsingen (archer · X28) and Oliver (archer · X24) score 85.00 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. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Rear Escort produces draws_fire, the exact trigger Helsingen’s Blackflame Curse waits on; 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. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  121. 120 Thorven, front rowOliver, middle rowSeraphina, back row Thorven · Oliver · Seraphina Current meta Beats 3 of 8 reference lineups Two types 84.36/100 out of 100
    Thorven (cavalry · X29), Oliver (archer · X24) and Seraphina (archer · X28) score 84.36 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Seraphina’s Redflame Curse waits on; Oliver 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 Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  122. 121 Thorven, front rowThorvi, middle rowAlberich, back row Thorven · Thorvi · Alberich Current meta Beats 3 of 8 reference lineups Two types 85.54/100 out of 100
    Thorven (cavalry · X29), Thorvi (cavalry · X29) and Alberich (footmen · X18 · paid) score 85.54 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Thorvi is the win condition, bringing 89% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Alberich’s Treasure Holder waits on; Thorven produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Thorvi produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: the damage runs off different engines, so the three do not compound; Thorven, Thorvi, Alberich only reaches its own squad, not the whole team.

  123. 122 Robin Hood, front rowCyrus, middle rowOliver, back row Robin Hood · Cyrus · Oliver Current meta Beats 3 of 8 reference lineups Two types 84.60/100 out of 100
    Robin Hood (archer · X21), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 84.60 out of 100 together, and each of the three has a job.

    Robin Hood is the saboteur, stripping the enemy's stats before the blows land: strips 562% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Robin Hood 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: raw damage reaches only about 37% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  124. 123 Penthesilea, front rowSaladin, middle rowLancelot, back row Penthesilea · Saladin · Lancelot Current meta Beats 3 of 8 reference lineups Two types 85.32/100 out of 100
    Penthesilea (archer · SP · paid), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 85.32 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 106% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 77% 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; Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Saladin waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; Penthesilea, Saladin, Lancelot only reaches its own squad, not the whole team.

  125. 124 Thorven, front rowOliver, middle rowAlberich, back row Thorven · Oliver · Alberich Current meta Beats 3 of 8 reference lineups Two types 87.05/100 out of 100
    Thorven (cavalry · X29), Oliver (cavalry · X24) and Alberich (footmen · X18 · paid) score 87.05 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Alberich’s Treasure Holder waits on; Thorven produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Oliver produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 34% of the hardest-hitting trio in the roster; Thorven, Oliver, Alberich only reaches its own squad, not the whole team.

  126. 125 Geraint, front rowKing Arthur, middle rowOliver, back row Geraint · King Arthur · Oliver Current meta Beats 3 of 8 reference lineups Two types 86.54/100 out of 100
    Geraint (footmen · X24), King Arthur (footmen · SP · paid) and Oliver (archer · X24) score 86.54 out of 100 together, and each of the three has a job.

    Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Geraint’s Undying Will produces draws_fire, the exact trigger King Arthur’s Wheel of Fortune waits on; Oliver produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: raw damage reaches only about 34% of the hardest-hitting trio in the roster; Geraint, King Arthur, Oliver only reaches its own squad, not the whole team.

  127. 126 Alexander, front rowHannibal, middle rowOliver, back row Alexander · Hannibal · Oliver Current meta Beats 3 of 8 reference lineups Two types 87.20/100 out of 100
    Alexander (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 87.20 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: raises what enemies take by 325% 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm 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, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound.

  128. 127, inseparable from the lineup above Thorven, front rowKing Arthur, middle rowOliver, back row Thorven · King Arthur · Oliver Current meta Beats 3 of 8 reference lineups Two types 87.25/100 out of 100
    Thorven (cavalry · X29), King Arthur (footmen · SP · paid) and Oliver (cavalry · X24) score 87.25 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger King Arthur’s Wheel of Fortune waits on; Thorven produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Oliver produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: a focused finisher and spread pressure both present; raw damage reaches only about 33% of the hardest-hitting trio in the roster.

  129. 128 Don Quixote, front rowHannibal, middle rowOliver, back row Don Quixote · Hannibal · Oliver Current meta Beats 3 of 8 reference lineups Two types 84.97/100 out of 100
    Don Quixote (cavalry · X22), Hannibal (footmen · X28 · paid) and Oliver (cavalry · X24) score 84.97 out of 100 together, and each of the three has a job.

    Don Quixote brings a second damage line worth 35% of the expected output, so no single silence stops the plan: 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. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Don Quixote and Oliver both wait on; Don Quixote 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 Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  130. 129 Hasdrubal, front rowSaladin, middle rowOliver, back row Hasdrubal · Saladin · Oliver Current meta Beats 3 of 8 reference lineups Two types 85.89/100 out of 100
    Hasdrubal (footmen · X23), Saladin (cavalry · SP · paid) and Oliver (cavalry · X24) score 85.89 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hasdrubal’s Tenacity and Oliver’s Paladin's Resilience both wait on; Hasdrubal’s Counter-espionage 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: the damage runs off different engines, so the three do not compound; Hasdrubal, Saladin, Oliver only reaches its own squad, not the whole team.

  131. 130 Penthesilea, front rowSaladin, middle rowOliver, back row Penthesilea · Saladin · Oliver Current meta Beats 3 of 8 reference lineups Two types 87.06/100 out of 100
    Penthesilea (archer · SP · paid), Saladin (cavalry · SP · paid) and Oliver (archer · X24) score 87.06 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 106% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver and Saladin both wait on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience 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: the damage runs off different engines, so the three do not compound; raw damage reaches only about 32% of the hardest-hitting trio in the roster.

  132. 131 Thorven, front rowDon Quixote, middle rowGeraint, back row Thorven · Don Quixote · Geraint Current meta Beats 3 of 8 reference lineups Two types 84.11/100 out of 100
    Thorven (cavalry · X29), Don Quixote (cavalry · X22) and Geraint (footmen · X24) score 84.11 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Geraint is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Roar puts 300% into 2 enemy squads on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Don Quixote’s Fight or Die and Geraint’s Resilience 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 16% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  133. 132, inseparable from the lineup above Alexander, front rowRoland, middle rowLa Hire, back row Alexander · Roland · La Hire Current meta Beats 3 of 8 reference lineups Two types 83.97/100 out of 100
    Alexander (footmen · SP · paid), Roland (cavalry · X18) and La Hire (footmen · X22) score 83.97 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: raises what enemies take by 325% across its kit, 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. La Hire 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, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger La Hire’s Shield Breaker waits on; La Hire produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: no damaging skill to aim; raw damage reaches only about 9% of the hardest-hitting trio in the roster.

  134. 133, inseparable from the lineup above Thorven, front rowHelsingen, middle rowLancelot, back row Thorven · Helsingen · Lancelot Current meta Beats 2 of 8 reference lineups Two types 84.12/100 out of 100
    Thorven (cavalry · X29), Helsingen (archer · X28) and Lancelot (cavalry · X20 · paid) score 84.12 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Helsingen’s Blackflame Curse waits on; Thorven produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Helsingen produces combat-skill casts, the exact trigger Thorven’s Spiral Edge 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, with no finisher to focus one squad down.

  135. 134 Thorven, front rowOliver, middle rowHelsingen, back row Thorven · Oliver · Helsingen Current meta Beats 2 of 8 reference lineups Two types 84.84/100 out of 100
    Thorven (cavalry · X29), Oliver (archer · X24) and Helsingen (archer · X28) score 84.84 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Helsingen’s Blackflame Curse waits on; Oliver 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 Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  136. 135 Cyrus, front rowNevsky, middle rowOliver, back row Cyrus · Nevsky · Oliver Current meta Beats 2 of 8 reference lineups Two types 84.31/100 out of 100
    Cyrus (cavalry · SP · paid), Nevsky (footmen · X27) and Oliver (cavalry · X24) score 84.31 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 24% 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Nevsky’s Legion Command and Oliver’s Paladin's Resilience both wait 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: raw damage reaches only about 42% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  137. 136, inseparable from the lineup above Roland, front rowNicolas Flamel, middle rowOliver, back row Roland · Nicolas Flamel · Oliver Current meta Beats 2 of 8 reference lineups Two types 84.27/100 out of 100
    Roland (cavalry · X18), Nicolas Flamel (archer · X18) and Oliver (archer · X24) score 84.27 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. Nicolas Flamel is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Shadow of Star applies Disarm for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Nicolas Flamel’s Shadow of Star and Oliver’s Paladin's Resilience both wait on; Nicolas Flamel produces combat-skill casts, the exact trigger Roland’s Paladins waits on; Nicolas Flamel’s Shadow of Star applies Disarm and takes a squad out of the fight for 2 rounds, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 38% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  138. 137 Octavius, front rowHannibal, middle rowThorvi, back row Octavius · Hannibal · Thorvi Current meta Beats 2 of 8 reference lineups Two types 85.53/100 out of 100
    Octavius (cavalry · S02 · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.53 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. 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. Thorvi is the win condition, bringing 98% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Octavius’s Augustus applies Taunt and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; a mid-era lineup anchored by Thorvi (X29).

  139. 138 Hannibal, front rowPercival, middle rowAttila, back row Hannibal · Percival · Attila Current meta Beats 2 of 8 reference lineups Two types 86.47/100 out of 100
    Hannibal (footmen · X28 · paid), Percival (cavalry · X25) and Attila (cavalry · X27 · paid) score 86.47 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. 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. Attila is the win condition, bringing 68% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Percival waits on; Percival 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 Attila 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; Hannibal, Percival, Attila only reaches its own squad, not the whole team.

  140. 139 Lancelot, front rowLa Hire, middle rowThorvi, back row Lancelot · La Hire · Thorvi Current meta Beats 2 of 8 reference lineups Two types 85.82/100 out of 100
    Lancelot (cavalry · X20 · paid), La Hire (footmen · X22) and Thorvi (cavalry · X29) score 85.82 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 21% of the expected output, so no single silence stops the plan: 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. La Hire 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. Thorvi is the win condition, bringing 74% 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 La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Thorvi’s Thunderlance Thrust both wait on; La Hire produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot’s Immortal applies Suppress and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound.

  141. 140 Hannibal, front rowPercival, middle rowThorvi, back row Hannibal · Percival · Thorvi Current meta Beats 2 of 8 reference lineups Two types 86.22/100 out of 100
    Hannibal (footmen · X28 · paid), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 86.22 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. 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. Thorvi is the win condition, bringing 87% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Percival and Thorvi both wait on; Percival 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 Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; Hannibal taunts the enemy onto itself, so the rows behind stay untouched.

  142. 141, inseparable from the lineup above Julian, front rowNevsky, middle rowThorvi, back row Julian · Nevsky · Thorvi Current meta Beats 2 of 8 reference lineups Two types 85.98/100 out of 100
    Julian (footmen · X25), Nevsky (footmen · X27) and Thorvi (cavalry · X29) score 85.98 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. Nevsky brings a second damage line worth 20% 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. Thorvi is the win condition, bringing 80% 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 Thorvi waits on; Thorvi produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; Julian, Nevsky, Thorvi only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.

  143. 142 Lancelot, front rowSaladin, middle rowSeraphina, back row Lancelot · Saladin · Seraphina Current meta Beats 2 of 8 reference lineups Two types 84.03/100 out of 100
    Lancelot (cavalry · X20 · paid), Saladin (cavalry · SP · paid) and Seraphina (archer · X28) score 84.03 out of 100 together, and each of the three has a job.

    Lancelot is the win condition, bringing 58% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because 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’s Immortal and Seraphina’s Crimson Tide Fire Rain both wait on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; Lancelot, Saladin, Seraphina only reaches its own squad, not the whole team.

  144. 143 Cyrus, front rowOliver, middle rowSeraphina, back row Cyrus · Oliver · Seraphina Current meta Beats 2 of 8 reference lineups Two types 85.39/100 out of 100
    Cyrus (cavalry · SP · paid), Oliver (archer · X24) and Seraphina (archer · X28) score 85.39 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Seraphina’s Crimson Tide Fire Rain both wait on; Oliver produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Seraphina’s Crimson Tide Fire Rain 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, with no finisher to focus one squad down; raw damage reaches only about 37% of the hardest-hitting trio in the roster.

  145. 144, inseparable from the lineup above Lancelot, front rowHannibal, middle rowSaladin, back row Lancelot · Hannibal · Saladin Current meta Beats 2 of 8 reference lineups Two types 85.56/100 out of 100
    Lancelot (cavalry · X20 · paid), Hannibal (footmen · X28 · paid) and Saladin (cavalry · SP · paid) score 85.56 out of 100 together, and each of the three has a job.

    Lancelot is the win condition, bringing 78% 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. 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Saladin waits on; 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’s Immortal waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; Lancelot, Hannibal, Saladin only reaches its own squad, not the whole team.

  146. 145 Seraphina, front rowSaladin, middle rowAttila, back row Seraphina · Saladin · Attila Current meta Beats 2 of 8 reference lineups Two types 84.25/100 out of 100
    Seraphina (archer · X28), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 84.25 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 60% 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’s Iron Calvary Surge and Seraphina’s Crimson Tide Fire Rain both wait on; Seraphina’s Crimson Tide Fire Rain applies Silence 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 20% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  147. 146 Attila, front rowLa Hire, middle rowThorvi, back row Attila · La Hire · Thorvi Current meta Beats 2 of 8 reference lineups Two types 87.29/100 out of 100
    Attila (cavalry · X27 · paid), La Hire (footmen · X22) and Thorvi (cavalry · X29) score 87.29 out of 100 together, and each of the three has a job.

    Attila brings a second damage line worth 22% of the expected output, so no single silence stops the plan: 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 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. Thorvi is the win condition, bringing 73% 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 La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Thorvi’s Thunderlance Thrust both wait on; La Hire’s Shield Breaker applies Disarm and takes a squad out of the fight for 1 round, so Thorvi swings into a line that cannot answer; Attila shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; Attila, La Hire, Thorvi only reaches its own squad, not the whole team.

  148. 147 Thorvi, front rowNevsky, middle rowSaladin, back row Thorvi · Nevsky · Saladin Current meta Beats 2 of 8 reference lineups Two types 87.03/100 out of 100
    Thorvi (cavalry · X29), Nevsky (footmen · X27) and Saladin (cavalry · SP · paid) score 87.03 out of 100 together, and each of the three has a job.

    Thorvi is the win condition, bringing 75% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and takes the front as the sturdiest of the three. 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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 Nevsky’s Legion Command and Thorvi’s Thunderlance Thrust both wait on; Thorvi produces combat-skill casts, the exact trigger Nevsky’s Battle Skill Echo waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound.

  149. 148 Lancelot, front rowHelsingen, middle rowSaladin, back row Lancelot · Helsingen · Saladin Current meta Beats 2 of 8 reference lineups Two types 84.58/100 out of 100
    Lancelot (cavalry · X20 · paid), Helsingen (archer · X28) and Saladin (cavalry · SP · paid) score 84.58 out of 100 together, and each of the three has a job.

    Lancelot is the win condition, bringing 59% 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. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage 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: raises what enemies take by 338% across its kit, 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 Helsingen’s Nightshadow Scorching Arrow and Lancelot’s Immortal both wait on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 19% of the hardest-hitting trio in the roster; Lancelot, Helsingen, Saladin only reaches its own squad, not the whole team.

  150. 149 Hector, front rowHannibal, middle rowThorvi, back row Hector · Hannibal · Thorvi Current meta Beats 2 of 8 reference lineups Rainbow 86.52/100 out of 100
    Hector (archer · X15 · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 86.52 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. 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. Thorvi is the win condition, bringing 86% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: Hector, Hannibal, Thorvi only reaches its own squad, not the whole team; raw damage reaches only about 46% of the hardest-hitting trio in the roster.

  151. 150, inseparable from the lineup above Hannibal, front rowOliver, middle rowSaladin, back row Hannibal · Oliver · Saladin Current meta Beats 2 of 8 reference lineups Two types 86.51/100 out of 100
    Hannibal (footmen · X28 · paid), Oliver (cavalry · X24) and Saladin (cavalry · SP · paid) score 86.51 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 is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Oliver and Saladin both wait on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on. What you give up: the damage runs off different engines, so the three do not compound; Hannibal, Oliver, Saladin only reaches its own squad, not the whole team.

  152. 151 Roland, front rowJulian, middle rowOliver, back row Roland · Julian · Oliver Current meta Beats 2 of 8 reference lineups Two types 84.48/100 out of 100
    Roland (cavalry · X18), Julian (archer · X25) and Oliver (archer · X24) score 84.48 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. 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  153. 152, inseparable from the lineup above Ramses II, front rowRoland, middle rowOliver, back row Ramses II · Roland · Oliver Current meta Beats 2 of 8 reference lineups Two types 84.46/100 out of 100
    Ramses II (archer · SP · paid), Roland (cavalry · X18) and Oliver (archer · X24) score 84.46 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. Roland doubles the healing, which turns a slow loss into a stalemate you win: carries 180% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; little here disrupts the enemy plan, so the fight is decided on raw output.

  154. 153 Helsingen, front rowSaladin, middle rowAttila, back row Helsingen · Saladin · Attila Current meta Beats 2 of 8 reference lineups Two types 84.80/100 out of 100
    Helsingen (archer · X28), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 84.80 out of 100 together, and each of the three has a job.

    Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 61% 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’s Iron Calvary Surge and Helsingen’s Nightshadow Scorching Arrow both wait on; Attila shuts off enemy recovery, so what Attila deals stays dealt. What you give up: raw damage reaches only about 20% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  155. 154 La Hire, front rowSaladin, middle rowLancelot, back row La Hire · Saladin · Lancelot Current meta Beats 2 of 8 reference lineups Two types 85.65/100 out of 100
    La Hire (footmen · X22), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 85.65 out of 100 together, and each of the three has a job.

    La Hire 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 as the sturdiest of the three. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. 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 Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Lancelot waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger La Hire’s Shield Breaker waits on; La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Saladin’s Jihad Command both wait on. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; La Hire, Saladin, Lancelot only reaches its own squad, not the whole team.

  156. 155 Hector, front rowSaladin, middle rowThorvi, back row Hector · Saladin · Thorvi Current meta Beats 2 of 8 reference lineups Two types 86.43/100 out of 100
    Hector (archer · X15 · paid), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 86.43 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 80% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Hector’s Apollo's Judgment and Thorvi’s Thunderlance Thrust both wait on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound.

  157. 156 Thorven, front rowZhuge Liang, middle rowOliver, back row Thorven · Zhuge Liang · Oliver Current meta Beats 2 of 8 reference lineups Two types 85.16/100 out of 100
    Thorven (cavalry · X29), Zhuge Liang (archer · X26) and Oliver (archer · X24) score 85.16 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver and Thorven both wait on; Oliver 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 Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  158. 157 Lancelot, front rowLa Hire, middle rowOliver, back row Lancelot · La Hire · Oliver Current meta Beats 2 of 8 reference lineups Two types 84.54/100 out of 100
    Lancelot (cavalry · X20 · paid), La Hire (footmen · X22) and Oliver (cavalry · X24) score 84.54 out of 100 together, and each of the three has a job.

    Lancelot brings a second damage line worth 26% of the expected output, so no single silence stops the plan: 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. La Hire 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Lancelot’s Immortal and Oliver’s Paladin's Resilience both wait on; La Hire produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot’s Immortal applies Suppress 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, with no finisher to focus one squad down; raw damage reaches only about 43% of the hardest-hitting trio in the roster.

  159. 158 Hannibal, front rowSaladin, middle rowThorvi, back row Hannibal · Saladin · Thorvi Current meta Beats 2 of 8 reference lineups Two types 85.10/100 out of 100
    Hannibal (footmen · X28 · paid), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 85.10 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 93% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Saladin and Thorvi both wait on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Saladin produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on. What you give up: the damage runs off different engines, so the three do not compound; Hannibal taunts the enemy onto itself, so the rows behind stay untouched.

  160. 159 Thorven, front rowZhuge Liang, middle rowLancelot, back row Thorven · Zhuge Liang · Lancelot Current meta Beats 2 of 8 reference lineups Two types 84.05/100 out of 100
    Thorven (cavalry · X29), Zhuge Liang (archer · X26) and Lancelot (cavalry · X20 · paid) score 84.05 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 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 Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Thorven waits on; Thorven produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 17% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down.

  161. 160, inseparable from the lineup above Cyrus, front rowLa Hire, middle rowOliver, back row Cyrus · La Hire · Oliver Current meta Beats 2 of 8 reference lineups Two types 84.23/100 out of 100
    Cyrus (cavalry · SP · paid), La Hire (footmen · X22) and Oliver (cavalry · X24) score 84.23 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. La Hire 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 sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Cyrus’s Epic Conqueror waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger La Hire’s Shield Breaker and Oliver’s Paladin's Resilience both wait on; La Hire 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, with no finisher to focus one squad down; raw damage reaches only about 35% of the hardest-hitting trio in the roster.

  162. 161 Beowulf, front rowSaladin, middle rowLancelot, back row Beowulf · Saladin · Lancelot Current meta Beats 2 of 8 reference lineups Two types 85.54/100 out of 100
    Beowulf (archer · SP · paid), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 85.54 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: raises what enemies take by 338% across its kit, 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’s Immortal waits on; Lancelot’s Dedication produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; Beowulf, Saladin, Lancelot only reaches its own squad, not the whole team.

  163. 162, inseparable from the lineup above Julian, front rowSaladin, middle rowLancelot, back row Julian · Saladin · Lancelot Current meta Beats 2 of 8 reference lineups Two types 85.38/100 out of 100
    Julian (archer · X25), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 85.38 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 78% 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Saladin waits on; 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’s Immortal waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; Julian, Saladin, Lancelot only reaches its own squad, not the whole team.

  164. 163, inseparable from the lineup above Ramses II, front rowSaladin, middle rowLancelot, back row Ramses II · Saladin · Lancelot Current meta Beats 2 of 8 reference lineups Two types 85.35/100 out of 100
    Ramses II (archer · SP · paid), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 85.35 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lancelot is the win condition, bringing 78% 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; Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Saladin waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Lancelot’s Immortal waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; Ramses II, Saladin, Lancelot only reaches its own squad, not the whole team.

  165. 164 Attila, front rowLa Hire, middle rowOliver, back row Attila · La Hire · Oliver Current meta Beats 2 of 8 reference lineups Two types 84.02/100 out of 100
    Attila (cavalry · X27 · paid), La Hire (footmen · X22) and Oliver (cavalry · X24) score 84.02 out of 100 together, and each of the three has a job.

    Attila brings a second damage line worth 27% of the expected output, so no single silence stops the plan: 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 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Oliver’s Paladin's Resilience 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; Attila shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 44% of the hardest-hitting trio in the roster.

  166. 165 Attila, front rowLa Hire, middle rowSaladin, back row Attila · La Hire · Saladin Current meta Beats 2 of 8 reference lineups Two types 84.84/100 out of 100
    Attila (cavalry · X27 · paid), La Hire (footmen · X22) and Saladin (cavalry · SP · paid) score 84.84 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 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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 La Hire’s Shield Breaker waits on; La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Attila’s Iron Calvary Surge and Saladin’s Jihad Command both wait on. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  167. 166, inseparable from the lineup above Julian, front rowSaladin, middle rowThorvi, back row Julian · Saladin · Thorvi Current meta Beats 2 of 8 reference lineups Two types 85.05/100 out of 100
    Julian (archer · X25), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 85.05 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 93% 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 Saladin and Thorvi both wait on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  168. 167 Zhuge Liang, front rowPercival, middle rowThorvi, back row Zhuge Liang · Percival · Thorvi Current meta Beats 2 of 8 reference lineups Two types 87.41/100 out of 100
    Zhuge Liang (archer · X26), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 87.41 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 77% 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: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  169. 168 Beowulf, front rowSaladin, middle rowAttila, back row Beowulf · Saladin · Attila Current meta Beats 2 of 8 reference lineups Two types 84.98/100 out of 100
    Beowulf (archer · SP · paid), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 84.98 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: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Attila is the win condition, bringing 72% 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’s Iron Calvary Surge 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 17% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  170. 169 Thorven, front rowJulian, middle rowOliver, back row Thorven · Julian · Oliver Current meta Beats 2 of 8 reference lineups Two types 86.98/100 out of 100
    Thorven (cavalry · X29), Julian (archer · X25) and Oliver (archer · X24) score 86.98 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver and Thorven both wait on; Oliver 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 Oliver swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 29% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  171. 170 King Arthur, front rowSaladin, middle rowOliver, back row King Arthur · Saladin · Oliver Current meta Beats 2 of 8 reference lineups Two types 86.07/100 out of 100
    King Arthur (footmen · SP · paid), Saladin (cavalry · SP · paid) and Oliver (cavalry · X24) score 86.07 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 164% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger King Arthur’s Sword in the Stone and Oliver’s Paladin's Resilience both wait on; Saladin produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; the damage runs off different engines, so the three do not compound.

  172. 171 Roland, front rowSaladin, middle rowTomyris, back row Roland · Saladin · Tomyris Current meta Beats 2 of 8 reference lineups Two types 84.16/100 out of 100
    Roland (cavalry · X18), Saladin (cavalry · SP · paid) and Tomyris (archer · X28) score 84.16 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Tomyris is the win condition, bringing 64% of the lineup's expected damage: Fatal Arrow puts 200% 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 Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Roland waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command waits on. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line.

  173. 172 Henry V, front rowCyrus, middle rowOliver, back row Henry V · Cyrus · Oliver Current meta Beats 1 of 8 reference lineups Two types 85.85/100 out of 100
    Henry V (archer · X17), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 85.85 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. 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Henry V’s Wildfire Rhapsody and Oliver’s Paladin's Resilience both wait on; Henry V produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits 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 37% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  174. 173 Penthesilea, front rowCyrus, middle rowOliver, back row Penthesilea · Cyrus · Oliver Current meta Beats 1 of 8 reference lineups Two types 86.92/100 out of 100
    Penthesilea (archer · SP · paid), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 86.92 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 106% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Cyrus is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver 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, with no finisher to focus one squad down; raw damage reaches only about 32% of the hardest-hitting trio in the roster.

  175. 174 Thorven, front rowHenry II, middle rowHelsingen, back row Thorven · Henry II · Helsingen Current meta Beats 1 of 8 reference lineups Two types 84.04/100 out of 100
    Thorven (cavalry · X29), Henry II (archer · X20) and Helsingen (archer · X28) score 84.04 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Henry II is the win condition, bringing 74% of the lineup's expected damage: Spear of the Dynasty puts 260% x4 into one enemy squad every time it fires, and sits in the middle, where the support reaches both the front and the back. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Helsingen’s Blackflame Curse waits on; Henry II 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 Henry II 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; Thorven, Henry II, Helsingen only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.

  176. 175 King Arthur, front rowPenthesilea, middle rowOliver, back row King Arthur · Penthesilea · Oliver Current meta Beats 1 of 8 reference lineups Two types 87.22/100 out of 100
    King Arthur (footmen · SP · paid), Penthesilea (archer · SP · paid) and Oliver (archer · X24) score 87.22 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 164% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger 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: a focused finisher and spread pressure both present; raw damage reaches only about 33% of the hardest-hitting trio in the roster.

  177. 176 Penthesilea, front rowCaesar, middle rowOliver, back row Penthesilea · Caesar · Oliver Current meta Beats 1 of 8 reference lineups Two types 84.78/100 out of 100
    Penthesilea (archer · SP · paid), Caesar (cavalry · SP · paid) and Oliver (archer · X24) score 84.78 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 106% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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 sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Caesar and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger Caesar’s Coalition Strike 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: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  178. 177 Pompey, front rowPenthesilea, middle rowOliver, back row Pompey · Penthesilea · Oliver Current meta Beats 1 of 8 reference lineups Two types 84.02/100 out of 100
    Pompey (cavalry · X16), Penthesilea (archer · SP · paid) and Oliver (archer · X24) score 84.02 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Penthesilea is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver and Pompey both wait on; Oliver 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 Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  179. 178 Zhuge Liang, front rowLancelot, middle rowThorvi, back row Zhuge Liang · Lancelot · Thorvi Current meta Beats 1 of 8 reference lineups Two types 85.69/100 out of 100
    Zhuge Liang (archer · X26), Lancelot (cavalry · X20 · paid) and Thorvi (cavalry · X29) score 85.69 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. Lancelot brings a second damage line worth 20% 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. Thorvi is the win condition, bringing 70% 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 Thorvi waits on; Thorvi produces combat-skill casts, the exact trigger Lancelot’s Dedication waits on; Lancelot shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound.

  180. 179 Cyrus, front rowNicolas Flamel, middle rowThorvi, back row Cyrus · Nicolas Flamel · Thorvi Current meta Beats 1 of 8 reference lineups Two types 84.32/100 out of 100
    Cyrus (cavalry · SP · paid), Nicolas Flamel (archer · X18) and Thorvi (cavalry · X29) score 84.32 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. Nicolas Flamel is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Shadow of Star applies Disarm for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 77% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Nicolas Flamel’s Shadow of Star and Thorvi’s Thunderlance Thrust both wait on; Nicolas Flamel produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Nicolas Flamel’s Shadow of Star applies Disarm and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Cyrus, Nicolas Flamel, Thorvi only reaches its own squad, not the whole team.

  181. 180 Louis IX, front rowHannibal, middle rowThorvi, back row Louis IX · Hannibal · Thorvi Current meta Beats 1 of 8 reference lineups Two types 85.41/100 out of 100
    Louis IX (cavalry · X19), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.41 out of 100 together, and each of the three has a job.

    Louis IX is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Miraculous Rainfall applies Silence for 2 rounds on a 55% roll, and takes the front as the sturdiest of the three. Hannibal adds a second source of control, so the lock rarely has an off round: Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 89% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Louis IX’s Miraculous Rainfall applies Silence and takes a squad out of the fight for 2 rounds, so Thorvi swings into a line that cannot answer. What you give up: Louis IX holds the front, but nothing here heals; Louis IX, Hannibal, Thorvi only reaches its own squad, not the whole team.

  182. 181 King Arthur, front rowCyrus, middle rowThorvi, back row King Arthur · Cyrus · Thorvi Current meta Beats 1 of 8 reference lineups Two types 86.15/100 out of 100
    King Arthur (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Thorvi (cavalry · X29) score 86.15 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 164% 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. Thorvi is the win condition, bringing 85% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger King Arthur’s Sword in the Stone and Thorvi’s Thunderlance Thrust both wait on; Thorvi 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: the damage runs off different engines, so the three do not compound; King Arthur, Cyrus, Thorvi only reaches its own squad, not the whole team.

  183. 182 Tomyris, front rowHannibal, middle rowThorvi, back row Tomyris · Hannibal · Thorvi Current meta Beats 1 of 8 reference lineups Rainbow 85.19/100 out of 100
    Tomyris (archer · X28), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.19 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 12% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Thorvi is the win condition, bringing 88% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; Tomyris, Hannibal, Thorvi only reaches its own squad, not the whole team.

  184. 183, inseparable from the lineup above Alberich, front rowCyrus, middle rowThorvi, back row Alberich · Cyrus · Thorvi Current meta Beats 1 of 8 reference lineups Two types 85.41/100 out of 100
    Alberich (footmen · X18 · paid), Cyrus (cavalry · SP · paid) and Thorvi (cavalry · X29) score 85.41 out of 100 together, and each of the three has a job.

    Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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. Thorvi is the win condition, bringing 84% 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Alberich produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on. What you give up: the damage runs off different engines, so the three do not compound; Alberich, Cyrus, Thorvi only reaches its own squad, not the whole team.

  185. 184 Hector, front rowLa Hire, middle rowThorvi, back row Hector · La Hire · Thorvi Current meta Beats 1 of 8 reference lineups Rainbow 83.97/100 out of 100
    Hector (archer · X15 · paid), La Hire (footmen · X22) and Thorvi (cavalry · X29) score 83.97 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. La Hire 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. 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 La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Hector’s Apollo's Judgment and Thorvi’s Thunderlance Thrust both wait on; La Hire’s Shield Breaker applies Disarm and takes a squad out of the fight for 1 round, so Thorvi swings into a line that cannot answer. What you give up: Hector, La Hire, Thorvi only reaches its own squad, not the whole team; the damage runs off different engines, so the three do not compound.

  186. 185 Cyrus, front rowHelsingen, middle rowOliver, back row Cyrus · Helsingen · Oliver Current meta Beats 1 of 8 reference lineups Two types 85.89/100 out of 100
    Cyrus (cavalry · SP · paid), Helsingen (archer · X28) and Oliver (archer · X24) score 85.89 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. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Helsingen’s Nightshadow Scorching Arrow and Oliver’s Paladin's Resilience both wait on; Helsingen 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, with no finisher to focus one squad down; raw damage reaches only about 36% of the hardest-hitting trio in the roster.

  187. 186 Pompey, front rowHannibal, middle rowThorvi, back row Pompey · Hannibal · Thorvi Current meta Beats 1 of 8 reference lineups Two types 85.33/100 out of 100
    Pompey (cavalry · X16), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.33 out of 100 together, and each of the three has a job.

    Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% of damage amplification 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. Thorvi is the win condition, bringing 92% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Pompey and Thorvi both wait on; Hannibal produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer waits on; Pompey produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down.

  188. 187 La Hire, front rowSaladin, middle rowThorvi, back row La Hire · Saladin · Thorvi Current meta Beats 1 of 8 reference lineups Two types 85.99/100 out of 100
    La Hire (footmen · X22), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 85.99 out of 100 together, and each of the three has a job.

    La Hire 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 as the sturdiest of the three. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 87% 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger La Hire’s Shield Breaker waits on; La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command and Thorvi’s Thunderlance Thrust both wait on; La Hire’s Shield Breaker applies Disarm and takes a squad out of the fight for 1 round, so Thorvi swings into a line that cannot answer. What you give up: La Hire holds the front, but nothing here heals; the damage runs off different engines, so the three do not compound.

  189. 188, inseparable from the lineup above Hannibal, front rowThorvi, middle rowTura Cartel, back row Hannibal · Thorvi · Tura Cartel Current meta Beats 1 of 8 reference lineups Two types 85.97/100 out of 100
    Hannibal (footmen · X28 · paid), Thorvi (cavalry · X29) and Tura Cartel (cavalry · X21) score 85.97 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. Thorvi is the win condition, bringing 77% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Tura Cartel brings a second damage line worth 23% of the expected output, so no single silence stops the plan: 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: Hannibal taunts the enemy onto itself, so the rows behind stay untouched; Hannibal, Thorvi, Tura Cartel only reaches its own squad, not the whole team.

  190. 189 Thorven, front rowGalahad, middle rowOliver, back row Thorven · Galahad · Oliver Current meta Beats 1 of 7 reference lineups Two types 86.76/100 out of 100
    Thorven (cavalry · X29), Galahad (archer · X23) and Oliver (archer · X24) score 86.76 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. 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 sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces draws_fire, the exact trigger Galahad’s Pixie Bloodline waits on; Oliver 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 Oliver swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 31% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  191. 190, inseparable from the lineup above Ramses II, front rowHannibal, middle rowThorvi, back row Ramses II · Hannibal · Thorvi Current meta Beats 1 of 8 reference lineups Rainbow 86.81/100 out of 100
    Ramses II (archer · SP · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 86.81 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. 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. Thorvi is the win condition, bringing 100% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Hannibal and Thorvi both wait on; Thorvi 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 Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; Ramses II, Hannibal, Thorvi only reaches its own squad, not the whole team.

  192. 191 Ramses II, front rowBeowulf, middle rowThorvi, back row Ramses II · Beowulf · Thorvi Current meta Beats 1 of 8 reference lineups Two types 84.98/100 out of 100
    Ramses II (archer · SP · paid), Beowulf (archer · SP · paid) and Thorvi (cavalry · X29) score 84.98 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. Thorvi is the win condition, bringing 96% 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 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; Ramses II raises Thorvi’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  193. 192 Ramses II, front rowThorven, middle rowOliver, back row Ramses II · Thorven · Oliver Current meta Beats 1 of 8 reference lineups Two types 86.95/100 out of 100
    Ramses II (archer · SP · paid), Thorven (cavalry · X29) and Oliver (archer · X24) score 86.95 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. Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver and Thorven both wait on; Oliver 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 Oliver swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 29% of the hardest-hitting trio in the roster.

  194. 193 Beowulf, front rowJulian, middle rowThorvi, back row Beowulf · Julian · Thorvi Current meta Beats 1 of 8 reference lineups Two types 85.66/100 out of 100
    Beowulf (archer · SP · paid), Julian (archer · X25) and Thorvi (cavalry · X29) score 85.66 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 96% 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: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  195. 194 Ramses II, front rowSaladin, middle rowThorvi, back row Ramses II · Saladin · Thorvi Current meta Beats 1 of 8 reference lineups Two types 86.05/100 out of 100
    Ramses II (archer · SP · paid), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 86.05 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 93% 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 Saladin and Thorvi both wait on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on; Ramses II raises Thorvi’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; little here disrupts the enemy plan, so the fight is decided on raw output.

  196. 195 King Arthur, front rowCyrus, middle rowOliver, back row King Arthur · Cyrus · Oliver Current meta Beats 1 of 8 reference lineups Two types 87.31/100 out of 100
    King Arthur (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Oliver (cavalry · X24) score 87.31 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 164% 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger King Arthur’s Sword in the Stone and Oliver’s Paladin's Resilience both wait on; Oliver 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: raw damage reaches only about 36% of the hardest-hitting trio in the roster; King Arthur, Cyrus, Oliver only reaches its own squad, not the whole team.

  197. 196, inseparable from the lineup above Alberich, front rowCyrus, middle rowOliver, back row Alberich · Cyrus · Oliver Current meta Beats 1 of 8 reference lineups Two types 87.17/100 out of 100
    Alberich (footmen · X18 · paid), Cyrus (cavalry · SP · paid) and Oliver (cavalry · X24) score 87.17 out of 100 together, and each of the three has a job.

    Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Alberich produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Cyrus produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on. What you give up: raw damage reaches only about 37% of the hardest-hitting trio in the roster; Alberich, Cyrus, Oliver only reaches its own squad, not the whole team.

  198. 197 Gustav, front rowAlberich, middle rowOliver, back row Gustav · Alberich · Oliver Current meta Beats 1 of 8 reference lineups Two types 85.60/100 out of 100
    Gustav (footmen · X20), Alberich (footmen · X18 · paid) and Oliver (archer · X24) score 85.60 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 to pull enemy attacks inward -- exactly where that belongs. Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Gustav’s Aligned Force produces draws_fire, the exact trigger Alberich’s Treasure Holder waits on; Oliver produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Gustav’s Uprising applies Suppress 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 35% of the hardest-hitting trio in the roster; Gustav, Alberich, Oliver only reaches its own squad, not the whole team.

  199. 198 La Hire, front rowOliver, middle rowSeraphina, back row La Hire · Oliver · Seraphina Current meta Beats 1 of 8 reference lineups Two types 84.89/100 out of 100
    La Hire (footmen · X22), Oliver (archer · X24) and Seraphina (archer · X28) score 84.89 out of 100 together, and each of the three has a job.

    La Hire 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 as the sturdiest of the three. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Seraphina’s Crimson Tide Fire Rain 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; Seraphina shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 37% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  200. 199 King Arthur, front rowSaladin, middle rowThorvi, back row King Arthur · Saladin · Thorvi Current meta Beats 1 of 8 reference lineups Two types 85.70/100 out of 100
    King Arthur (footmen · SP · paid), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 85.70 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 164% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 85% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger King Arthur’s Sword in the Stone and Thorvi’s Thunderlance Thrust both wait on; Saladin produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  201. 200 King Arthur, front rowHannibal, middle rowThorvi, back row King Arthur · Hannibal · Thorvi Current meta Beats 1 of 8 reference lineups Two types 86.38/100 out of 100
    King Arthur (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 86.38 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 164% 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. 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger King Arthur and Thorvi both wait on; King Arthur produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Thorvi produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: the damage runs off different engines, so the three do not compound; a focused finisher and spread pressure both present.

  202. 201 Henry V, front rowLa Hire, middle rowOliver, back row Henry V · La Hire · Oliver Current meta Beats 1 of 8 reference lineups Two types 85.05/100 out of 100
    Henry V (archer · X17), La Hire (footmen · X22) and Oliver (archer · X24) score 85.05 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. La Hire 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Henry V’s Wildfire Rhapsody and Oliver’s Paladin's Resilience 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 37% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  203. 202, inseparable from the lineup above Julian, front rowFrederick I, middle rowThorvi, back row Julian · Frederick I · Thorvi Current meta Beats 1 of 8 reference lineups Two types 85.01/100 out of 100
    Julian (archer · X25), Frederick I (archer · X16) and Thorvi (cavalry · X29) score 85.01 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. Frederick I brings a second damage line worth 16% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 84% 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 Thorvi waits on; Thorvi produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: Julian, Frederick I, Thorvi only reaches its own squad, not the whole team; raw damage reaches only about 47% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  204. 203 Gustav, front rowHannibal, middle rowOliver, back row Gustav · Hannibal · Oliver Current meta Beats 1 of 8 reference lineups Two types 86.94/100 out of 100
    Gustav (footmen · X20), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 86.94 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 to pull enemy attacks inward -- exactly where that belongs. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Gustav’s Uprising applies Suppress 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, with no finisher to focus one squad down; raw damage reaches only about 30% of the hardest-hitting trio in the roster.

  205. 204 Alberich, front rowPenthesilea, middle rowOliver, back row Alberich · Penthesilea · Oliver Current meta Beats 1 of 8 reference lineups Two types 85.87/100 out of 100
    Alberich (footmen · X18 · paid), Penthesilea (archer · SP · paid) and Oliver (archer · X24) score 85.87 out of 100 together, and each of the three has a job.

    Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Penthesilea is the multiplier, raising what the other two put out rather than adding a number of its own: carries 106% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces combat-skill casts, the exact trigger Alberich’s Treasure Holder 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 34% of the hardest-hitting trio in the roster; Alberich, Penthesilea, Oliver only reaches its own squad, not the whole team.

  206. 205 Lagertha, front rowHannibal, middle rowThorvi, back row Lagertha · Hannibal · Thorvi Current meta Beats 1 of 8 reference lineups Two types 86.42/100 out of 100
    Lagertha (footmen · X27), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 86.42 out of 100 together, and each of the three has a job.

    Lagertha is the multiplier, raising what the other two put out rather than adding a number of its own: carries 64% of damage amplification 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. Thorvi is the win condition, bringing 87% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorvi waits on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound.

  207. 206 Thorvi, front rowSaladin, middle rowSeraphina, back row Thorvi · Saladin · Seraphina Current meta Beats 1 of 8 reference lineups Two types 85.38/100 out of 100
    Thorvi (cavalry · X29), Saladin (cavalry · SP · paid) and Seraphina (archer · X28) score 85.38 out of 100 together, and each of the three has a job.

    Thorvi is the win condition, bringing 83% of the lineup's expected damage: Thunderlance Thrust puts 450% into one enemy squad on a 70% roll, and takes the front as the sturdiest of the three. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Seraphina is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Crimson Tide Fire Rain applies Silence on a 70% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Seraphina’s Crimson Tide Fire Rain and Thorvi’s Thunderlance Thrust both wait on; Seraphina’s Crimson Tide Fire Rain applies Silence and takes a squad out of the fight, so Thorvi swings into a line that cannot answer; Seraphina shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: Thorvi holds the front, but nothing here heals; the damage runs off different engines, so the three do not compound.

  208. 207 La Hire, front rowSaladin, middle rowOliver, back row La Hire · Saladin · Oliver Current meta Beats 1 of 8 reference lineups Two types 87.13/100 out of 100
    La Hire (footmen · X22), Saladin (cavalry · SP · paid) and Oliver (cavalry · X24) score 87.13 out of 100 together, and each of the three has a job.

    La Hire 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 as the sturdiest of the three. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger La Hire’s Shield Breaker waits on; La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Saladin’s Jihad Command 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: the damage runs off different engines, so the three do not compound; La Hire, Saladin, Oliver only reaches its own squad, not the whole team.

  209. 208, inseparable from the lineup above Galahad, front rowHannibal, middle rowOliver, back row Galahad · Hannibal · Oliver Current meta Beats 1 of 8 reference lineups Two types 87.02/100 out of 100
    Galahad (archer · X23), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 87.02 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Galahad and Oliver both wait 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 Oliver swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 31% of the hardest-hitting trio in the roster.

  210. 209 Harald III, front rowKing Arthur, middle rowOliver, back row Harald III · King Arthur · Oliver Current meta Beats 1 of 8 reference lineups Two types 84.42/100 out of 100
    Harald III (footmen · X19), King Arthur (footmen · SP · paid) and Oliver (archer · X24) score 84.42 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. King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Harald III’s Absolute Authority produces draws_fire, the exact trigger King Arthur’s Wheel of Fortune waits on; Oliver produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Harald III’s Absolute Authority applies Taunt and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Harald III, King Arthur, Oliver only reaches its own squad, not the whole team.

  211. 210 Hector, front rowCyrus, middle rowOliver, back row Hector · Cyrus · Oliver Current meta Beats 1 of 8 reference lineups Two types 85.11/100 out of 100
    Hector (archer · X15 · paid), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 85.11 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Hector’s Apollo's Judgment and Oliver’s Paladin's Resilience 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: raw damage reaches only about 39% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  212. 211, inseparable from the lineup above Galahad, front rowZhuge Liang, middle rowThorvi, back row Galahad · Zhuge Liang · Thorvi Current meta Beats 1 of 8 reference lineups Two types 85.21/100 out of 100
    Galahad (archer · X23), Zhuge Liang (archer · X26) and Thorvi (cavalry · X29) score 85.21 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. 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. Thorvi is the win condition, bringing 84% 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 Galahad and Thorvi both wait on; Zhuge Liang raises Thorvi’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, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  213. 212, inseparable from the lineup above Zhuge Liang, front rowHannibal, middle rowThorvi, back row Zhuge Liang · Hannibal · Thorvi Current meta Beats 1 of 8 reference lineups Rainbow 85.14/100 out of 100
    Zhuge Liang (archer · X26), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.14 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. 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. Thorvi is the win condition, bringing 87% 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 Hannibal and Thorvi both wait on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Zhuge Liang raises Thorvi’s output directly rather than adding a number of its own. What you give up: Zhuge Liang, Hannibal, Thorvi only reaches its own squad, not the whole team; the damage runs off different engines, so the three do not compound.

  214. 213 Harald III, front rowAlberich, middle rowOliver, back row Harald III · Alberich · Oliver Current meta Beats 1 of 8 reference lineups Two types 84.77/100 out of 100
    Harald III (footmen · X19), Alberich (footmen · X18 · paid) and Oliver (archer · X24) score 84.77 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. Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Harald III’s Absolute Authority produces draws_fire, the exact trigger Alberich’s Treasure Holder waits on; Oliver produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Harald III’s Absolute Authority applies Taunt and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Harald III, Alberich, Oliver only reaches its own squad, not the whole team.

  215. 214 Cyrus, front rowFrederick I, middle rowOliver, back row Cyrus · Frederick I · Oliver Current meta Beats 1 of 8 reference lineups Two types 84.26/100 out of 100
    Cyrus (cavalry · SP · paid), Frederick I (archer · X16) and Oliver (archer · X24) score 84.26 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. Frederick I brings a second damage line worth 19% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Frederick I’s Eagle on Fire and Oliver’s Paladin's Resilience both wait on; Cyrus produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on. What you give up: raw damage reaches only about 39% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  216. 215, inseparable from the lineup above Thorven, front rowSaladin, middle rowLagertha, back row Thorven · Saladin · Lagertha Current meta Beats 1 of 8 reference lineups Two types 84.22/100 out of 100
    Thorven (cavalry · X29), Saladin (cavalry · SP · paid) and Lagertha (footmen · X27) score 84.22 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Lagertha is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 64% 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 Thorven’s Spiral Edge produces draws_fire, the exact trigger Lagertha’s Counterattack Tactics waits on; Saladin 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 Lagertha 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; attacks converge on the same squads, with no spread pressure across the line.

  217. 216 Zhuge Liang, front rowCyrus, middle rowOliver, back row Zhuge Liang · Cyrus · Oliver Current meta Beats 1 of 8 reference lineups Two types 85.65/100 out of 100
    Zhuge Liang (archer · X26), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 85.65 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. Cyrus is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver 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, with no finisher to focus one squad down; raw damage reaches only about 38% of the hardest-hitting trio in the roster.

  218. 217 Ramses II, front rowFrederick I, middle rowThorvi, back row Ramses II · Frederick I · Thorvi Current meta Beats 1 of 8 reference lineups Two types 85.39/100 out of 100
    Ramses II (archer · SP · paid), Frederick I (archer · X16) and Thorvi (cavalry · X29) score 85.39 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. Frederick I brings a second damage line worth 16% of the expected output, so no single silence stops the plan: Eagle on Fire puts 365% into 2 enemy squads on a 70% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 84% 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 Thorvi waits on; Thorvi produces combat-skill casts, the exact trigger Frederick I’s Frenzy War waits on; Frederick I’s Eagle on Fire applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: Ramses II, Frederick I, Thorvi only reaches its own squad, not the whole team; raw damage reaches only about 47% of the hardest-hitting trio in the roster.

  219. 218, inseparable from the lineup above Cyrus, front rowNicolas Flamel, middle rowOliver, back row Cyrus · Nicolas Flamel · Oliver Current meta Beats 1 of 8 reference lineups Two types 85.55/100 out of 100
    Cyrus (cavalry · SP · paid), Nicolas Flamel (archer · X18) and Oliver (archer · X24) score 85.55 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. Nicolas Flamel is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Shadow of Star applies Disarm for 2 rounds on a 55% roll, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Nicolas Flamel’s Shadow of Star and Oliver’s Paladin's Resilience both wait on; Nicolas Flamel produces combat-skill casts, the exact trigger Cyrus’s Strategy to Victory waits on; Nicolas Flamel’s Shadow of Star applies Disarm 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 41% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  220. 219, inseparable from the lineup above Thorven, front rowSaladin, middle rowZhuge Liang, back row Thorven · Saladin · Zhuge Liang Current meta Beats 1 of 8 reference lineups Two types 85.38/100 out of 100
    Thorven (cavalry · X29), Saladin (cavalry · SP · paid) and Zhuge Liang (archer · X26) score 85.38 out of 100 together, and each of the three has a job.

    Thorven is the multiplier, raising what the other two put out rather than adding a number of its own: carries 618% of damage amplification across its kit, and takes the front to pull enemy attacks inward -- exactly where that belongs. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. 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 Saladin and Thorven both wait on; Saladin 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 Zhuge Liang 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; Thorven, Saladin, Zhuge Liang only reaches its own squad, not the whole team.

  221. 220, inseparable from the lineup above Zhuge Liang, front rowDon Quixote, middle rowThorvi, back row Zhuge Liang · Don Quixote · Thorvi Current meta Beats 1 of 8 reference lineups Two types 85.29/100 out of 100
    Zhuge Liang (archer · X26), Don Quixote (cavalry · X22) and Thorvi (cavalry · X29) score 85.29 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. Don Quixote brings a second damage line worth 25% of the expected output, so no single silence stops the plan: Parry puts 530% into 3 enemy squads on a 65% roll, and sits in the middle, where the support reaches both the front and the back. Thorvi is the win condition, bringing 65% 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 Don Quixote and Thorvi both wait on; Zhuge Liang raises Thorvi’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; Zhuge Liang, Don Quixote, Thorvi only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.

  222. 221, inseparable from the lineup above Zhuge Liang, front rowLa Hire, middle rowOliver, back row Zhuge Liang · La Hire · Oliver Current meta Beats 1 of 8 reference lineups Two types 85.15/100 out of 100
    Zhuge Liang (archer · X26), La Hire (footmen · X22) and Oliver (archer · X24) score 85.15 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. La Hire 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 sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience 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, with no finisher to focus one squad down; raw damage reaches only about 38% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  223. 222, inseparable from the lineup above La Hire, front rowHelsingen, middle rowOliver, back row La Hire · Helsingen · Oliver Current meta Beats 1 of 8 reference lineups Two types 85.39/100 out of 100
    La Hire (footmen · X22), Helsingen (archer · X28) and Oliver (archer · X24) score 85.39 out of 100 together, and each of the three has a job.

    La Hire 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 as the sturdiest of the three. Helsingen is the saboteur, stripping the enemy's stats before the blows land: strips 10% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Helsingen’s Nightshadow Scorching Arrow and Oliver’s Paladin's Resilience 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: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 37% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  224. 223 Ramses II, front rowHannibal, middle rowOliver, back row Ramses II · Hannibal · Oliver Current meta Beats 1 of 8 reference lineups Two types 86.66/100 out of 100
    Ramses II (archer · SP · paid), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 86.66 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. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Hannibal and Oliver both wait 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 Oliver swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 29% of the hardest-hitting trio in the roster.

  225. 224 Alberich, front rowHannibal, middle rowOliver, back row Alberich · Hannibal · Oliver Current meta Beats 1 of 8 reference lineups Two types 87.54/100 out of 100
    Alberich (footmen · X18 · paid), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 87.54 out of 100 together, and each of the three has a job.

    Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Oliver produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on. What you give up: raw damage reaches only about 34% of the hardest-hitting trio in the roster; Alberich, Hannibal, Oliver only reaches its own squad, not the whole team.

  226. 225, inseparable from the lineup above Julian, front rowHannibal, middle rowOliver, back row Julian · Hannibal · Oliver Current meta Beats 1 of 8 reference lineups Two types 87.51/100 out of 100
    Julian (archer · X25), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 87.51 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. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Hannibal and Oliver both wait 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 Oliver swings into a line that cannot answer. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; raw damage reaches only about 29% of the hardest-hitting trio in the roster.

  227. 226 Julian, front rowPercival, middle rowOliver, back row Julian · Percival · Oliver Current meta Beats 1 of 8 reference lineups Two types 84.91/100 out of 100
    Julian (archer · X25), Percival (cavalry · X25) and Oliver (archer · X24) score 84.91 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver and Percival both wait on; Percival’s Targeted Strike applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer; Percival shuts off enemy recovery, so what Oliver deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  228. 227, inseparable from the lineup above Alberich, front rowZhuge Liang, middle rowOliver, back row Alberich · Zhuge Liang · Oliver Current meta Beats 1 of 8 reference lineups Two types 84.96/100 out of 100
    Alberich (footmen · X18 · paid), Zhuge Liang (archer · X26) and Oliver (archer · X24) score 84.96 out of 100 together, and each of the three has a job.

    Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; Alberich, Zhuge Liang, Oliver only reaches its own squad, not the whole team.

  229. 228 Ramses II, front rowCyrus, middle rowOliver, back row Ramses II · Cyrus · Oliver Current meta Beats 1 of 8 reference lineups Two types 86.97/100 out of 100
    Ramses II (archer · SP · paid), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 86.97 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. 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver 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, with no finisher to focus one squad down; raw damage reaches only about 32% of the hardest-hitting trio in the roster.

  230. 229, inseparable from the lineup above Julian, front rowCyrus, middle rowOliver, back row Julian · Cyrus · Oliver Current meta Beats 1 of 8 reference lineups Two types 86.99/100 out of 100
    Julian (archer · X25), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 86.99 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. Cyrus is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on; Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver 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, with no finisher to focus one squad down; raw damage reaches only about 32% of the hardest-hitting trio in the roster.

  231. 230 King Arthur, front rowZhuge Liang, middle rowOliver, back row King Arthur · Zhuge Liang · Oliver Current meta Beats 1 of 8 reference lineups Two types 86.45/100 out of 100
    King Arthur (footmen · SP · paid), Zhuge Liang (archer · X26) and Oliver (archer · X24) score 86.45 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 164% 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 saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger 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: raw damage reaches only about 39% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  232. 231 Henry V, front rowDon Quixote, middle rowSaladin, back row Henry V · Don Quixote · Saladin Current meta Beats 0 of 8 reference lineups Two types 85.42/100 out of 100
    Henry V (archer · X17), Don Quixote (cavalry · X22) and Saladin (cavalry · SP · paid) score 85.42 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. Don Quixote is the win condition, bringing 66% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% 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: raises what enemies take by 338% across its kit, 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 Don Quixote waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Don Quixote’s Parry and Henry V’s Wildfire Rhapsody both wait on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, so Don Quixote 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; the damage runs off different engines, so the three do not compound.

  233. 232 Hannibal, front rowBeowulf, middle rowSeraphina, back row Hannibal · Beowulf · Seraphina Current meta Beats 0 of 8 reference lineups Two types 84.22/100 out of 100
    Hannibal (footmen · X28 · paid), Beowulf (archer · SP · paid) and Seraphina (archer · X28) score 84.22 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. Beowulf adds a second source of control, so the lock rarely has an off round: Dragon Slayer applies Disarm, 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 Hannibal’s Rear Escort produces draws_fire, the exact trigger Seraphina’s Redflame Curse waits on; Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Beowulf waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Seraphina 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; Hannibal, Beowulf, Seraphina only reaches its own squad, not the whole team.

  234. 233 Gustav, front rowKing Arthur, middle rowOliver, back row Gustav · King Arthur · Oliver Current meta Beats 0 of 8 reference lineups Two types 86.19/100 out of 100
    Gustav (footmen · X20), King Arthur (footmen · SP · paid) and Oliver (archer · X24) score 86.19 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 to pull enemy attacks inward -- exactly where that belongs. King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Gustav’s Aligned Force produces draws_fire, the exact trigger King Arthur’s Wheel of Fortune waits on; Oliver produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Gustav’s Uprising applies Suppress 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 34% of the hardest-hitting trio in the roster; Gustav, King Arthur, Oliver only reaches its own squad, not the whole team.

  235. 234 Alexander, front rowDon Quixote, middle rowSaladin, back row Alexander · Don Quixote · Saladin Current meta Beats 0 of 8 reference lineups Two types 84.30/100 out of 100
    Alexander (footmen · SP · paid), Don Quixote (cavalry · X22) and Saladin (cavalry · SP · paid) score 84.30 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: raises what enemies take by 325% across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Don Quixote is the win condition, bringing 62% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% 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: raises what enemies take by 338% across its kit, 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 Don Quixote waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Don Quixote’s Parry waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; attacks converge on the same squads, with no spread pressure across the line.

  236. 235 Alexander, front rowHannibal, middle rowSaladin, back row Alexander · Hannibal · Saladin Current meta Beats 0 of 8 reference lineups Two types 86.60/100 out of 100
    Alexander (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Saladin (cavalry · SP · paid) score 86.60 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: raises what enemies take by 325% 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Saladin waits on; Saladin 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 Alexander swings into a line that cannot answer. What you give up: attacks converge on the same squads, with no spread pressure across the line; raw damage reaches only about 10% of the hardest-hitting trio in the roster.

  237. 236 Don Quixote, front rowHannibal, middle rowPompey, back row Don Quixote · Hannibal · Pompey Current meta Beats 0 of 8 reference lineups Two types 84.97/100 out of 100
    Don Quixote (cavalry · X22), Hannibal (footmen · X28 · paid) and Pompey (cavalry · X16) score 84.97 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 82% 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. 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. Pompey is the multiplier, raising what the other two put out rather than adding a number of its own: carries 95% 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Don Quixote and Pompey both wait on; Don Quixote produces follow-up attacks, the exact trigger Hannibal’s Dual Strike and Pompey’s Pirate Destroyer both wait on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer. What you give up: a focused finisher and spread pressure both present; raw damage reaches only about 19% of the hardest-hitting trio in the roster.

  238. 237, inseparable from the lineup above Julian, front rowSaladin, middle rowOliver, back row Julian · Saladin · Oliver Current meta Beats 0 of 8 reference lineups Two types 85.14/100 out of 100
    Julian (archer · X25), Saladin (cavalry · SP · paid) and Oliver (archer · X24) score 85.14 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver and Saladin both wait on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  239. 238, inseparable from the lineup above Ramses II, front rowSaladin, middle rowOliver, back row Ramses II · Saladin · Oliver Current meta Beats 0 of 8 reference lineups Two types 85.13/100 out of 100
    Ramses II (archer · SP · paid), Saladin (cavalry · SP · paid) and Oliver (archer · X24) score 85.13 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver and Saladin both wait on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: the damage runs off different engines, so the three do not compound; little here disrupts the enemy plan, so the fight is decided on raw output.

  240. 239, inseparable from the lineup above King Arthur, front rowLa Hire, middle rowOliver, back row King Arthur · La Hire · Oliver Current meta Beats 0 of 8 reference lineups Two types 85.16/100 out of 100
    King Arthur (footmen · SP · paid), La Hire (footmen · X22) and Oliver (archer · X24) score 85.16 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 164% 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. La Hire 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because La Hire’s Tenacity produces trigger-rate boosts, the exact trigger King Arthur’s Sword in the Stone and Oliver’s Paladin's Resilience both wait on; La Hire produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits 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: a focused finisher and spread pressure both present; raw damage reaches only about 36% of the hardest-hitting trio in the roster.

  241. 240, inseparable from the lineup above Tomyris, front rowAlberich, middle rowOliver, back row Tomyris · Alberich · Oliver Current meta Beats 0 of 8 reference lineups Two types 85.35/100 out of 100
    Tomyris (archer · X28), Alberich (footmen · X18 · paid) and Oliver (archer · X24) score 85.35 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 14% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Alberich’s Treasure Holder waits on; Oliver produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Oliver swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Tomyris, Alberich, Oliver only reaches its own squad, not the whole team.

  242. 241 Don Quixote, front rowBeowulf, middle rowSaladin, back row Don Quixote · Beowulf · Saladin Current meta Beats 0 of 8 reference lineups Two types 84.37/100 out of 100
    Don Quixote (cavalry · X22), Beowulf (archer · SP · paid) and Saladin (cavalry · SP · paid) score 84.37 out of 100 together, and each of the three has a job.

    Don Quixote is the win condition, bringing 77% 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. 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, 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 Don Quixote waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Don Quixote’s Parry waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Don Quixote swings into a line that cannot answer. What you give up: attacks converge on the same squads, with no spread pressure across the line; raw damage reaches only about 20% of the hardest-hitting trio in the roster.

  243. 242 Tomyris, front rowKing Arthur, middle rowOliver, back row Tomyris · King Arthur · Oliver Current meta Beats 0 of 8 reference lineups Two types 85.50/100 out of 100
    Tomyris (archer · X28), King Arthur (footmen · SP · paid) and Oliver (archer · X24) score 85.50 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 15% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. King Arthur is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 164% of damage reduction across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger King Arthur’s Wheel of Fortune waits on; Oliver produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Tomyris’s Vanguard Defense applies Taunt and takes a squad out of the fight for 1 round, so Oliver swings into a line that cannot answer. What you give up: a focused finisher and spread pressure both present; raw damage reaches only about 38% of the hardest-hitting trio in the roster.

  244. 243 Tomyris, front rowOliver, middle rowRoland, back row Tomyris · Oliver · Roland Current meta Beats 0 of 8 reference lineups Two types 84.34/100 out of 100
    Tomyris (archer · X28), Oliver (archer · X24) and Roland (cavalry · X18) score 84.34 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 16% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. Roland is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% 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 Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Roland’s Oath of Loyalty waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: damage is spread across the enemy line, with no finisher to focus one squad down; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.

  245. 244 Alberich, front rowJulian, middle rowOliver, back row Alberich · Julian · Oliver Current meta Beats 0 of 8 reference lineups Two types 85.02/100 out of 100
    Alberich (footmen · X18 · paid), Julian (archer · X25) and Oliver (archer · X24) score 85.02 out of 100 together, and each of the three has a job.

    Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 34% of the hardest-hitting trio in the roster.

  246. 245 King Arthur, front rowRamses II, middle rowOliver, back row King Arthur · Ramses II · Oliver Current meta Beats 0 of 8 reference lineups Two types 85.27/100 out of 100
    King Arthur (footmen · SP · paid), Ramses II (archer · SP · paid) and Oliver (archer · X24) score 85.27 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 164% 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate 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; Ramses II raises Oliver’s output directly rather than adding a number of its own. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; a focused finisher and spread pressure both present.

  247. 246 King Arthur, front rowJulian, middle rowOliver, back row King Arthur · Julian · Oliver Current meta Beats 0 of 8 reference lineups Two types 86.13/100 out of 100
    King Arthur (footmen · SP · paid), Julian (archer · X25) and Oliver (archer · X24) score 86.13 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 164% 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. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Julian’s Oath of Domionion produces extra basic attacks, the exact trigger King Arthur and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; a focused finisher and spread pressure both present.

  248. 247 Tomyris, front rowDon Quixote, middle rowSaladin, back row Tomyris · Don Quixote · Saladin Current meta Beats 0 of 8 reference lineups Two types 85.07/100 out of 100
    Tomyris (archer · X28), Don Quixote (cavalry · X22) and Saladin (cavalry · SP · paid) score 85.07 out of 100 together, and each of the three has a job.

    Tomyris brings a second damage line worth 23% of the expected output, so no single silence stops the plan: Fatal Arrow puts 200% into one enemy squad every time it fires, and takes the front to pull enemy attacks inward -- exactly where that belongs. Don Quixote is the win condition, bringing 64% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% 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: raises what enemies take by 338% across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Tomyris’s Vanguard Defense produces draws_fire, the exact trigger Don Quixote’s Fight or Die waits on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Don Quixote’s Parry waits on. What you give up: attacks converge on the same squads, with no spread pressure across the line; raw damage reaches only about 24% of the hardest-hitting trio in the roster.

  249. 248, inseparable from the lineup above Zhuge Liang, front rowDon Quixote, middle rowSaladin, back row Zhuge Liang · Don Quixote · Saladin Current meta Beats 0 of 8 reference lineups Two types 85.11/100 out of 100
    Zhuge Liang (archer · X26), Don Quixote (cavalry · X22) and Saladin (cavalry · SP · paid) score 85.11 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. Don Quixote is the win condition, bringing 63% of the lineup's expected damage: Parry puts 530% into 3 enemy squads on a 65% 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: raises what enemies take by 338% across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Don Quixote and Saladin both wait on; Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Don Quixote waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Don Quixote’s Parry waits on. 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.

  250. 249, inseparable from the lineup above Lagertha, front rowHannibal, middle rowSaladin, back row Lagertha · Hannibal · Saladin Current meta Beats 0 of 8 reference lineups Two types 85.02/100 out of 100
    Lagertha (footmen · X27), Hannibal (footmen · X28 · paid) and Saladin (cavalry · SP · paid) score 85.02 out of 100 together, and each of the three has a job.

    Lagertha is the multiplier, raising what the other two put out rather than adding a number of its own: carries 64% of damage amplification 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. Saladin is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 338% across its kit, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Saladin waits on; Saladin 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 Lagertha 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; attacks converge on the same squads, with no spread pressure across the line.

  251. 250 Alberich, front rowOliver, middle rowLa Hire, back row Alberich · Oliver · La Hire Current meta Beats 0 of 7 reference lineups Two types 83.96/100 out of 100
    Alberich (footmen · X18 · paid), Oliver (archer · X24) and La Hire (footmen · X22) score 83.96 out of 100 together, and each of the three has a job.

    Alberich is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 56% across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Oliver is the saboteur, stripping the enemy's stats before the blows land: strips 366% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. La Hire 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, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because La Hire’s Tenacity produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits 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 37% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.

  252. Mid progression combos

    Nothing here is newer than X15, and none is an SP. Lineups for accounts partway up the hero ladder.

  253. 1 Ashoka, front rowBleeding Steed, middle rowEl Cid, back row Ashoka · Bleeding Steed · El Cid Mid progression Beats 4 of 8 reference lineups Two types 80.24/100 out of 100
    Ashoka (footmen · X14), Bleeding Steed (footmen · S03) and El Cid (cavalry · X12) score 80.24 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 72% 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. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: 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 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Bleeding Steed’s Stampeding Harras both wait on; Bleeding Steed produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Ashoka 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 Ashoka (X14). Budget note: every hero in this lineup can be completed without spending.

  254. 2 Army Breaker, front rowWarden, middle rowSundiata, back row Army Breaker · Warden · Sundiata Mid progression Beats 2 of 8 reference lineups Two types 78.60/100 out of 100
    Army Breaker (cavalry · X02), Warden (archer · X06) and Sundiata (cavalry · X15) score 78.60 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. Warden is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 93% 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 Army Breaker’s Formation: Enigma and Sundiata’s Flame of Revenge both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Sundiata waits on; Army Breaker’s Formation: Tranquility applies Silence 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 12% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line. Budget note: every hero in this lineup can be completed without spending.

  255. 3 Warden, front rowRozen Blade, middle rowSundiata, back row Warden · Rozen Blade · Sundiata Mid progression Beats 2 of 8 reference lineups Two types 80.31/100 out of 100
    Warden (archer · X06), Rozen Blade (cavalry · S03) and Sundiata (cavalry · X15) score 80.31 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Sundiata is the win condition, bringing 93% 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 Rozen Blade’s Blitz and Sundiata’s Flame of Revenge both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Sundiata waits on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Sundiata swings into a line that cannot answer. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line. Budget note: every hero in this lineup can be completed without spending.

  256. 4 Ashoka, front rowArmy Breaker, middle rowEl Cid, back row Ashoka · Army Breaker · El Cid Mid progression Beats 2 of 8 reference lineups Two types 80.90/100 out of 100
    Ashoka (footmen · X14), Army Breaker (cavalry · X02) and El Cid (cavalry · X12) score 80.90 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 72% 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. 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. El Cid 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Army Breaker’s Formation: Enigma and Ashoka’s Bloodthirsty Ashoka both wait on; Army Breaker produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Army Breaker’s Formation: Tranquility applies Silence 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 14% 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.

  257. 5 Vikram, front rowEl Cid, middle rowAshoka, back row Vikram · El Cid · Ashoka Mid progression Beats 2 of 8 reference lineups Two types 81.21/100 out of 100
    Vikram (footmen · X04), El Cid (cavalry · X12) and Ashoka (footmen · X14) score 81.21 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. El Cid 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. Ashoka is the win condition, bringing 68% 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Vikram’s Aura of Restoration both wait on; Vikram produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Vikram’s Alluring Arm 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 15% 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.

  258. 6 Ashoka, front rowWarhammer, middle rowEl Cid, back row Ashoka · Warhammer · El Cid Mid progression Beats 2 of 8 reference lineups Two types 79.71/100 out of 100
    Ashoka (footmen · X14), Warhammer (cavalry · X06) and El Cid (cavalry · X12) score 79.71 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 63% 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. Warhammer is the saboteur: shutting off enemy recovery keeps the damage the other two deal dealt — strips 40% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Warhammer’s Reflecting Armor both wait on; Warhammer produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Warhammer shuts off enemy recovery, so what Ashoka deals stays dealt. What you give up: raw damage reaches only about 16% 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.

  259. 7 Ashoka, front rowBlack Prince, middle rowEl Cid, back row Ashoka · Black Prince · El Cid Mid progression Beats 2 of 8 reference lineups Two types 80.70/100 out of 100
    Ashoka (footmen · X14), Black Prince (cavalry · S01) and El Cid (cavalry · X12) score 80.70 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and sits in the middle, where the support reaches both the front and the back. El Cid 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Black Prince’s Dragon Siege both wait on; Black Prince produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Ashoka 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; a mid-era lineup anchored by Ashoka (X14). Budget note: every hero in this lineup can be completed without spending.

  260. 8 Ashoka, front rowDemon Spear, middle rowEl Cid, back row Ashoka · Demon Spear · El Cid Mid progression Beats 2 of 8 reference lineups Two types 80.02/100 out of 100
    Ashoka (footmen · X14), Demon Spear (footmen · S00) and El Cid (cavalry · X12) score 80.02 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. 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. El Cid 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Demon Spear’s Moshitate both wait on; Demon Spear produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Demon Spear’s Tamashi kari applies Silence and takes a squad out of the fight for 1 round, so Ashoka swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Ashoka (X14); 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.

  261. 9, inseparable from the lineup above Isabella I, front rowEl Cid, middle rowAshoka, back row Isabella I · El Cid · Ashoka Mid progression Beats 2 of 8 reference lineups Two types 80.08/100 out of 100
    Isabella I (cavalry · S01), El Cid (cavalry · X12) and Ashoka (footmen · X14) score 80.08 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. El Cid 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. Ashoka is the win condition, bringing 62% 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Isabella I’s Queen of the Storm both wait on; Isabella I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Ashoka (X14); 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.

  262. 10 Ashoka, front rowRoku Boshuten, middle rowEl Cid, back row Ashoka · Roku Boshuten · El Cid Mid progression Beats 2 of 8 reference lineups Two types 80.56/100 out of 100
    Ashoka (footmen · X14), Roku Boshuten (cavalry · S03) and El Cid (cavalry · X12) score 80.56 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 64% 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. El Cid 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Roku Boshuten’s Gou both wait on; 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. What you give up: raw damage reaches only about 16% 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.

  263. 11, inseparable from the lineup above Pepin, front rowEl Cid, middle rowAshoka, back row Pepin · El Cid · Ashoka Mid progression Beats 2 of 8 reference lineups Two types 80.45/100 out of 100
    Pepin (footmen · X12), El Cid (cavalry · X12) and Ashoka (footmen · X14) score 80.45 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 169% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. El Cid 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. 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Pepin’s Thunderstruck both wait on; El Cid produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  264. 12 Ashoka, front rowThe Brave, middle rowEl Cid, back row Ashoka · The Brave · El Cid Mid progression Beats 2 of 8 reference lineups Two types 81.56/100 out of 100
    Ashoka (footmen · X14), The Brave (cavalry · S04) and El Cid (cavalry · X12) score 81.56 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 72% 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. 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. El Cid 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and The Brave’s No Turning Back both wait on; The Brave produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; The Brave’s Freezing Gaze applies Disarm 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 14% 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.

  265. 13 Warden, front rowThe Brave, middle rowSundiata, back row Warden · The Brave · Sundiata Mid progression Beats 1 of 8 reference lineups Two types 80.06/100 out of 100
    Warden (archer · X06), The Brave (cavalry · S04) and Sundiata (cavalry · X15) score 80.06 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Sundiata is the win condition, bringing 93% 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 Sundiata’s Flame of Revenge and The Brave’s No Turning Back both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Sundiata waits on; The Brave’s Freezing Gaze 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 12% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line. Budget note: every hero in this lineup can be completed without spending.

  266. 14 Warden, front rowEdward the Confessor, middle rowSundiata, back row Warden · Edward the Confessor · Sundiata Mid progression Beats 1 of 8 reference lineups Two types 78.71/100 out of 100
    Warden (archer · X06), Edward the Confessor (archer · S01) and Sundiata (cavalry · X15) score 78.71 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% 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 88% 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 Edward the Confessor’s King's Crossbow and Sundiata’s Flame of Revenge both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Sundiata waits on; Edward the Confessor’s King's Crossbow 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 13% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  267. 15 Warden, front rowLeonidas, middle rowSundiata, back row Warden · Leonidas · Sundiata Mid progression Beats 1 of 8 reference lineups Two types 79.16/100 out of 100
    Warden (archer · X06), Leonidas (archer · S00) and Sundiata (cavalry · X15) score 79.16 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 86% 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 Leonidas’s Sharp Spear and Sundiata’s Flame of Revenge both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Sundiata waits on; Leonidas’s Sharp Spear applies Silence 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 Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  268. 16 Hunk, front rowEl Cid, middle rowAshoka, back row Hunk · El Cid · Ashoka Mid progression Beats 1 of 8 reference lineups Two types 80.51/100 out of 100
    Hunk (footmen · X01), El Cid (cavalry · X12) and Ashoka (footmen · X14) score 80.51 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. El Cid 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. Ashoka is the win condition, bringing 70% 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Hunk’s Yeet! both wait on; Hunk produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Hunk’s Yeet! applies Confuse 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 14% 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.

  269. 17 Ashoka, front rowRozen Blade, middle rowEl Cid, back row Ashoka · Rozen Blade · El Cid Mid progression Beats 1 of 8 reference lineups Two types 81.83/100 out of 100
    Ashoka (footmen · X14), Rozen Blade (cavalry · S03) and El Cid (cavalry · X12) score 81.83 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 72% 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. 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. El Cid 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Rozen Blade’s Blitz both wait on; Rozen Blade produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Rozen Blade’s Blitz applies Suppress 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 14% 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.

  270. 18 Cicero, front rowRozen Blade, middle rowSundiata, back row Cicero · Rozen Blade · Sundiata Mid progression Beats 1 of 8 reference lineups Two types 78.73/100 out of 100
    Cicero (footmen · X01), Rozen Blade (cavalry · S03) and Sundiata (cavalry · X15) score 78.73 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 120% of enemy Might, Resistance and damage across its kit, 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. Sundiata is the win condition, bringing 92% 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Cicero and Sundiata both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Sundiata swings into a line that cannot answer. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Sundiata (X15). Budget note: every hero in this lineup can be completed without spending.

  271. 19 Inquisitor, front rowAshoka, middle rowIsabella I, back row Inquisitor · Ashoka · Isabella I Mid progression Beats 1 of 8 reference lineups Two types 79.88/100 out of 100
    Inquisitor (archer · S02), Ashoka (footmen · X14) and Isabella I (archer · S01) score 79.88 out of 100 together, and each of the three has a job.

    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 takes the front as the sturdiest of the three. Ashoka is the win condition, bringing 70% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and sits in the middle, where the support reaches both the front and the back. 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 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; Inquisitor produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: Inquisitor (S02) 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.

  272. 20 Warden, front rowPoison Master, middle rowSundiata, back row Warden · Poison Master · Sundiata Mid progression Beats 1 of 8 reference lineups Two types 80.48/100 out of 100
    Warden (archer · X06), Poison Master (archer · X10) and Sundiata (cavalry · X15) score 80.48 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Sundiata is the win condition, bringing 93% 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 Poison Master’s Deadly Virus and Sundiata’s Flame of Revenge both wait on; Warden’s Aspect of the Tiger produces extra basic attacks, the exact trigger Sundiata waits on; Poison Master’s Deadly Virus 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 12% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line. Budget note: every hero in this lineup can be completed without spending.

  273. 21 Ashoka, front rowWarden, middle rowClovis I, back row Ashoka · Warden · Clovis I Mid progression Beats 1 of 8 reference lineups Two types 81.93/100 out of 100
    Ashoka (footmen · X14), Warden (archer · X06) and Clovis I (footmen · X15) score 81.93 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 68% 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 multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and 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’s Bloodthirsty Ashoka and Clovis I’s Salic Law both wait on; Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Clovis I (X15). Budget note: every hero in this lineup can be completed without spending.

  274. 22 Pepin, front rowWarden, middle rowEselfred, back row Pepin · Warden · Eselfred Mid progression Beats 1 of 8 reference lineups Two types 78.70/100 out of 100
    Pepin (footmen · X12), Warden (archer · X06) and Eselfred (archer · X14) score 78.70 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 169% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 76% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Pepin’s Thunderstruck both wait on; Eselfred produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin raises Eselfred’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  275. 23, inseparable from the lineup above Pepin, front rowBleeding Steed, middle rowEl Cid, back row Pepin · Bleeding Steed · El Cid Mid progression Beats 0 of 8 reference lineups Two types 78.94/100 out of 100
    Pepin (footmen · X12), Bleeding Steed (footmen · S03) and El Cid (cavalry · X12) score 78.94 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 169% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Bleeding Steed is the multiplier, raising what the other two put out rather than adding a number of its own: 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 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Bleeding Steed’s Stampeding Harras and Pepin’s Thunderstruck both wait on; Bleeding Steed produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits 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 5% 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.

  276. 24 Ashoka, front rowCicero, middle rowEl Cid, back row Ashoka · Cicero · El Cid Mid progression Beats 0 of 8 reference lineups Two types 79.70/100 out of 100
    Ashoka (footmen · X14), Cicero (footmen · X01) and El Cid (cavalry · X12) score 79.70 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 68% 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. Cicero is the saboteur, stripping the enemy's stats before the blows land: strips 120% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Cicero’s Prologue both wait on; Cicero produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  277. 25 El Cid, front rowEselfred, middle rowRozen Blade, back row El Cid · Eselfred · Rozen Blade Mid progression Beats 0 of 8 reference lineups Two types 79.95/100 out of 100
    El Cid (cavalry · X12), Eselfred (archer · X14) and Rozen Blade (cavalry · S03) score 79.95 out of 100 together, and each of the three has a job.

    El Cid 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 as the sturdiest of the three. Eselfred is the win condition, bringing 67% of the lineup's expected damage: 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. 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Eselfred swings into a line that cannot answer. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; a mid-era lineup anchored by El Cid (X12). Budget note: every hero in this lineup can be completed without spending.

  278. 26, inseparable from the lineup above Vikram, front rowWarden, middle rowAshoka, back row Vikram · Warden · Ashoka Mid progression Beats 0 of 8 reference lineups Two types 79.98/100 out of 100
    Vikram (footmen · X04), Warden (archer · X06) and Ashoka (footmen · X14) score 79.98 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. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 85% 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 Ashoka’s Bloodthirsty Ashoka and Vikram’s Aura of Restoration both wait on; Vikram produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Vikram’s Alluring Arm 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 12% 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.

  279. 27 War Lord, front rowRoku Boshuten, middle rowAshoka, back row War Lord · Roku Boshuten · Ashoka Mid progression Beats 0 of 8 reference lineups Two types 79.64/100 out of 100
    War Lord (cavalry · S03), Roku Boshuten (cavalry · S03) and Ashoka (footmen · X14) score 79.64 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. 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 sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 85% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Roku Boshuten’s Gou both wait on; 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. What you give up: raw damage reaches only about 12% 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.

  280. 28 Ashoka, front rowPoison Master, middle rowEl Cid, back row Ashoka · Poison Master · El Cid Mid progression Beats 0 of 8 reference lineups Rainbow 80.17/100 out of 100
    Ashoka (footmen · X14), Poison Master (archer · X10) and El Cid (cavalry · X12) score 80.17 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 72% 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. El Cid 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Poison Master’s Deadly Virus both wait 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 14% of the hardest-hitting trio in the roster; Ashoka, Poison Master, El Cid only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.

  281. 29, inseparable from the lineup above Ashoka, front rowBelisarius, middle rowPoison Master, back row Ashoka · Belisarius · Poison Master Mid progression Beats 0 of 8 reference lineups Two types 80.32/100 out of 100
    Ashoka (footmen · X14), Belisarius (archer · X12) and Poison Master (archer · X10) score 80.32 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. Belisarius brings a second damage line worth 27% 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. 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 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; Belisarius produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Poison Master (X10). Budget note: every hero in this lineup can be completed without spending.

  282. 30 Ashoka, front rowThe Boneless, middle rowEl Cid, back row Ashoka · The Boneless · El Cid Mid progression Beats 0 of 8 reference lineups Two types 79.82/100 out of 100
    Ashoka (footmen · X14), The Boneless (cavalry · S00) and El Cid (cavalry · X12) score 79.82 out of 100 together, and each of the three has a job.

    Ashoka is the win condition, bringing 66% 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. 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. El Cid 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and The Boneless’s Hanashi both wait on; The Boneless produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so Ashoka 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 15% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  283. 31 Ashoka, front rowDarius, middle rowPoison Master, back row Ashoka · Darius · Poison Master Mid progression Beats 0 of 8 reference lineups Two types 80.26/100 out of 100
    Ashoka (footmen · X14), Darius (archer · X13) and Poison Master (archer · X10) score 80.26 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. 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. 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 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; Darius produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Poison Master (X10). Budget note: every hero in this lineup can be completed without spending.

  284. 32 Warden, front rowClovis I, middle rowEselfred, back row Warden · Clovis I · Eselfred Mid progression Beats 0 of 8 reference lineups Two types 79.64/100 out of 100
    Warden (archer · X06), Clovis I (footmen · X15) and Eselfred (archer · X14) score 79.64 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Eselfred is the win condition, bringing 62% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Clovis I’s Salic Law and Eselfred’s Thunder and Heavy Arrows both wait on; Eselfred 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 Eselfred swings into a line that cannot answer. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Clovis I (X15). Budget note: every hero in this lineup can be completed without spending.

  285. 33 Warden, front rowRozen Blade, middle rowEselfred, back row Warden · Rozen Blade · Eselfred Mid progression Beats 0 of 8 reference lineups Two types 79.31/100 out of 100
    Warden (archer · X06), Rozen Blade (cavalry · S03) and Eselfred (archer · X14) score 79.31 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Eselfred is the win condition, bringing 90% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  286. 34 Hunk, front rowCleopatra VII, middle rowLilith, back row Hunk · Cleopatra VII · Lilith developer pick Mid progression Beats 0 of 8 reference lineups Two types 63.97/100 out of 100
    Hunk (footmen · X01), Cleopatra VII (archer · S03 · paid) and Lilith (archer · X09) score 63.97 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. Cleopatra VII adds a second source of control, so the lock rarely has an off round: Mesmerizing Posture applies Confuse on a 50% roll, and sits in the middle, where the support reaches both the front and the back. 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 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: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 9% of the hardest-hitting trio in the roster. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.

  287. 35 Warden, front rowBlack Prince, middle rowEselfred, back row Warden · Black Prince · Eselfred Mid progression Beats 0 of 8 reference lineups Two types 78.66/100 out of 100
    Warden (archer · X06), Black Prince (cavalry · S01) and Eselfred (archer · X14) score 78.66 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Eselfred is the win condition, bringing 76% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Black Prince’s Dragon Siege and Eselfred’s Thunder and Heavy Arrows both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  288. 36 Warden, front rowThe Brave, middle rowEselfred, back row Warden · The Brave · Eselfred Mid progression Beats 0 of 8 reference lineups Two types 79.32/100 out of 100
    Warden (archer · X06), The Brave (cavalry · S04) and Eselfred (archer · X14) score 79.32 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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. Eselfred is the win condition, bringing 90% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and The Brave’s No Turning Back both wait on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Eselfred swings into a line that cannot answer; Warden raises Eselfred’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.

  289. 37 War Lord, front rowIsabella I, middle rowAshoka, back row War Lord · Isabella I · Ashoka Mid progression Beats 0 of 8 reference lineups Two types 79.69/100 out of 100
    War Lord (cavalry · S03), Isabella I (cavalry · S01) and Ashoka (footmen · X14) score 79.69 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. Ashoka is the win condition, bringing 81% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Isabella I’s Queen of the Storm both wait on; Isabella I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Isabella I’s Queen of the Storm 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 12% 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.

  290. 38 War Lord, front rowClovis I, middle rowAshoka, back row War Lord · Clovis I · Ashoka Mid progression Beats 0 of 8 reference lineups Two types 81.10/100 out of 100
    War Lord (cavalry · S03), Clovis I (footmen · X15) and Ashoka (footmen · X14) score 81.10 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. Ashoka is the win condition, bringing 72% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Clovis I’s Salic Law both wait on; Ashoka produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Clovis I (X15). Budget note: every hero in this lineup can be completed without spending.

  291. 39 Pepin, front rowWarden, middle rowLilith, back row Pepin · Warden · Lilith Mid progression Beats 0 of 8 reference lineups Two types 78.86/100 out of 100
    Pepin (footmen · X12), Warden (archer · X06) and Lilith (archer · X09) score 78.86 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 169% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and 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 Lilith’s Poison Needle and Pepin’s Thunderstruck both wait on; Lilith produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin raises Lilith’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  292. 40 Warden, front rowLeonidas, middle rowAshoka, back row Warden · Leonidas · Ashoka Mid progression Beats 0 of 8 reference lineups Two types 79.76/100 out of 100
    Warden (archer · X06), Leonidas (archer · S00) and Ashoka (footmen · X14) score 79.76 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 84% 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 Ashoka’s Bloodthirsty Ashoka and Leonidas’s Sharp Spear both wait on; Leonidas produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Leonidas’s Sharp Spear applies Silence 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 12% 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.

  293. 41, inseparable from the lineup above War Lord, front rowRozen Blade, middle rowAshoka, back row War Lord · Rozen Blade · Ashoka Mid progression Beats 0 of 8 reference lineups Two types 79.62/100 out of 100
    War Lord (cavalry · S03), Rozen Blade (cavalry · S03) and Ashoka (footmen · X14) score 79.62 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. 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. Ashoka is the win condition, bringing 100% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Rozen Blade’s Blitz both wait on; Rozen Blade produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Rozen Blade’s Blitz applies Suppress 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 10% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  294. 42 Pepin, front rowWarden, middle rowScarlet Reaver, back row Pepin · Warden · Scarlet Reaver Mid progression Beats 0 of 8 reference lineups Two types 78.65/100 out of 100
    Pepin (footmen · X12), Warden (archer · X06) and Scarlet Reaver (footmen · X07) score 78.65 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 169% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and 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 Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Pepin’s Thunderstruck and Scarlet Reaver’s Debilitating Explosions both wait on; Scarlet Reaver produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin raises Scarlet Reaver’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; a mid-era lineup anchored by Pepin (X12). Budget note: every hero in this lineup can be completed without spending.

  295. 43, inseparable from the lineup above War Lord, front rowIsabella I, middle rowLilith, back row War Lord · Isabella I · Lilith Mid progression Beats 0 of 8 reference lineups Two types 78.61/100 out of 100
    War Lord (cavalry · S03), Isabella I (archer · S01) and Lilith (archer · X09) score 78.61 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. 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Lilith’s Poison Needle both wait on; Isabella I produces control effects, the exact trigger Lilith’s Pandora's Box waits on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Lilith swings into a line that cannot answer. What you give up: raw damage reaches only about 8% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

  296. 44 Pepin, front rowWarden, middle rowAshoka, back row Pepin · Warden · Ashoka Mid progression Beats 0 of 8 reference lineups Two types 79.89/100 out of 100
    Pepin (footmen · X12), Warden (archer · X06) and Ashoka (footmen · X14) score 79.89 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 169% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and 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 Ashoka’s Bloodthirsty Ashoka and Pepin’s Thunderstruck both wait on; Ashoka produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: raw damage reaches only about 12% of the hardest-hitting trio in the roster; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  297. 45 Isabella I, front rowWarden, middle rowAshoka, back row Isabella I · Warden · Ashoka Mid progression Beats 0 of 8 reference lineups Two types 80.47/100 out of 100
    Isabella I (archer · S01), Warden (archer · X06) and Ashoka (footmen · X14) score 80.47 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. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 76% 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 Ashoka’s Bloodthirsty Ashoka and Isabella I’s Queen of the Storm both wait on; Isabella I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Isabella I’s Queen of the Storm 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 13% 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.

  298. 46 Warden, front rowEdward the Confessor, middle rowAshoka, back row Warden · Edward the Confessor · Ashoka Mid progression Beats 0 of 8 reference lineups Two types 79.80/100 out of 100
    Warden (archer · X06), Edward the Confessor (archer · S01) and Ashoka (footmen · X14) score 79.80 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% 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 87% 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 Ashoka’s Bloodthirsty Ashoka and Edward the Confessor’s King's Crossbow both wait on; Edward the Confessor produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Edward the Confessor’s King's Crossbow 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 11% 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.

  299. 47 War Lord, front rowFortuneteller, middle rowAshoka, back row War Lord · Fortuneteller · Ashoka Mid progression Beats 0 of 8 reference lineups Two types 80.68/100 out of 100
    War Lord (cavalry · S03), Fortuneteller (footmen · X08) and Ashoka (footmen · X14) score 80.68 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. 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. 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 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 trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Fortuneteller’s Procrustean both wait on; Ashoka produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on; Fortuneteller produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: raw damage reaches only about 15% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  300. 48, inseparable from the lineup above Fortuneteller, front rowWarden, middle rowAshoka, back row Fortuneteller · Warden · Ashoka Mid progression Beats 0 of 8 reference lineups Two types 80.50/100 out of 100
    Fortuneteller (footmen · X08), Warden (archer · X06) and Ashoka (footmen · X14) score 80.50 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. Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 64% 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 Ashoka’s Bloodthirsty Ashoka and Fortuneteller’s Procrustean both wait on; Ashoka produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on; Fortuneteller produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  301. 49 Hellfire, front rowPepin, middle rowEl Cid, back row Hellfire · Pepin · El Cid Mid progression Beats 0 of 8 reference lineups Two types 78.57/100 out of 100
    Hellfire (cavalry · X09), Pepin (footmen · X12) and El Cid (cavalry · X12) score 78.57 out of 100 together, and each of the three has a job.

    Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 169% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. El Cid 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Pepin’s Thunderstruck both wait on; Hellfire produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Hellfire raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.

  302. 50 Warden, front rowPoison Master, middle rowAshoka, back row Warden · Poison Master · Ashoka Mid progression Beats 0 of 8 reference lineups Two types 80.65/100 out of 100
    Warden (archer · X06), Poison Master (archer · X10) and Ashoka (footmen · X14) score 80.65 out of 100 together, and each of the three has a job.

    Warden is the multiplier, raising what the other two put out rather than adding a number of its own: carries 65% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. Poison Master is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Deadly Virus applies Suppress on a 50% roll, and sits in the middle, where the support reaches both the front and the back. Ashoka is the win condition, bringing 92% 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 Ashoka’s Bloodthirsty Ashoka and Poison Master’s Deadly Virus both wait 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 11% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  303. 51 Hellfire, front rowPoison Master, middle rowEl Cid, back row Hellfire · Poison Master · El Cid Mid progression Beats 0 of 8 reference lineups Two types 79.11/100 out of 100
    Hellfire (archer · X09), Poison Master (archer · X10) and El Cid (cavalry · X12) score 79.11 out of 100 together, and each of the three has a job.

    Hellfire is the multiplier, raising what the other two put out rather than adding a number of its own: carries 60% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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. El Cid 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 El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Hellfire’s Heroic Inspiration and Poison Master’s Deadly Virus 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 El Cid 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; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.

  304. 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.

  305. 1 War Lord, front rowBleeding Steed, middle rowRoku Boshuten, back row War Lord · Bleeding Steed · Roku Boshuten Starter Beats 1 of 8 reference lineups Two types 74.90/100 out of 100
    War Lord (cavalry · S03), Bleeding Steed (footmen · S03) and Roku Boshuten (cavalry · S03) score 74.90 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. 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Bleeding Steed’s Stampeding Harras and Roku Boshuten’s Gou both wait on; Bleeding Steed produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Roku Boshuten swings into a line that cannot answer. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

  306. 2 War Lord, front rowBleeding Steed, middle rowCao Cao, back row War Lord · Bleeding Steed · Cao Cao Starter Beats 1 of 8 reference lineups Two types 73.87/100 out of 100
    War Lord (cavalry · S03), Bleeding Steed (footmen · S03) and Cao Cao (footmen · S01) score 73.87 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. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 151% 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 Bleeding Steed’s Stampeding Harras and Cao Cao’s Big Dipper both wait on; Bleeding Steed’s Stampeding Harras applies Confuse and takes a squad out of the fight for 2 rounds, so Cao Cao swings into a line that cannot answer; War Lord raises Cao Cao’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; Cao Cao (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.

  307. 3 Leonidas, front rowRozen Blade, middle rowThe Immortal, back row Leonidas · Rozen Blade · The Immortal Starter Beats 0 of 8 reference lineups Two types 73.40/100 out of 100
    Leonidas (archer · S00), Rozen Blade (cavalry · S03) and The Immortal (cavalry · S02) score 73.40 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: raw damage reaches only about 3% 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.

  308. 4 War Lord, front rowBlack Prince, middle rowGenghis Khan, back row War Lord · Black Prince · Genghis Khan Starter Beats 0 of 8 reference lineups Two types 74.50/100 out of 100
    War Lord (cavalry · S03), Black Prince (cavalry · S01) and Genghis Khan (footmen · S01) score 74.50 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and sits in the middle, where the support reaches both the front and the back. 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 Black Prince’s Dragon Siege and Genghis Khan’s Hunting Wolf both wait on; Black Prince produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Genghis Khan 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; Genghis Khan (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.

  309. 5 War Lord, front rowIsabella I, middle rowJade Eagle, back row War Lord · Isabella I · Jade Eagle Starter Beats 0 of 8 reference lineups Two types 75.10/100 out of 100
    War Lord (cavalry · S03), Isabella I (archer · S01) and Jade Eagle (archer · S04) score 75.10 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. 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 trigger-rate boosts, the exact trigger Isabella I’s Queen of the Storm and Jade Eagle’s Rapid Throw both wait on; Isabella I’s Queen of the Storm applies Suppress and takes a squad out of the fight, so Jade Eagle swings into a line that cannot answer; Jade Eagle shuts off enemy recovery, so what Jade Eagle deals stays dealt. What you give up: Jade Eagle (S04) 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.

  310. 6 War Lord, front rowRoku Boshuten, middle rowJade Eagle, back row War Lord · Roku Boshuten · Jade Eagle Starter Beats 0 of 8 reference lineups Two types 73.85/100 out of 100
    War Lord (cavalry · S03), Roku Boshuten (cavalry · S03) and Jade Eagle (archer · S04) score 73.85 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. 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 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 trigger-rate boosts, the exact trigger Jade Eagle’s Rapid Throw and Roku Boshuten’s Gou both wait on; Jade Eagle 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 Jade Eagle swings into a line that cannot answer. What you give up: Jade Eagle (S04) 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.

  311. 7 War Lord, front rowWitch Hunter, middle rowMary Tudor, back row War Lord · Witch Hunter · Mary Tudor Starter Beats 0 of 8 reference lineups Two types 73.33/100 out of 100
    War Lord (cavalry · S03), Witch Hunter (archer · S02) and Mary Tudor (cavalry · S00) score 73.33 out of 100 together, and each of the three has a job.

    War Lord is the multiplier, raising what the other two put out rather than adding a number of its own: carries 45% of damage amplification across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Witch Hunter is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Terrifying Presence applies Silence on a 90% roll, and sits in the middle, where the support reaches both the front and the back. Mary Tudor is the win condition, bringing 70% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Mary Tudor’s Reign of Sorrow and Witch Hunter’s Purifying Flame both wait on; Witch Hunter’s Terrifying Presence applies Silence and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer. What you give up: Mary Tudor (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  312. 8 War Lord, front rowEdward the Confessor, middle rowRoku Boshuten, back row War Lord · Edward the Confessor · Roku Boshuten Starter Beats 0 of 8 reference lineups Two types 74.51/100 out of 100
    War Lord (cavalry · S03), Edward the Confessor (archer · S01) and Roku Boshuten (cavalry · S03) score 74.51 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 second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Edward the Confessor’s King's Crossbow and Roku Boshuten’s Gou both wait on; Edward the Confessor produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Roku Boshuten swings into a line that cannot answer. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

  313. 9 War Lord, front rowDemon Spear, middle rowIsabella I, back row War Lord · Demon Spear · Isabella I Starter Beats 0 of 8 reference lineups Two types 74.92/100 out of 100
    War Lord (cavalry · S03), Demon Spear (footmen · S00) and Isabella I (cavalry · S01) score 74.92 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. 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. 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 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 Demon Spear’s Moshitate and Isabella I’s Queen of the Storm both wait on; Demon Spear’s Tamashi kari applies Silence and takes a squad out of the fight for 1 round, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’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; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

  314. 10 War Lord, front rowLeonidas, middle rowCharles the Great, back row War Lord · Leonidas · Charles the Great Starter Beats 0 of 8 reference lineups Two types 73.83/100 out of 100
    War Lord (cavalry · S03), Leonidas (archer · S00) and Charles the Great (archer · S01) score 73.83 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. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. Charles the Great is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 85% 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 trigger-rate boosts, the exact trigger Charles the Great’s Broken Armor and Leonidas’s Sharp Spear both wait on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Charles the Great swings into a line that cannot answer; War Lord raises Charles the Great’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; 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.

  315. 11 War Lord, front rowInquisitor, middle rowMary Tudor, back row War Lord · Inquisitor · Mary Tudor Starter Beats 0 of 8 reference lineups Two types 73.52/100 out of 100
    War Lord (cavalry · S03), Inquisitor (archer · S02) and Mary Tudor (cavalry · S00) score 73.52 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. 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 72% of the lineup's expected damage: Reign of Sorrow puts 368% into 2 enemy squads on a 50% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because War Lord’s War God Descends produces prep-skips, the exact trigger Mary Tudor waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Inquisitor’s Judgement of Justice and Mary Tudor’s Reign of Sorrow both wait on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Mary Tudor swings into a line that cannot answer. What you give up: Mary Tudor (S00) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 7% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  316. 12 War Lord, front rowBlack Prince, middle rowCao Cao, back row War Lord · Black Prince · Cao Cao Starter Beats 0 of 8 reference lineups Two types 73.86/100 out of 100
    War Lord (cavalry · S03), Black Prince (cavalry · S01) and Cao Cao (footmen · S01) score 73.86 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. Black Prince is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Dragon Siege applies Suppress for 2 rounds on a 35% roll, and sits in the middle, where the support reaches both the front and the back. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 151% 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 Black Prince’s Dragon Siege and Cao Cao’s Big Dipper both wait on; Black Prince’s Dragon Siege applies Suppress and takes a squad out of the fight for 2 rounds, so Cao Cao swings into a line that cannot answer; War Lord raises Cao Cao’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 5% of the hardest-hitting trio in the roster; Cao Cao (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.

  317. 13 War Lord, front rowRoku Boshuten, middle rowCao Cao, back row War Lord · Roku Boshuten · Cao Cao Starter Beats 0 of 8 reference lineups Two types 74.43/100 out of 100
    War Lord (cavalry · S03), Roku Boshuten (cavalry · S03) and Cao Cao (footmen · S01) score 74.43 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. 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 sits in the middle, where the support reaches both the front and the back. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 151% 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 Cao Cao’s Big Dipper and Roku Boshuten’s Gou both wait on; Cao Cao 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 Cao Cao 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; Cao Cao (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.

  318. 14, inseparable from the lineup above War Lord, front rowLeonidas, middle rowRoku Boshuten, back row War Lord · Leonidas · Roku Boshuten Starter Beats 0 of 8 reference lineups Two types 74.66/100 out of 100
    War Lord (cavalry · S03), Leonidas (archer · S00) and Roku Boshuten (cavalry · S03) score 74.66 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. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Leonidas’s Sharp Spear and Roku Boshuten’s Gou both wait on; Leonidas produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Roku Boshuten swings into a line that cannot answer. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

  319. 15, inseparable from the lineup above War Lord, front rowThe Brave, middle rowGenghis Khan, back row War Lord · The Brave · Genghis Khan Starter Beats 0 of 8 reference lineups Two types 74.63/100 out of 100
    War Lord (cavalry · S03), The Brave (cavalry · S04) and Genghis Khan (footmen · S01) score 74.63 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 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. 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 Genghis Khan’s Hunting Wolf and The Brave’s No Turning Back both wait on; The Brave produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; The Brave’s Freezing Gaze applies Disarm and takes a squad out of the fight, so Genghis Khan swings into a line that cannot answer. What you give up: raw damage reaches only about 3% of the hardest-hitting trio in the roster; Genghis Khan (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.

  320. 16 War Lord, front rowYukimura Sanada, middle rowCao Cao, back row War Lord · Yukimura Sanada · Cao Cao Starter Beats 0 of 8 reference lineups Two types 72.63/100 out of 100
    War Lord (cavalry · S03), Yukimura Sanada (cavalry · S00) and Cao Cao (footmen · S01) score 72.63 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. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 151% 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 Cao Cao’s Big Dipper and Yukimura Sanada’s Scarlet Armor both wait on; Yukimura Sanada’s Scarlet Armor applies Silence and takes a squad out of the fight, so Cao Cao swings into a line that cannot answer; War Lord raises Cao Cao’s output directly rather than adding a number of its own. 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 5% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  321. 17 War Lord, front rowRozen Blade, middle rowLeonidas, back row War Lord · Rozen Blade · Leonidas Starter Beats 0 of 8 reference lineups Two types 74.07/100 out of 100
    War Lord (cavalry · S03), Rozen Blade (cavalry · S03) and Leonidas (archer · S00) score 74.07 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. 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. Leonidas adds a second source of control, so the lock rarely has an off round: Sharp Spear applies Silence on a 40% 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 Leonidas waits on; War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Leonidas’s Sharp Spear and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Leonidas swings into a line that cannot answer. What you give up: raw damage reaches only about 1% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down. Budget note: every hero in this lineup can be completed without spending.

  322. 18 War Lord, front rowThe Boneless, middle rowWilliam the Conqueror, back row War Lord · The Boneless · William the Conqueror Starter Beats 0 of 8 reference lineups Two types 72.57/100 out of 100
    War Lord (cavalry · S03), The Boneless (cavalry · S00) and William the Conqueror (archer · S00) score 72.57 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 flex piece -- modest alone, but covering what the other two leave open: 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’s Hanashi and William the Conqueror’s Throne and Power both wait 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; War Lord raises William the Conqueror’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 4% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  323. 19 War Lord, front rowThe Boneless, middle rowGenghis Khan, back row War Lord · The Boneless · Genghis Khan Starter Beats 0 of 8 reference lineups Two types 74.54/100 out of 100
    War Lord (cavalry · S03), The Boneless (cavalry · S00) and Genghis Khan (footmen · S01) score 74.54 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. 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. 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 Genghis Khan’s Hunting Wolf and The Boneless’s Hanashi both wait on; The Boneless produces combat-skill casts, the exact trigger Genghis Khan’s Fortune's Favor waits on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so Genghis Khan 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 Boneless (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.

  324. 20 War Lord, front rowRozen Blade, middle rowWilliam the Conqueror, back row War Lord · Rozen Blade · William the Conqueror Starter Beats 0 of 8 reference lineups Two types 73.52/100 out of 100
    War Lord (cavalry · S03), Rozen Blade (cavalry · S03) and William the Conqueror (archer · S00) score 73.52 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. 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. William the Conqueror is the flex piece -- modest alone, but covering what the other two leave open: 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 Rozen Blade’s Blitz and William the Conqueror’s Throne and Power both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so William the Conqueror swings into a line that cannot answer; War Lord raises William the Conqueror’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 3% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.

  325. 21 War Lord, front rowEdward the Confessor, middle rowIsabella I, back row War Lord · Edward the Confessor · Isabella I Starter Beats 0 of 8 reference lineups Two types 75.33/100 out of 100
    War Lord (cavalry · S03), Edward the Confessor (archer · S01) and Isabella I (archer · S01) score 75.33 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. Edward the Confessor is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 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 Edward the Confessor’s King's Crossbow and Isabella I’s Queen of the Storm both wait on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’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; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

  326. 22 War Lord, front rowDivine Arrow, middle rowRoku Boshuten, back row War Lord · Divine Arrow · Roku Boshuten Starter Beats 0 of 8 reference lineups Two types 73.71/100 out of 100
    War Lord (cavalry · S03), Divine Arrow (archer · S04) and Roku Boshuten (cavalry · S03) score 73.71 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, 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 War Lord’s War God Descends produces trigger-rate boosts, the exact trigger Divine Arrow’s For Heaven and Roku Boshuten’s Gou both wait on; Divine Arrow produces combat-skill casts, the exact trigger Roku Boshuten’s Gokuraku Jodo waits on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Roku Boshuten swings into a line that cannot answer. What you give up: raw damage reaches only about 2% of the hardest-hitting trio in the roster; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

  327. 23 War Lord, front rowLeonidas, middle rowIsabella I, back row War Lord · Leonidas · Isabella I Starter Beats 0 of 8 reference lineups Two types 75.52/100 out of 100
    War Lord (cavalry · S03), Leonidas (archer · S00) and Isabella I (archer · S01) score 75.52 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. Leonidas is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Sharp Spear applies Silence on a 40% roll, and sits in the middle, where the support reaches both the front and the back. 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 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’s Queen of the Storm and Leonidas’s Sharp Spear both wait on; Leonidas’s Sharp Spear applies Silence and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’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; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

  328. 24 War Lord, front rowRozen Blade, middle rowGenghis Khan, back row War Lord · Rozen Blade · Genghis Khan Starter Beats 0 of 8 reference lineups Two types 74.58/100 out of 100
    War Lord (cavalry · S03), Rozen Blade (cavalry · S03) and Genghis Khan (footmen · S01) score 74.58 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. 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. 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 Genghis Khan’s Hunting Wolf and Rozen Blade’s Blitz both wait 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: raw damage reaches only about 3% of the hardest-hitting trio in the roster; Genghis Khan (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.

  329. 25 War Lord, front rowRozen Blade, middle rowCao Cao, back row War Lord · Rozen Blade · Cao Cao Starter Beats 0 of 8 reference lineups Two types 74.08/100 out of 100
    War Lord (cavalry · S03), Rozen Blade (cavalry · S03) and Cao Cao (footmen · S01) score 74.08 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. 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. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 151% 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 Cao Cao’s Big Dipper and Rozen Blade’s Blitz both wait on; Rozen Blade’s Blitz applies Suppress and takes a squad out of the fight for 1 round, so Cao Cao swings into a line that cannot answer; War Lord raises Cao Cao’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; Cao Cao (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.

  330. 26, inseparable from the lineup above War Lord, front rowThe Boneless, middle rowCao Cao, back row War Lord · The Boneless · Cao Cao Starter Beats 0 of 8 reference lineups Two types 74.07/100 out of 100
    War Lord (cavalry · S03), The Boneless (cavalry · S00) and Cao Cao (footmen · S01) score 74.07 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. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 151% 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 Cao Cao’s Big Dipper and The Boneless’s Hanashi both wait on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so Cao Cao swings into a line that cannot answer; War Lord raises Cao Cao’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; The Boneless (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.

  331. 27, inseparable from the lineup above War Lord, front rowDivine Arrow, middle rowIsabella I, back row War Lord · Divine Arrow · Isabella I Starter Beats 0 of 8 reference lineups Two types 73.99/100 out of 100
    War Lord (cavalry · S03), Divine Arrow (archer · S04) and Isabella I (archer · S01) score 73.99 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. Divine Arrow is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — For Heaven applies Disarm on a 25% roll, and sits in the middle, where the support reaches both the front and the back. 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 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 Divine Arrow’s For Heaven and Isabella I’s Queen of the Storm both wait on; Divine Arrow’s For Heaven applies Disarm and takes a squad out of the fight, so Isabella I swings into a line that cannot answer; War Lord raises Isabella I’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; a mid-era lineup anchored by War Lord (S03). Budget note: every hero in this lineup can be completed without spending.

  332. 28, inseparable from the lineup above War Lord, front rowThe Boneless, middle rowSky Breaker, back row War Lord · The Boneless · Sky Breaker Starter Beats 0 of 8 reference lineups Two types 73.76/100 out of 100
    War Lord (cavalry · S03), The Boneless (cavalry · S00) and Sky Breaker (archer · S03) score 73.76 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. Sky Breaker adds a second source of control, so the lock rarely has an off round: Soul of the Mountain applies Disarm, 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 trigger-rate boosts, the exact trigger Sky Breaker’s Wrath of the Wilderness and The Boneless’s Hanashi both wait on; The Boneless’s Hack and Slash applies Disarm and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer; War Lord raises Sky Breaker’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; The Boneless (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.

  333. 29, inseparable from the lineup above War Lord, front rowDemon Spear, middle rowCao Cao, back row War Lord · Demon Spear · Cao Cao Starter Beats 0 of 8 reference lineups Two types 73.63/100 out of 100
    War Lord (cavalry · S03), Demon Spear (footmen · S00) and Cao Cao (footmen · S01) score 73.63 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. 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. Cao Cao is the saboteur, stripping the enemy's stats before the blows land: raises what enemies take by 151% 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 Cao Cao’s Big Dipper and Demon Spear’s Moshitate both wait on; Demon Spear’s Tamashi kari applies Silence and takes a squad out of the fight for 1 round, so Cao Cao swings into a line that cannot answer; War Lord raises Cao Cao’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; Cao Cao (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.

  334. 30, inseparable from the lineup above War Lord, front rowEdward the Confessor, middle rowSky Breaker, back row War Lord · Edward the Confessor · Sky Breaker Starter Beats 0 of 8 reference lineups Two types 73.62/100 out of 100
    War Lord (cavalry · S03), Edward the Confessor (archer · S01) and Sky Breaker (archer · S03) score 73.62 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 second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 118% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. 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 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 trigger-rate boosts, the exact trigger Edward the Confessor’s King's Crossbow and Sky Breaker’s Wrath of the Wilderness both wait on; Edward the Confessor’s King's Crossbow applies Suppress and takes a squad out of the fight, so Sky Breaker swings into a line that cannot answer; War Lord raises Sky Breaker’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; Sky Breaker (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.

Questions about Mixed combos

What is the best Mixed combo in Rise of Castles?

The current #1 ranked Mixed combo is Thorven · Geraint · Thorvi. It tops Current meta, where every hero is X16 or newer, an SP, or paid.

How many Mixed combos are ranked here?

ROCMeta ranks 331 Mixed combos. Each is scored out of 100 across eleven weighted checks — damage output, trigger chains, season strength, skill range, troop eligibility and more. Lineups are ordered by score inside their tier, so the score falls as you read down a tier and climbs again at the next tier header.

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.

More ranked lists: Best Cavalry combos, Best Archer combos, Best Footmen combos, or the hub for all four.

Which of these can you field?

Select the heroes you own and the generator returns every ranked Mixed lineup you can field today, the ones you are one hero short of, and the single unlock that opens the most. Free — the account only stores your roster.

Open the Combo Generator