Mixed combos can blend Cavalry, Archer, and Footmen heroes into one lineup. This is the complete ranked list of 331 Mixed hero combos in Rise of Castles, topped by Thorven · Geraint · Thorvi. Each combo shows the recommended row positions.
Thorven (cavalry · X29), Geraint (footmen · X24) and Thorvi (cavalry · X29) score 88.28 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 redirected attacks, 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: raw damage reaches only about 41% of the hardest-hitting trio in the roster; Thorven, Geraint, Thorvi only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending. How these scores work →
Thorven (cavalry · X29), Geraint (footmen · X24) and Zhao Yun (footmen · X26) score 87.04 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. 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 redirected attacks, 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 27% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending. How these scores work →
Thorven (cavalry · X29), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 88.28 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; raw damage reaches only about 40% of the hardest-hitting trio in the roster. How these scores work →
All 331 ranked Mixed combos
Every lineup 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, plus developer picks that span eras) and Starter (Season 0–4 heroes every player owns). Inside a tier the order is set by battle: the list’s top thirty, all Current meta, by a round-robin against each other, and every other row by its record against eight fixed reference lineups (seven, for a row that is itself one of them). Read how the order is set.
Each portrait carries the row that hero stands in — F front, M middle, B back. The bar beside each lineup is its battle record, and it opens the Combo Simulator with that lineup seated. A developer pick chip means the game’s own in-game recommendation includes that trio, shown at its honestly computed score. Each tier counts from #1, so a number is always comparable to the numbers beside it.
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.
Current meta combos
Every hero here is X16 or newer, an SP, or a paid hero — the current-account economy. The top thirty are ordered by a round-robin of simulated battles against each other, and every row below them by its record against eight fixed reference lineups.
1FMBThorven · Geraint · ThorviCurrent metaTwo typesBeatsin battle28/2988.28/100 out of 100Thorven (cavalry · X29), Geraint (footmen · X24) and Thorvi (cavalry · X29) score 88.28 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 redirected attacks, 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: raw damage reaches only about 41% of the hardest-hitting trio in the roster; Thorven, Geraint, Thorvi only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.
2FMBThorven · Geraint · Zhao YunCurrent metaTwo typesBeatsin battle28/2987.04/100 out of 100Thorven (cavalry · X29), Geraint (footmen · X24) and Zhao Yun (footmen · X26) score 87.04 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. 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 redirected attacks, 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 27% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
3FMBThorven · Penthesilea · ThorviCurrent metaTwo typesBeatsin battle26/2988.28/100 out of 100Thorven (cavalry · X29), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 88.28 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; raw damage reaches only about 40% of the hardest-hitting trio in the roster.
4FMBThorven · Hannibal · Zhao YunCurrent metaTwo typesBeatsin battle26/2987.74/100 out of 100Thorven (cavalry · X29), Hannibal (footmen · X28 · paid) and Zhao Yun (footmen · X26) score 87.74 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 26% of the hardest-hitting trio in the roster.
5FMBRoland · Penthesilea · ThorviCurrent metaTwo typesBeatsin battle25/2987.19/100 out of 100Roland (cavalry · X18), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 87.19 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; raw damage reaches only about 40% of the hardest-hitting trio in the roster.
6FMBAchilles · Hannibal · ThorviCurrent metaTwo typesBeatsin battle23/2987.54/100 out of 100Achilles (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 87.54 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; Achilles, Hannibal, Thorvi only reaches its own squad, not the whole team.
7FMBPenthesilea · Percival · ThorviCurrent metaTwo typesBeatsin battle23/2987.36/100 out of 100Penthesilea (archer · SP · paid), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 87.36 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: raw damage reaches only about 46% of the hardest-hitting trio in the roster; Penthesilea, Percival, Thorvi only reaches its own squad, not the whole team.
8FMBZhao Yun · Hannibal · OliverCurrent metaTwo typesBeatsin battle21/2989.27/100 out of 100Zhao Yun (footmen · X26), Hannibal (footmen · X28 · paid) and Oliver (cavalry · X24) score 89.27 out of 100 together, and each of the three has a job.
Zhao Yun is the win condition, bringing 65% 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. 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 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 41% of the hardest-hitting trio in the roster.
9FMBGeraint · Hannibal · ThorviCurrent metaTwo typesBeatsin battle20/2989.22/100 out of 100Geraint (footmen · X24), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 89.22 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: raw damage reaches only about 41% of the hardest-hitting trio in the roster; Geraint, Hannibal, Thorvi only reaches its own squad, not the whole team.
10FMBGeraint · Roland · ThorviCurrent metaTwo typesBeatsin battle19/2987.50/100 out of 100Geraint (footmen · X24), Roland (cavalry · X18) and Thorvi (cavalry · X29) score 87.50 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 redirected attacks, 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: raw damage reaches only about 41% of the hardest-hitting trio in the roster; Geraint, Roland, Thorvi only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.
11FMBThorven · Zhao Yun · AlberichCurrent metaTwo typesBeatsin battle19/2987.90/100 out of 100Thorven (cavalry · X29), Zhao Yun (footmen · X26) and Alberich (footmen · X18 · paid) score 87.90 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. Zhao Yun is the win condition, bringing 85% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and 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 redirected attacks, 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 31% of the hardest-hitting trio in the roster; Thorven, Alberich only reaches its own squad, not the whole team.
12FMBThorven · Hannibal · ThorviCurrent metaTwo typesBeatsin battle18/2989.52/100 out of 100Thorven (cavalry · X29), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 89.52 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. 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; raw damage reaches only about 40% of the hardest-hitting trio in the roster.
13FMBGustav · Roland · ThorviCurrent metaTwo typesBeatsin battle18/2988.06/100 out of 100Gustav (footmen · X20), Roland (cavalry · X18) and Thorvi (cavalry · X29) score 88.06 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 redirected attacks, 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: raw damage reaches only about 41% of the hardest-hitting trio in the roster; Gustav, Roland, Thorvi only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.
14FMBPenthesilea · Oliver · ThorviCurrent metaTwo typesBeatsin battle17/2987.38/100 out of 100Penthesilea (archer · SP · paid), Oliver (cavalry · X24) and Thorvi (cavalry · X29) score 87.38 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 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 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; raw damage reaches only about 54% of the hardest-hitting trio in the roster.
15FMBThorven · King Arthur · Zhao YunCurrent metaTwo typesBeatsin battle14/2988.07/100 out of 100Thorven (cavalry · X29), King Arthur (footmen · SP · paid) and Zhao Yun (footmen · X26) score 88.07 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 87% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces redirected attacks, 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; raw damage reaches only about 30% of the hardest-hitting trio in the roster.
16FMBThorven · Julian · ThorviCurrent metaTwo typesBeatsin battle14/2988.34/100 out of 100Thorven (cavalry · X29), Julian (archer · X25) and Thorvi (cavalry · X29) score 88.34 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; 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.
17FMBRoland · Hannibal · ThorviCurrent metaTwo typesBeatsin battle14/2988.20/100 out of 100Roland (cavalry · X18), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 88.20 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; Roland, Hannibal, Thorvi only reaches its own squad, not the whole team.
18FMBRamses II · Thorven · ThorviCurrent metaTwo typesBeatsin battle12/2988.36/100 out of 100Ramses II (archer · SP · paid), Thorven (cavalry · X29) and Thorvi (cavalry · X29) score 88.36 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; raw damage reaches only about 40% of the hardest-hitting trio in the roster.
19FMBHasdrubal · Hannibal · ThorviCurrent metaTwo typesBeatsin battle12/2988.65/100 out of 100Hasdrubal (footmen · X23), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 88.65 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; raw damage reaches only about 40% of the hardest-hitting trio in the roster.
20FMBAlexander · Hannibal · ThorviCurrent metaTwo typesBeatsin battle11/2989.55/100 out of 100Alexander (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 89.55 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. 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: the damage runs off different engines, so the three do not compound; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.
21FMBHannibal · Nevsky · ThorviCurrent metaTwo typesBeatsin battle10/2989.82/100 out of 100Hannibal (footmen · X28 · paid), Nevsky (footmen · X27) and Thorvi (cavalry · X29) score 89.82 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.
22FMBAttila · Hannibal · ThorviCurrent metaTwo typesBeatsin battle8/2991.27/100 out of 100Attila (cavalry · X27 · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 91.27 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.
23FMBKing Cnut · Hannibal · ThorviCurrent metaTwo typesBeatsin battle7/2988.16/100 out of 100King Cnut (footmen · X17), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 88.16 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: King Cnut, Hannibal, Thorvi only reaches its own squad, not the whole team; raw damage reaches only about 41% of the hardest-hitting trio in the roster.
24FMBHannibal · Oliver · ThorviCurrent metaTwo typesBeatsin battle6/2987.20/100 out of 100Hannibal (footmen · X28 · paid), Oliver (cavalry · X24) and Thorvi (cavalry · X29) score 87.20 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. 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Oliver and Thorvi 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 Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Hannibal, Oliver, Thorvi only reaches its own squad, not the whole team.
25FMBGustav · Hannibal · ThorviCurrent metaTwo typesBeatsin battle6/2989.00/100 out of 100Gustav (footmen · X20), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 89.00 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: Gustav, Hannibal, Thorvi only reaches its own squad, not the whole team; raw damage reaches only about 41% of the hardest-hitting trio in the roster.
26FMBRamses II · Percival · ThorviCurrent metaTwo typesBeatsin battle4/2989.18/100 out of 100Ramses II (archer · SP · paid), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 89.18 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: Ramses II, Percival, Thorvi only reaches its own squad, not the whole team; raw damage reaches only about 45% of the hardest-hitting trio in the roster.
27FMBRamses II · Hannibal · ThorviCurrent metaRainbowBeatsin battle3/2987.31/100 out of 100Ramses II (archer · SP · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 87.31 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: Ramses II, Hannibal, Thorvi only reaches its own squad, not the whole team; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.
28FMBJulian · Hannibal · ThorviCurrent metaTwo typesBeatsin battle2/2988.24/100 out of 100Julian (footmen · X25), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 88.24 out of 100 together, and each of the three has a job.
Julian is the saboteur, stripping the enemy's stats before the blows land: strips 34% of enemy Might, Resistance and damage 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 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; Julian, Hannibal, Thorvi only reaches its own squad, not the whole team.
29FMBKing Arthur · Hannibal · OliverCurrent metaTwo typesBeatsin battle1/2987.74/100 out of 100King Arthur (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 87.74 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 win condition, bringing 88% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger King Arthur waits 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; raw damage reaches only about 33% of the hardest-hitting trio in the roster.
30FMBHannibal · Alberich · OliverCurrent metaTwo typesBeatsin battle0/2987.51/100 out of 100Hannibal (footmen · X28 · paid), Alberich (footmen · X18 · paid) and Oliver (archer · X24) score 87.51 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. 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 win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Rear Escort produces redirected attacks, the exact trigger Alberich’s Treasure Holder 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; Hannibal, Alberich, Oliver only reaches its own squad, not the whole team.
31FMBHannibal · Geraint · OliverCurrent metaTwo typesreference lineups8/886.75/100 out of 100Hannibal (footmen · X28 · paid), Geraint (footmen · X24) and Oliver (archer · X24) score 86.75 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. Geraint adds a second source of control, so the lock rarely has an off round: 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 win condition, bringing 97% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Rear Escort produces redirected attacks, the exact trigger Geraint’s Resilience 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 30% of the hardest-hitting trio in the roster.
32FMBAchilles · Hannibal · OliverCurrent metaTwo typesreference lineups7/885.36/100 out of 100Achilles (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Oliver (cavalry · X24) score 85.36 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; raw damage reaches only about 23% of the hardest-hitting trio in the roster.
33FMBHannibal · Roland · Zhao YunCurrent metaTwo typesreference lineups7/886.39/100 out of 100Hannibal (footmen · X28 · paid), Roland (cavalry · X18) and Zhao Yun (footmen · X26) score 86.39 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. 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 redirected attacks, 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 26% of the hardest-hitting trio in the roster.
34FMBThorven · Penthesilea · Zhao YunCurrent metaTwo typesreference lineups7/884.99/100 out of 100Thorven (cavalry · X29), Penthesilea (archer · SP · paid) and Zhao Yun (cavalry · X26) score 84.99 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. Zhao Yun is the win condition, bringing 99% 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 Penthesilea’s Twin Fates 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 25% of the hardest-hitting trio in the roster.
35FMBGeraint · Roland · AttilaCurrent metaTwo typesreference lineups7/884.18/100 out of 100Geraint (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 redirected attacks, 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.
36FMBAchilles · Cyrus · OliverCurrent metaRainbowreference lineups7/883.71/100 out of 100Achilles (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 83.71 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 win condition, bringing 71% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger 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: little here disrupts the enemy plan, so the fight is decided on raw output; Achilles, Cyrus, Oliver only reaches its own squad, not the whole team.
37FMBPompey · Hannibal · Zhao YunCurrent metaTwo typesreference lineups7/884.62/100 out of 100Pompey (cavalry · X16), Hannibal (footmen · X28 · paid) and Zhao Yun (footmen · X26) score 84.62 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. 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 Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Pompey waits 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.
38FMBAlexander · Frederick I · Zhao YunCurrent metaTwo typesreference lineups7/884.04/100 out of 100Alexander (footmen · SP · paid), Frederick I (archer · X16) and Zhao Yun (footmen · X26) score 84.04 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 18% 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 66% 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.
39FMBZhao Yun · Hannibal · SaladinCurrent metaTwo typesreference lineups7/885.35/100 out of 100Zhao Yun (footmen · X26), Hannibal (footmen · X28 · paid) and Saladin (cavalry · SP · paid) score 85.35 out of 100 together, and each of the three has a job.
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 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 29% of the hardest-hitting trio in the roster.
40FMBGeraint · Roland · OliverCurrent metaTwo typesreference lineups7/883.90/100 out of 100Geraint (footmen · X24), Roland (cavalry · X18) and Oliver (cavalry · X24) score 83.90 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 redirected attacks, 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: raw damage reaches only about 15% 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.
41FMBThorven · Achilles · AlberichCurrent metaTwo typesreference lineups7/884.64/100 out of 100Thorven (cavalry · X29), Achilles (footmen · SP · paid) and Alberich (footmen · X18 · paid) score 84.64 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. Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% of recovery 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 redirected attacks, the exact trigger Alberich’s Treasure Holder waits on; Thorven produces combat-skill casts, the exact trigger Alberich’s Treasure Holder waits on; Achilles produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; Thorven, Achilles, Alberich only reaches its own squad, not the whole team.
42FMBHasdrubal · Cyrus · ThorviCurrent metaTwo typesreference lineups7/884.76/100 out of 100Hasdrubal (footmen · X23), Cyrus (cavalry · SP · paid) and Thorvi (cavalry · X29) score 84.76 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. 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 Cyrus’s Tolerance 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 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 Thorvi 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 43% of the hardest-hitting trio in the roster.
43FMBZhao Yun · Helsingen · SeraphinaCurrent metaTwo typesreference lineups6/884.25/100 out of 100Zhao Yun (footmen · X26), Helsingen (archer · X28) and Seraphina (archer · X28) score 84.25 out of 100 together, and each of the three has a job.
Zhao Yun is the win condition, bringing 73% of the lineup's expected damage: Dragon Battles in the Wild puts 300% x2 into all enemy squads every time it fires, and 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 marks, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces marks, 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 36% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
44FMBCleopatra VII · Penthesilea · ThorviCurrent metaTwo typesreference lineups6/885.73/100 out of 100Cleopatra VII (archer · S03 · paid), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 85.73 out of 100 together, and each of the three has a job.
Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 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 Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Cleopatra VII and Thorvi both wait on; Cleopatra VII’s Mesmerizing Posture applies Confuse 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: a mid-era lineup anchored by Thorvi (X29); raw damage reaches only about 41% of the hardest-hitting trio in the roster.
45FMBGeraint · Saladin · LancelotCurrent metaTwo typesreference lineups6/885.75/100 out of 100Geraint (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.
46FMBAlexander · Roland · AttilaCurrent metaTwo typesreference lineups6/884.44/100 out of 100Alexander (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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.
47FMBThorven · Geraint · OliverCurrent metaRainbowreference lineups6/884.88/100 out of 100Thorven (cavalry · X29), Geraint (footmen · X24) and Oliver (archer · X24) score 84.88 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 win condition, bringing 97% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces redirected attacks, 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.
48FMBThorven · Penthesilea · OliverCurrent metaTwo typesreference lineups6/886.73/100 out of 100Thorven (cavalry · X29), Penthesilea (archer · SP · paid) and Oliver (archer · X24) score 86.73 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 win condition, bringing 99% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger 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.
49FMBHenry V · Saladin · LancelotCurrent metaTwo typesreference lineups6/884.19/100 out of 100Henry V (archer · X17), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 84.19 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. 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 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 19% of the hardest-hitting trio in the roster; Henry V, Saladin, Lancelot only reaches its own squad, not the whole team.
50FMBHannibal · Achilles · GalahadCurrent metaTwo typesreference lineups6/884.20/100 out of 100Hannibal (footmen · X28 · paid), Achilles (footmen · SP · paid) and Galahad (archer · X23) score 84.20 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. Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Hannibal’s Rear Escort produces redirected attacks, the exact trigger Galahad’s Pixie Bloodline waits on; Galahad produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Hannibal’s Rear Escort applies Disarm and takes a squad out of the fight, so Achilles swings into a line that cannot answer. What you give up: attacks converge on the same squads, with no spread pressure across the line; raw damage reaches only about 11% of the hardest-hitting trio in the roster.
51FMBBeowulf · Penthesilea · ThorviCurrent metaTwo typesreference lineups6/885.79/100 out of 100Beowulf (archer · SP · paid), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 85.79 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; raw damage reaches only about 41% of the hardest-hitting trio in the roster.
52FMBGalahad · Penthesilea · ThorviCurrent metaTwo typesreference lineups6/885.55/100 out of 100Galahad (archer · X23), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 85.55 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: the damage runs off different engines, so the three do not compound; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.
53FMBAchilles · Cyrus · ThorviCurrent metaTwo typesreference lineups6/886.23/100 out of 100Achilles (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Thorvi (cavalry · X29) score 86.23 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.
54FMBThorven · Hannibal · AttilaCurrent metaTwo typesreference lineups6/885.24/100 out of 100Thorven (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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.
55FMBRoland · Hasdrubal · ThorviCurrent metaTwo typesreference lineups6/885.25/100 out of 100Roland (cavalry · X18), Hasdrubal (footmen · X23) and Thorvi (cavalry · X29) score 85.25 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 Thorvi’s Thunderlance Thrust waits 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; 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.
56FMBHenry V · Cyrus · ThorviCurrent metaTwo typesreference lineups6/884.91/100 out of 100Henry V (archer · X17), Cyrus (cavalry · SP · paid) and Thorvi (cavalry · X29) score 84.91 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. 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 Henry V’s Wildfire Rhapsody and Thorvi’s Thunderlance Thrust 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 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, Cyrus, Thorvi only reaches its own squad, not the whole team.
57FMBPenthesilea · Hannibal · ThorviCurrent metaRainbowreference lineups6/885.48/100 out of 100Penthesilea (archer · SP · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.48 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: Penthesilea, Hannibal, Thorvi only reaches its own squad, not the whole team; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.
58FMBRamses II · Thorven · Zhao YunCurrent metaTwo typesreference lineups6/885.06/100 out of 100Ramses II (archer · SP · paid), Thorven (cavalry · X29) and Zhao Yun (cavalry · X26) score 85.06 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. 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 Ramses II’s Peace of Silver Plate 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 25% of the hardest-hitting trio in the roster.
59FMBTomyris · Alberich · Zhao YunCurrent metaTwo typesreference lineups6/885.31/100 out of 100Tomyris (archer · X28), Alberich (footmen · X18 · paid) and Zhao Yun (footmen · X26) score 85.31 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. 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 72% 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 redirected attacks, 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.
60FMBThorven · Galahad · Zhao YunCurrent metaTwo typesreference lineups6/885.94/100 out of 100Thorven (cavalry · X29), Galahad (archer · X23) and Zhao Yun (cavalry · X26) score 85.94 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 94% 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 redirected attacks, 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; 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.
61FMBPenthesilea · Saladin · ThorviCurrent metaTwo typesreference lineups6/886.23/100 out of 100Penthesilea (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.
62FMBGustav · Saladin · LancelotCurrent metaTwo typesreference lineups6/885.92/100 out of 100Gustav (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.
63FMBHenry V · Saladin · AttilaCurrent metaTwo typesreference lineups6/883.65/100 out of 100Henry V (archer · X17), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 83.65 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. 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 waits on; Henry V’s Wildfire of Wales applies Silence and takes a squad out of the fight for 2 rounds, 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.
64FMBGeraint · Saladin · AttilaCurrent metaTwo typesreference lineups6/884.20/100 out of 100Geraint (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.
65FMBAlexander · Hannibal · OliverCurrent metaTwo typesreference lineups6/884.94/100 out of 100Alexander (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Oliver (cavalry · X24) score 84.94 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.
66FMBThorvi · Helsingen · SeraphinaCurrent metaTwo typesreference lineups6/884.15/100 out of 100Thorvi (cavalry · X29), Helsingen (archer · X28) and Seraphina (archer · X28) score 84.15 out of 100 together, and each of the three has a job.
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 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. 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 marks, the exact trigger Seraphina’s Firearm Brand waits on; Seraphina’s Firearm Brand produces marks, 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: Thorvi holds the front, but nothing here heals; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.
67FMBAlexander · Cyrus · ThorviCurrent metaTwo typesreference lineups6/884.90/100 out of 100Alexander (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Thorvi (cavalry · X29) score 84.90 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. 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 Thorvi’s Thunderlance Thrust waits on; Thorvi 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; Alexander, Cyrus, Thorvi only reaches its own squad, not the whole team.
68FMBAlexander · Cyrus · OliverCurrent metaRainbowreference lineups6/883.68/100 out of 100Alexander (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 83.68 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 win condition, bringing 76% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger 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; Alexander, Cyrus, Oliver only reaches its own squad, not the whole team.
69FMBAlexander · Roland · LancelotCurrent metaTwo typesreference lineups5/885.23/100 out of 100Alexander (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.
70FMBAlexander · Roland · Tura CartelCurrent metaTwo typesreference lineups5/783.60/100 out of 100Alexander (footmen · SP · paid), Roland (cavalry · X18) and Tura Cartel (cavalry · X21) score 83.60 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. 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. Tura Cartel is the win condition, bringing 65% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Roland’s Paladins produces prep-skips, the exact trigger Tura Cartel waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Tura Cartel’s Serpent's Fang waits on; Tura Cartel 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.
71FMBRoland · King Cnut · AttilaCurrent metaTwo typesreference lineups5/883.69/100 out of 100Roland (cavalry · X18), King Cnut (footmen · X17) and Attila (cavalry · X27 · paid) score 83.69 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. 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. Attila is the win condition, bringing 89% 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; King Cnut produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 14% of the hardest-hitting trio in the roster; Roland, King Cnut, Attila only reaches its own squad, not the whole team.
72FMBRoland · Penthesilea · OliverCurrent metaTwo typesreference lineups5/884.28/100 out of 100Roland (cavalry · X18), Penthesilea (archer · SP · paid) and Oliver (cavalry · X24) score 84.28 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 14% of the hardest-hitting trio in the roster.
73FMBHasdrubal · Cyrus · OliverCurrent metaTwo typesreference lineups5/883.90/100 out of 100Hasdrubal (footmen · X23), Cyrus (cavalry · SP · paid) and Oliver (cavalry · X24) score 83.90 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: 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.
74FMBKing Arthur · Cyrus · Zhao YunCurrent metaTwo typesreference lineups5/885.65/100 out of 100King Arthur (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Zhao Yun (footmen · X26) score 85.65 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 79% 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 33% of the hardest-hitting trio in the roster.
75FMBThorven · Julian · Zhao YunCurrent metaRainbowreference lineups5/785.30/100 out of 100Thorven (cavalry · X29), Julian (archer · X25) and Zhao Yun (footmen · X26) score 85.30 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 26% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
76FMBAttila · Penthesilea · ThorviCurrent metaTwo typesreference lineups5/884.70/100 out of 100Attila (cavalry · X27 · paid), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 84.70 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. 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 76% 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; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, 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 trigger chain is thin — the three lean on one link rather than several; Attila, Penthesilea, Thorvi only reaches its own squad, not the whole team.
77FMBGeraint · Alberich · OliverCurrent metaTwo typesreference lineups5/885.65/100 out of 100Geraint (footmen · X24), Alberich (footmen · X18 · paid) and Oliver (archer · X24) score 85.65 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 win condition, bringing 84% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Geraint’s Undying Will produces redirected attacks, 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.
78FMBPenthesilea · Nevsky · ThorviCurrent metaRainbowreference lineups5/885.82/100 out of 100Penthesilea (archer · SP · paid), Nevsky (footmen · X27) and Thorvi (cavalry · X29) score 85.82 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.
79FMBRoland · Penthesilea · AttilaCurrent metaTwo typesreference lineups5/883.70/100 out of 100Roland (cavalry · X18), Penthesilea (archer · SP · paid) and Attila (cavalry · X27 · paid) score 83.70 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. 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. Attila is the win condition, bringing 99% 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: raw damage reaches only about 12% of the hardest-hitting trio in the roster; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.
80FMBThorven · Harald III · ThorviCurrent metaTwo typesreference lineups5/885.40/100 out of 100Thorven (cavalry · X29), Harald III (footmen · X19) 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. 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 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 Thorven’s Spiral Edge produces redirected attacks, the exact trigger Harald III’s Eternal Black Sail 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, Harald III, Thorvi only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.
81FMBHasdrubal · Saladin · LancelotCurrent metaTwo typesreference lineups5/885.05/100 out of 100Hasdrubal (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 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 14% of the hardest-hitting trio in the roster; Hasdrubal, Saladin, Lancelot only reaches its own squad, not the whole team.
82FMBPenthesilea · Hannibal · OliverCurrent metaTwo typesreference lineups5/886.43/100 out of 100Penthesilea (archer · SP · paid), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 86.43 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 win condition, bringing 99% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger 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.
83FMBAlexander · Saladin · LancelotCurrent metaTwo typesreference lineups5/884.28/100 out of 100Alexander (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.
84FMBRobin Hood · Roland · LancelotCurrent metaTwo typesreference lineups5/883.75/100 out of 100Robin Hood (archer · X21), Roland (cavalry · X18) and Lancelot (cavalry · X20 · paid) score 83.75 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. 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 69% 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: raw damage reaches only about 16% of the hardest-hitting trio in the roster; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.
85FMBRobin Hood · Saladin · LancelotCurrent metaTwo typesreference lineups5/883.72/100 out of 100Robin Hood (archer · X21), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 83.72 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. 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 58% 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 19% of the hardest-hitting trio in the roster; Robin Hood, Saladin, Lancelot only reaches its own squad, not the whole team.
86FMBPompey · Penthesilea · ThorviCurrent metaTwo typesreference lineups5/884.76/100 out of 100Pompey (cavalry · X16), Penthesilea (archer · SP · paid) and Thorvi (cavalry · X29) score 84.76 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; Pompey, Penthesilea, Thorvi only reaches its own squad, not the whole team.
87FMBGustav · Hannibal · OliverCurrent metaTwo typesreference lineups5/884.79/100 out of 100Gustav (footmen · X20), Hannibal (footmen · X28 · paid) and Oliver (cavalry · X24) score 84.79 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: raw damage reaches only about 15% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down.
88FMBHenry V · Cyrus · OliverCurrent metaTwo typesreference lineups5/884.01/100 out of 100Henry V (archer · X17), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 84.01 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 win condition, bringing 79% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because 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: little here disrupts the enemy plan, so the fight is decided on raw output; raw damage reaches only about 37% of the hardest-hitting trio in the roster.
89FMBThorven · Hannibal · OliverCurrent metaRainbowreference lineups5/885.61/100 out of 100Thorven (cavalry · X29), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 85.61 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 win condition, bringing 100% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Thorven waits 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; Thorven, Hannibal, Oliver only reaches its own squad, not the whole team.
90FMBRoland · Julian · AttilaCurrent metaTwo typesreference lineups5/883.75/100 out of 100Roland (cavalry · X18), Julian (footmen · X25) and Attila (cavalry · X27 · paid) score 83.75 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 saboteur, stripping the enemy's stats before the blows land: strips 34% of enemy Might, Resistance and damage across its kit, and sits in the middle, where the support reaches both the front and the back. 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 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: raw damage reaches only about 12% of the hardest-hitting trio in the roster; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.
91FMBRobin Hood · Cyrus · OliverCurrent metaTwo typesreference lineups5/884.57/100 out of 100Robin Hood (archer · X21), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 84.57 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 win condition, bringing 78% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because 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.
92FMBAlexander · Frederick I · OliverCurrent metaTwo typesreference lineups5/883.85/100 out of 100Alexander (footmen · SP · paid), Frederick I (archer · X16) and Oliver (archer · X24) score 83.85 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 17% 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 win condition, bringing 68% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Alexander’s The Conqueror produces burns, the exact trigger Frederick I’s Frenzy War waits on; Oliver 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 Oliver 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, Oliver only reaches its own squad, not the whole team.
93FMBHenry V · Saladin · ThorviCurrent metaTwo typesreference lineups5/883.80/100 out of 100Henry V (archer · X17), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 83.80 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 Thorvi’s Thunderlance Thrust waits 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 trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound.
94FMBAlexander · Saladin · AttilaCurrent metaTwo typesreference lineups5/884.56/100 out of 100Alexander (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.
95FMBHannibal · Helsingen · OliverCurrent metaTwo typesreference lineups5/884.83/100 out of 100Hannibal (footmen · X28 · paid), Helsingen (archer · X28) and Oliver (archer · X24) score 84.83 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 win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Rear Escort produces redirected attacks, the exact trigger Helsingen’s Blackflame Curse 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; damage is spread across the enemy line, with no finisher to focus one squad down.
96FMBGustav · Saladin · AttilaCurrent metaTwo typesreference lineups4/884.14/100 out of 100Gustav (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.
97FMBGeraint · Alberich · ThorviCurrent metaTwo typesreference lineups4/884.97/100 out of 100Geraint (footmen · X24), Alberich (footmen · X18 · paid) and Thorvi (cavalry · X29) score 84.97 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. 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 Geraint’s Undying Will produces redirected attacks, the exact trigger Alberich’s Treasure Holder waits on; Thorvi 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; Geraint, Alberich, Thorvi only reaches its own squad, not the whole team.
98FMBThorven · Achilles · King ArthurCurrent metaTwo typesreference lineups4/884.77/100 out of 100Thorven (cavalry · X29), Achilles (footmen · SP · paid) and King Arthur (footmen · SP · paid) score 84.77 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. Achilles is the lifeline: that healing decides whether this lineup is still standing in round five — carries 500% of recovery across its kit, and sits in the middle, where the support reaches both the front and the back. 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 stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Thorven’s Spiral Edge produces redirected attacks, 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; Achilles produces combat-skill casts, the exact trigger Thorven’s Spiral Edge waits on. What you give up: raw damage reaches only about 13% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line.
99FMBZhao Yun · Hannibal · ThorviCurrent metaTwo typesreference lineups4/885.93/100 out of 100Zhao Yun (cavalry · X26), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.93 out of 100 together, and each of the three has a job.
Zhao Yun brings a second damage line worth 39% 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 61% 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; Zhao Yun holds the front, but nothing here heals.
100FMBHelsingen · Roland · LancelotCurrent metaTwo typesreference lineups4/883.91/100 out of 100Helsingen (archer · X28), Roland (cavalry · X18) and Lancelot (cavalry · X20 · paid) score 83.91 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. 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 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 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: 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.
101FMBThorven · Thorvi · HelsingenCurrent metaTwo typesreference lineups4/886.92/100 out of 100Thorven (cavalry · X29), Thorvi (cavalry · X29) and Helsingen (archer · X28) score 86.92 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 redirected attacks, 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; Thorven, Thorvi, Helsingen only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.
102FMBHector · Roland · AttilaCurrent metaTwo typesreference lineups4/884.42/100 out of 100Hector (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 waits 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.
103FMBAlexander · Zhuge Liang · OliverCurrent metaTwo typesreference lineups4/883.96/100 out of 100Alexander (footmen · SP · paid), Zhuge Liang (archer · X26) and Oliver (archer · X24) score 83.96 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. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 70% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver 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; the trigger chain is thin — the three lean on one link rather than several.
104FMBThorven · Thorvi · SeraphinaCurrent metaTwo typesreference lineups4/886.37/100 out of 100Thorven (cavalry · X29), Thorvi (cavalry · X29) and Seraphina (archer · X28) score 86.37 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 redirected attacks, 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; 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.
105FMBHector · Roland · Tura CartelCurrent metaTwo typesreference lineups4/883.87/100 out of 100Hector (archer · X15 · paid), Roland (cavalry · X18) and Tura Cartel (cavalry · X21) score 83.87 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. Tura Cartel is the win condition, bringing 64% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Roland’s Paladins produces prep-skips, the exact trigger Tura Cartel waits on; Roland’s Song of Roland produces trigger-rate boosts, the exact trigger Tura Cartel’s Serpent's Fang waits on; Hector produces combat-skill casts, the exact trigger Roland’s Paladins waits on. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; Hector, Roland, Tura Cartel only reaches its own squad, not the whole team.
106FMBThorven · Galahad · ThorviCurrent metaTwo typesreference lineups4/885.23/100 out of 100Thorven (cavalry · X29), Galahad (archer · X23) and Thorvi (cavalry · X29) score 85.23 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. 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 Thorven’s Spiral Edge produces redirected attacks, the exact trigger Galahad’s Pixie Bloodline 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained. Budget note: every hero in this lineup can be completed without spending.
107FMBThorven · Thorvi · Henry VCurrent metaTwo typesreference lineups4/885.50/100 out of 100Thorven (cavalry · X29), Thorvi (cavalry · X29) and Henry V (archer · X17) score 85.50 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 redirected attacks, 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.
108FMBGeraint · King Arthur · OliverCurrent metaTwo typesreference lineups4/884.66/100 out of 100Geraint (footmen · X24), King Arthur (footmen · SP · paid) and Oliver (cavalry · X24) score 84.66 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 redirected attacks, 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 19% of the hardest-hitting trio in the roster; Geraint, King Arthur, Oliver only reaches its own squad, not the whole team.
109FMBRoland · King Cnut · ThorviCurrent metaTwo typesreference lineups4/885.10/100 out of 100Roland (cavalry · X18), King Cnut (footmen · X17) and Thorvi (cavalry · X29) score 85.10 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 Thorvi’s Thunderlance Thrust waits 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: raw damage reaches only about 41% of the hardest-hitting trio in the roster; Roland, King Cnut, Thorvi only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.
110FMBCyrus · Nevsky · ThorviCurrent metaTwo typesreference lineups4/885.52/100 out of 100Cyrus (cavalry · SP · paid), Nevsky (footmen · X27) and Thorvi (cavalry · X29) score 85.52 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.
111FMBThorven · Henry V · LancelotCurrent metaTwo typesreference lineups4/884.24/100 out of 100Thorven (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 redirected attacks, 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.
112FMBGeraint · King Arthur · ThorviCurrent metaTwo typesreference lineups4/885.26/100 out of 100Geraint (footmen · X24), King Arthur (footmen · SP · paid) and Thorvi (cavalry · X29) score 85.26 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. 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 Geraint’s Undying Will produces redirected attacks, the exact trigger King Arthur’s Wheel of Fortune 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; Geraint, King Arthur, Thorvi only reaches its own squad, not the whole team.
113FMBRobin Hood · Saladin · AttilaCurrent metaTwo typesreference lineups4/883.80/100 out of 100Robin Hood (archer · X21), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 83.80 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. 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 waits 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.
114FMBRoland · Nevsky · ThorviCurrent metaTwo typesreference lineups4/886.18/100 out of 100Roland (cavalry · X18), Nevsky (footmen · X27) and Thorvi (cavalry · X29) score 86.18 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 Thorvi’s Thunderlance Thrust waits 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.
115FMBPenthesilea · Saladin · LancelotCurrent metaTwo typesreference lineups4/885.32/100 out of 100Penthesilea (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.
116FMBPenthesilea · Saladin · OliverCurrent metaTwo typesreference lineups4/886.89/100 out of 100Penthesilea (archer · SP · paid), Saladin (cavalry · SP · paid) and Oliver (archer · X24) score 86.89 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 win condition, bringing 90% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger Oliver and Saladin 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; raw damage reaches only about 32% of the hardest-hitting trio in the roster.
117FMBThorven · Zhuge Liang · OliverCurrent metaTwo typesreference lineups4/884.16/100 out of 100Thorven (cavalry · X29), Zhuge Liang (archer · X26) and Oliver (archer · X24) score 84.16 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 win condition, bringing 83% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver 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.
118FMBKing Cnut · Cyrus · ThorviCurrent metaTwo typesreference lineups3/885.62/100 out of 100King Cnut (footmen · X17), Cyrus (cavalry · SP · paid) and Thorvi (cavalry · X29) score 85.62 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: raw damage reaches only about 44% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.
119FMBThorven · Oliver · SeraphinaCurrent metaTwo typesreference lineups3/884.19/100 out of 100Thorven (cavalry · X29), Oliver (archer · X24) and Seraphina (archer · X28) score 84.19 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 win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. 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 redirected attacks, 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.
120FMBAlexander · Frederick I · ThorviCurrent metaRainbowreference lineups3/886.48/100 out of 100Alexander (footmen · SP · paid), Frederick I (archer · X16) and Thorvi (cavalry · X29) score 86.48 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.
121FMBThorven · Lancelot · SeraphinaCurrent metaTwo typesreference lineups3/883.77/100 out of 100Thorven (cavalry · X29), Lancelot (cavalry · X20 · paid) and Seraphina (archer · X28) score 83.77 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. Lancelot is the win condition, bringing 69% of the lineup's expected damage: 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. 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 redirected attacks, the exact trigger Seraphina’s Redflame Curse 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 16% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down.
122FMBLancelot · Hannibal · ThorviCurrent metaTwo typesreference lineups3/885.91/100 out of 100Lancelot (cavalry · X20 · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.91 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; Lancelot, Hannibal, Thorvi only reaches its own squad, not the whole team.
123FMBThorven · Helsingen · LancelotCurrent metaTwo typesreference lineups3/884.12/100 out of 100Thorven (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 redirected attacks, 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.
124FMBRobin Hood · Cyrus · ThorviCurrent metaTwo typesreference lineups3/883.66/100 out of 100Robin Hood (archer · X21), Cyrus (cavalry · SP · paid) and Thorvi (cavalry · X29) score 83.66 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. 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 Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust 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 Thorvi deals stays dealt. What you give up: the damage runs off different engines, so the three do not compound; Robin Hood, Cyrus, Thorvi only reaches its own squad, not the whole team.
125FMBHannibal · Percival · AttilaCurrent metaTwo typesreference lineups3/886.47/100 out of 100Hannibal (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.
126FMBTomyris · Roland · ThorviCurrent metaTwo typesreference lineups3/885.04/100 out of 100Tomyris (archer · X28), Roland (cavalry · X18) and Thorvi (cavalry · X29) score 85.04 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 redirected attacks, 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained. Budget note: every hero in this lineup can be completed without spending.
127FMBThorven · Oliver · HelsingenCurrent metaTwo typesreference lineups3/884.67/100 out of 100Thorven (cavalry · X29), Oliver (archer · X24) and Helsingen (archer · X28) score 84.67 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 win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. 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 redirected attacks, 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.
128FMBRoland · Nicolas Flamel · ThorviCurrent metaTwo typesreference lineups3/886.48/100 out of 100Roland (cavalry · X18), Nicolas Flamel (archer · X18) 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. 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 Thorvi’s Thunderlance Thrust waits 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.
129FMBAlexander · Saladin · ThorviCurrent metaTwo typesreference lineups3/884.85/100 out of 100Alexander (footmen · SP · paid), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 84.85 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. 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust waits on. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; the trigger chain is thin — the three lean on one link rather than several.
130FMBHarald III · Roland · SaladinCurrent metaTwo typesreference lineups3/883.93/100 out of 100Harald III (footmen · X19), Roland (cavalry · X18) and Saladin (cavalry · SP · paid) score 83.93 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. 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 Roland waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; Roland’s Paladins produces prep-skips, the exact trigger Saladin waits on. What you give up: raw damage reaches only about 10% of the hardest-hitting trio in the roster; attacks converge on the same squads, with no spread pressure across the line.
131FMBHarald III · Roland · ThorviCurrent metaTwo typesreference lineups3/885.57/100 out of 100Harald III (footmen · X19), Roland (cavalry · X18) and Thorvi (cavalry · X29) score 85.57 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 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 Harald III’s Absolute Authority produces redirected attacks, 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; Harald III, Roland, Thorvi only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.
132FMBRoland · Frederick I · ThorviCurrent metaTwo typesreference lineups3/886.63/100 out of 100Roland (cavalry · X18), Frederick I (archer · X16) and Thorvi (cavalry · X29) score 86.63 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 Thorvi’s Thunderlance Thrust waits 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.
133FMBLancelot · Saladin · SeraphinaCurrent metaTwo typesreference lineups3/884.03/100 out of 100Lancelot (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 waits 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.
134FMBCyrus · Helsingen · OliverCurrent metaTwo typesreference lineups3/885.86/100 out of 100Cyrus (cavalry · SP · paid), Helsingen (archer · X28) and Oliver (archer · X24) score 85.86 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 win condition, bringing 79% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because 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.
135FMBHenry V · Hannibal · ThorviCurrent metaRainbowreference lineups3/884.85/100 out of 100Henry V (archer · X17), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 84.85 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. 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 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; 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: Henry V, Hannibal, Thorvi only reaches its own squad, not the whole team; the damage runs off different engines, so the three do not compound.
136FMBAlexander · Roland · SaladinCurrent metaTwo typesreference lineups3/883.93/100 out of 100Alexander (footmen · SP · paid), Roland (cavalry · X18) and Saladin (cavalry · SP · paid) score 83.93 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. 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 Roland waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Roland’s Song of Roland waits on; Roland’s Paladins produces prep-skips, the exact trigger Saladin 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.
137FMBRoland · Julian · ThorviCurrent metaTwo typesreference lineups3/885.35/100 out of 100Roland (cavalry · X18), Julian (archer · X25) and Thorvi (cavalry · X29) score 85.35 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: little here disrupts the enemy plan, so the fight is decided on raw output; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained. Budget note: every hero in this lineup can be completed without spending.
138FMBRamses II · Roland · ThorviCurrent metaTwo typesreference lineups3/885.64/100 out of 100Ramses II (archer · SP · paid), Roland (cavalry · X18) and Thorvi (cavalry · X29) score 85.64 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: little here disrupts the enemy plan, so the fight is decided on raw output; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.
139FMBKing Arthur · Cyrus · OliverCurrent metaTwo typesreference lineups3/885.48/100 out of 100King Arthur (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Oliver (cavalry · X24) score 85.48 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 21% of the hardest-hitting trio in the roster; King Arthur, Cyrus, Oliver only reaches its own squad, not the whole team.
140FMBTomyris · Helsingen · ThorviCurrent metaTwo typesreference lineups3/884.14/100 out of 100Tomyris (archer · X28), Helsingen (archer · X28) and Thorvi (cavalry · X29) score 84.14 out of 100 together, and each of the three has a job.
Tomyris brings a second damage line worth 11% 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. 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. 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 Tomyris’s Vanguard Defense produces redirected attacks, the exact trigger Helsingen’s Blackflame Curse 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; Tomyris raises Thorvi’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound. Budget note: every hero in this lineup can be completed without spending.
141FMBPenthesilea · Percival · OliverCurrent metaTwo typesreference lineups2/884.66/100 out of 100Penthesilea (archer · SP · paid), Percival (cavalry · X25) and Oliver (archer · X24) score 84.66 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 win condition, bringing 83% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger 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.
142FMBPenthesilea · Cyrus · OliverCurrent metaTwo typesreference lineups2/885.08/100 out of 100Penthesilea (archer · SP · paid), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 85.08 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 win condition, bringing 90% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger 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; little here disrupts the enemy plan, so the fight is decided on raw output.
143FMBThorven · Henry II · SeraphinaCurrent metaTwo typesreference lineups2/883.67/100 out of 100Thorven (cavalry · X29), Henry II (archer · X20) and Seraphina (archer · X28) score 83.67 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 73% 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. 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 redirected attacks, the exact trigger Seraphina’s Redflame 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, Seraphina only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.
144FMBCyrus · Oliver · SeraphinaCurrent metaTwo typesreference lineups2/883.93/100 out of 100Cyrus (cavalry · SP · paid), Oliver (archer · X24) and Seraphina (archer · X28) score 83.93 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 win condition, bringing 79% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. 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.
145FMBSeraphina · Saladin · AttilaCurrent metaTwo typesreference lineups2/884.25/100 out of 100Seraphina (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 waits 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.
146FMBKing Cnut · Saladin · LancelotCurrent metaTwo typesreference lineups2/883.70/100 out of 100King Cnut (footmen · X17), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 83.70 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. 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 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; the damage runs off different engines, so the three do not compound.
147FMBHector · Cyrus · ThorviCurrent metaTwo typesreference lineups2/886.11/100 out of 100Hector (archer · X15 · paid), Cyrus (cavalry · SP · paid) and Thorvi (cavalry · X29) score 86.11 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. 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.
148FMBGalahad · Saladin · LancelotCurrent metaTwo typesreference lineups2/883.85/100 out of 100Galahad (archer · X23), Saladin (cavalry · SP · paid) and Lancelot (cavalry · X20 · paid) score 83.85 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. 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; the damage runs off different engines, so the three do not compound.
149FMBRamses II · Cyrus · OliverCurrent metaTwo typesreference lineups2/884.99/100 out of 100Ramses II (archer · SP · paid), Cyrus (cavalry · SP · paid) and Oliver (cavalry · X24) score 84.99 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: 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.
150FMBOctavius · Hannibal · ThorviCurrent metaTwo typesreference lineups2/886.03/100 out of 100Octavius (cavalry · S02 · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 86.03 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; a mid-era lineup anchored by Thorvi (X29).
151FMBAttila · King Cnut · SaladinCurrent metaTwo typesreference lineups2/884.37/100 out of 100Attila (cavalry · X27 · paid), King Cnut (footmen · X17) and Saladin (cavalry · SP · paid) score 84.37 out of 100 together, and each of the three has a job.
Attila is the win condition, bringing 73% of the lineup's expected damage: Civilization Trample puts 750% into all enemy squads on a 65% roll, and 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. 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 Attila’s Iron Calvary Surge waits on; King Cnut’s Frenzy Tides applies Suppress 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.
152FMBLancelot · Helsingen · SaladinCurrent metaTwo typesreference lineups2/884.58/100 out of 100Lancelot (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 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 19% of the hardest-hitting trio in the roster; Lancelot, Helsingen, Saladin only reaches its own squad, not the whole team.
153FMBHannibal · Oliver · RolandCurrent metaRainbowreference lineups2/885.26/100 out of 100Hannibal (footmen · X28 · paid), Oliver (archer · X24) and Roland (cavalry · X18) score 85.26 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 win condition, bringing 100% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. 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 Hannibal’s Rear Escort produces redirected attacks, the exact trigger Roland’s Oath of Loyalty waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike 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; Hannibal, Oliver, Roland only reaches its own squad, not the whole team.
154FMBGustav · Alberich · ThorviCurrent metaTwo typesreference lineups2/884.76/100 out of 100Gustav (footmen · X20), Alberich (footmen · X18 · paid) and Thorvi (cavalry · X29) score 84.76 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. 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 Gustav’s Aligned Force produces redirected attacks, the exact trigger Alberich’s Treasure Holder waits on; Thorvi 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 Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Gustav, Alberich, Thorvi only reaches its own squad, not the whole team.
155FMBHelsingen · Saladin · AttilaCurrent metaTwo typesreference lineups2/884.80/100 out of 100Helsingen (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 waits 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.
156FMBThorven · Oliver · Henry VCurrent metaTwo typesreference lineups2/884.20/100 out of 100Thorven (cavalry · X29), Oliver (archer · X24) and Henry V (archer · X17) score 84.20 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. Oliver is the win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and 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 redirected attacks, the exact trigger Henry V’s Wildfire of Wales 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; raw damage reaches only about 34% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
157FMBGustav · Alberich · OliverCurrent metaTwo typesreference lineups2/885.57/100 out of 100Gustav (footmen · X20), Alberich (footmen · X18 · paid) and Oliver (archer · X24) score 85.57 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 win condition, bringing 83% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Gustav’s Aligned Force produces redirected attacks, 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.
158FMBZhuge Liang · Hannibal · OliverCurrent metaTwo typesreference lineups2/884.73/100 out of 100Zhuge Liang (archer · X26), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 84.73 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. Oliver is the win condition, bringing 83% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike 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; damage is spread across the enemy line, with no finisher to focus one squad down.
159FMBKing Arthur · Penthesilea · OliverCurrent metaTwo typesreference lineups2/884.81/100 out of 100King Arthur (footmen · SP · paid), Penthesilea (archer · SP · paid) and Oliver (archer · X24) score 84.81 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 win condition, bringing 88% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger King Arthur and Oliver both wait on; Oliver produces combat-skill casts, the exact trigger King Arthur’s Sword in the Stone waits on; Penthesilea’s Hunting Domain applies Disarm and takes a squad out of the fight, so Oliver swings into a line that cannot answer. What you give up: little here disrupts the enemy plan, so the fight is decided on raw output; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.
160FMBHannibal · Percival · ThorviCurrent metaTwo typesreference lineups2/886.72/100 out of 100Hannibal (footmen · X28 · paid), Percival (cavalry · X25) and Thorvi (cavalry · X29) score 86.72 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: Hannibal draws the enemy onto itself, but its guard and the trio's best heal sit below a typical hero's; Hannibal, Percival, Thorvi only reaches its own squad, not the whole team.
161FMBRamses II · Thorven · OliverCurrent metaTwo typesreference lineups2/886.78/100 out of 100Ramses II (archer · SP · paid), Thorven (cavalry · X29) and Oliver (archer · X24) score 86.78 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 win condition, bringing 100% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because 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.
162FMBCyrus · Hannibal · OliverCurrent metaRainbowreference lineups2/885.79/100 out of 100Cyrus (cavalry · SP · paid), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 85.79 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 win condition, bringing 91% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience waits on; Oliver produces follow-up attacks, the exact trigger Hannibal’s Dual Strike 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; Cyrus, Hannibal, Oliver only reaches its own squad, not the whole team.
163FMBThorven · Galahad · OliverCurrent metaTwo typesreference lineups2/886.59/100 out of 100Thorven (cavalry · X29), Galahad (archer · X23) and Oliver (archer · X24) score 86.59 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 win condition, bringing 95% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces redirected attacks, 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.
164FMBGustav · King Arthur · OliverCurrent metaTwo typesreference lineups2/884.43/100 out of 100Gustav (footmen · X20), King Arthur (footmen · SP · paid) and Oliver (archer · X24) score 84.43 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 win condition, bringing 85% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Gustav’s Aligned Force produces redirected attacks, 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: 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.
165FMBRobin Hood · Hannibal · ThorviCurrent metaRainbowreference lineups2/885.22/100 out of 100Robin Hood (archer · X21), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.22 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. 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 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; 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: Robin Hood, Hannibal, Thorvi only reaches its own squad, not the whole team; the damage runs off different engines, so the three do not compound.
166FMBHector · Cyrus · OliverCurrent metaTwo typesreference lineups2/885.08/100 out of 100Hector (archer · X15 · paid), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 85.08 out of 100 together, and each of the three has a job.
Hector is the lifeline: that healing decides whether this lineup is still standing in round five — carries 400% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Cyrus is the multiplier, raising what the other two put out rather than adding a number of its own: carries 54% of damage amplification across its kit, and sits in the middle, where the support reaches both the front and the back. Oliver is the win condition, bringing 75% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger Hector’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.
167FMBAl-Hawra · Saladin · OliverCurrent metaTwo typesreference lineups2/884.60/100 out of 100Al-Hawra (archer · X01 · paid), Saladin (cavalry · SP · paid) and Oliver (archer · X24) score 84.60 out of 100 together, and each of the three has a job.
Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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 win condition, bringing 79% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Oliver’s Paladin's Resilience and Saladin’s Jihad Command both wait on; Saladin produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Oliver’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Saladin (SP); the damage runs off different engines, so the three do not compound.
168FMBHannibal · Galahad · OliverCurrent metaTwo typesreference lineups2/886.86/100 out of 100Hannibal (footmen · X28 · paid), Galahad (archer · X23) and Oliver (archer · X24) score 86.86 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. 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 win condition, bringing 95% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Rear Escort produces redirected attacks, the exact trigger Galahad’s Pixie Bloodline 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 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.
169FMBThorven · Lagertha · ThorviCurrent metaTwo typesreference lineups1/885.90/100 out of 100Thorven (cavalry · X29), Lagertha (footmen · X27) and Thorvi (cavalry · X29) score 85.90 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. 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 redirected attacks, 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: the damage runs off different engines, so the three do not compound; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained. Budget note: every hero in this lineup can be completed without spending.
170FMBThorven · King Arthur · ThorviCurrent metaTwo typesreference lineups1/886.21/100 out of 100Thorven (cavalry · X29), King Arthur (footmen · SP · paid) and Thorvi (cavalry · X29) score 86.21 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 redirected attacks, 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; Thorven, King Arthur, Thorvi only reaches its own squad, not the whole team.
171FMBCleopatra VII · Hannibal · ThorviCurrent metaTwo typesreference lineups1/886.33/100 out of 100Cleopatra VII (cavalry · S03 · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 86.33 out of 100 together, and each of the three has a job.
Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 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 Cleopatra VII and Thorvi both wait on; Thorvi produces follow-up attacks, the exact trigger Hannibal’s Dual Strike waits on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Thorvi (X29); raw damage reaches only about 41% of the hardest-hitting trio in the roster.
172FMBLancelot · Hannibal · SaladinCurrent metaTwo typesreference lineups1/885.56/100 out of 100Lancelot (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.
173FMBRagnar · Hannibal · ThorviCurrent metaTwo typesreference lineups1/885.06/100 out of 100Ragnar (cavalry · X12 · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.06 out of 100 together, and each of the three has a job.
Ragnar is the lifeline: that healing decides whether this lineup is still standing in round five — carries 180% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. 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 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; raw damage reaches only about 43% of the hardest-hitting trio in the roster.
174FMBThorven · Henry II · HelsingenCurrent metaTwo typesreference lineups1/884.04/100 out of 100Thorven (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 redirected attacks, 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.
175FMBAttila · Penthesilea · SaladinCurrent metaTwo typesreference lineups1/883.78/100 out of 100Attila (cavalry · X27 · paid), Penthesilea (archer · SP · paid) and Saladin (cavalry · SP · paid) score 83.78 out of 100 together, and each of the three has a job.
Attila is the win condition, bringing 79% 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. 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. 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; 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 Attila’s Iron Calvary Surge waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 15% of the hardest-hitting trio in the roster.
176FMBThorven · Thorvi · AlberichCurrent metaTwo typesreference lineups1/886.04/100 out of 100Thorven (cavalry · X29), Thorvi (cavalry · X29) and Alberich (footmen · X18 · paid) score 86.04 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. 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 redirected attacks, 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.
177FMBLa Hire · Saladin · LancelotCurrent metaTwo typesreference lineups1/885.65/100 out of 100La 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 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 17% of the hardest-hitting trio in the roster; La Hire, Saladin, Lancelot only reaches its own squad, not the whole team.
178FMBJulian · Saladin · LancelotCurrent metaTwo typesreference lineups1/885.38/100 out of 100Julian (footmen · 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 saboteur, stripping the enemy's stats before the blows land: strips 34% of enemy Might, Resistance and damage 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 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 14% of the hardest-hitting trio in the roster; Julian, Saladin, Lancelot only reaches its own squad, not the whole team.
179FMBGustav · King Arthur · ThorviCurrent metaTwo typesreference lineups1/885.31/100 out of 100Gustav (footmen · X20), King Arthur (footmen · SP · paid) and Thorvi (cavalry · X29) score 85.31 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. 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 Gustav’s Aligned Force produces redirected attacks, the exact trigger King Arthur’s Wheel of Fortune waits on; Thorvi 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 Thorvi swings into a line that cannot answer. What you give up: the damage runs off different engines, so the three do not compound; Gustav, King Arthur, Thorvi only reaches its own squad, not the whole team.
180FMBThorvi · Nevsky · SaladinCurrent metaTwo typesreference lineups1/886.04/100 out of 100Thorvi (cavalry · X29), Nevsky (footmen · X27) and Saladin (cavalry · SP · paid) score 86.04 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 Thorvi’s Thunderlance Thrust 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; the damage runs off different engines, so the three do not compound.
181FMBCyrus · Nicolas Flamel · ThorviCurrent metaTwo typesreference lineups1/884.82/100 out of 100Cyrus (cavalry · SP · paid), Nicolas Flamel (archer · X18) and Thorvi (cavalry · X29) score 84.82 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.
182FMBKing Cnut · Saladin · Tura CartelCurrent metaTwo typesreference lineups1/884.03/100 out of 100King Cnut (footmen · X17), Saladin (cavalry · SP · paid) and Tura Cartel (cavalry · X21) score 84.03 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. Tura Cartel is the win condition, bringing 72% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel’s Serpent's Fang waits on; King Cnut’s Frenzy Tides applies Suppress and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.
183FMBHector · Hannibal · ThorviCurrent metaRainbowreference lineups1/887.02/100 out of 100Hector (archer · X15 · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 87.02 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.
184FMBBeowulf · Saladin · LancelotCurrent metaTwo typesreference lineups1/885.54/100 out of 100Beowulf (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.
185FMBRamses II · Attila · ThorviCurrent metaTwo typesreference lineups1/884.79/100 out of 100Ramses II (archer · SP · paid), Attila (cavalry · X27 · paid) and Thorvi (cavalry · X29) score 84.79 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. 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 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Thorvi waits on; Attila shuts off enemy recovery, so what Thorvi deals stays dealt; Ramses II raises Thorvi’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; Ramses II, Attila, Thorvi only reaches its own squad, not the whole team.
186FMBZhuge Liang · Cyrus · OliverCurrent metaTwo typesreference lineups1/883.81/100 out of 100Zhuge Liang (archer · X26), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 83.81 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 win condition, bringing 77% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because 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; little here disrupts the enemy plan, so the fight is decided on raw output.
187FMBAlberich · Penthesilea · OliverCurrent metaTwo typesreference lineups1/885.69/100 out of 100Alberich (footmen · X18 · paid), Penthesilea (archer · SP · paid) and Oliver (archer · X24) score 85.69 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 win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Penthesilea’s Twin Fates produces extra basic attacks, the exact trigger 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.
188FMBThorven · King Arthur · OliverCurrent metaRainbowreference lineups1/886.32/100 out of 100Thorven (cavalry · X29), King Arthur (footmen · SP · paid) and Oliver (archer · X24) score 86.32 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 win condition, bringing 88% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Thorven’s Spiral Edge produces redirected attacks, 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; Thorven, King Arthur, Oliver only reaches its own squad, not the whole team.
189FMBRamses II · Saladin · LancelotCurrent metaTwo typesreference lineups1/885.35/100 out of 100Ramses 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.
190FMBLouis IX · Hannibal · ThorviCurrent metaTwo typesreference lineups1/885.91/100 out of 100Louis IX (cavalry · X19), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.91 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.
191FMBHannibal · Saladin · ThorviCurrent metaTwo typesreference lineups1/885.10/100 out of 100Hannibal (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 draws the enemy onto itself, but its guard and the trio's best heal sit below a typical hero's.
192FMBKing Arthur · Cyrus · ThorviCurrent metaTwo typesreference lineups1/886.65/100 out of 100King Arthur (footmen · SP · paid), Cyrus (cavalry · SP · paid) and Thorvi (cavalry · X29) score 86.65 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.
193FMBTomyris · Hannibal · ThorviCurrent metaRainbowreference lineups1/885.69/100 out of 100Tomyris (archer · X28), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.69 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: Tomyris, Hannibal, Thorvi only reaches its own squad, not the whole team; the damage runs off different engines, so the three do not compound.
194FMBCyrus · Nicolas Flamel · OliverCurrent metaTwo typesreference lineups1/885.34/100 out of 100Cyrus (cavalry · SP · paid), Nicolas Flamel (archer · X18) and Oliver (archer · X24) score 85.34 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 win condition, bringing 71% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Cyrus’s Tolerance produces trigger-rate boosts, the exact trigger 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.
195FMBAlberich · Cyrus · ThorviCurrent metaTwo typesreference lineups1/885.91/100 out of 100Alberich (footmen · X18 · paid), Cyrus (cavalry · SP · paid) and Thorvi (cavalry · X29) score 85.91 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.
196FMBCleopatra VII · Julian · ThorviCurrent metaTwo typesreference lineups1/885.50/100 out of 100Cleopatra VII (archer · S03 · paid), Julian (archer · X25) and Thorvi (cavalry · X29) score 85.50 out of 100 together, and each of the three has a job.
Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Cleopatra VII and Thorvi both wait on; Cleopatra VII’s Mesmerizing Posture applies Confuse and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: a mid-era lineup anchored by Thorvi (X29); raw damage reaches only about 41% of the hardest-hitting trio in the roster.
197FMBHannibal · Thorvi · Tura CartelCurrent metaTwo typesreference lineups1/886.47/100 out of 100Hannibal (footmen · X28 · paid), Thorvi (cavalry · X29) and Tura Cartel (cavalry · X21) 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. 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 draws the enemy onto itself, but its guard and the trio's best heal sit below a typical hero's; Hannibal, Thorvi, Tura Cartel only reaches its own squad, not the whole team.
198FMBTomyris · Saladin · ThorviCurrent metaTwo typesreference lineups1/884.42/100 out of 100Tomyris (archer · X28), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 84.42 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. 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 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 Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Thorvi’s Thunderlance Thrust 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; Tomyris raises Thorvi’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound.
199FMBCleopatra VII · Ramses II · ThorviCurrent metaTwo typesreference lineups1/885.79/100 out of 100Cleopatra VII (archer · S03 · paid), Ramses II (archer · SP · paid) and Thorvi (cavalry · X29) score 85.79 out of 100 together, and each of the three has a job.
Cleopatra VII is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Mesmerizing Posture applies Confuse on a 50% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. 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. 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Cleopatra VII and Thorvi both wait on; Cleopatra VII’s Mesmerizing Posture applies Confuse 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: a mid-era lineup anchored by Thorvi (X29); raw damage reaches only about 41% of the hardest-hitting trio in the roster.
200FMBHarald III · King Arthur · OliverCurrent metaTwo typesreference lineups1/884.53/100 out of 100Harald III (footmen · X19), King Arthur (footmen · SP · paid) and Oliver (archer · X24) score 84.53 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 win condition, bringing 72% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Harald III’s Absolute Authority produces redirected attacks, 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.
201FMBThorven · Julian · OliverCurrent metaTwo typesreference lineups1/886.52/100 out of 100Thorven (cavalry · X29), Julian (archer · X25) and Oliver (archer · X24) score 86.52 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. 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 win condition, bringing 100% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because 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.
202FMBThorvi · Julian · NevskyCurrent metaRainbowreference lineups1/885.23/100 out of 100Thorvi (cavalry · X29), Julian (archer · X25) and Nevsky (footmen · X27) score 85.23 out of 100 together, and each of the three has a job.
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 takes the front as the sturdiest of the three. 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. 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 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; Thorvi, Julian, Nevsky only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.
203FMBRamses II · Hannibal · OliverCurrent metaTwo typesreference lineups1/886.49/100 out of 100Ramses II (archer · SP · paid), Hannibal (footmen · X28 · paid) and Oliver (archer · X24) score 86.49 out of 100 together, and each of the three has a job.
Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Hannibal is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Rear Escort applies Disarm, and sits in the middle, the deepest row those range-2 skills still fire from. Oliver is the win condition, bringing 100% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because 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.
204FMBAttila · Julian · ThorviCurrent metaTwo typesreference lineups1/884.98/100 out of 100Attila (cavalry · X27 · paid), Julian (archer · X25) and Thorvi (cavalry · X29) score 84.98 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. 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 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 Julian’s Oath of Domionion produces extra basic attacks, the exact trigger Thorvi waits on; Attila shuts off enemy recovery, so what Thorvi deals stays dealt. What you give up: the trigger chain is thin — the three lean on one link rather than several; Attila, Julian, Thorvi only reaches its own squad, not the whole team.
205FMBAttila · La Hire · SaladinCurrent metaTwo typesreference lineups1/884.84/100 out of 100Attila (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 Attila’s Iron Calvary Surge waits on; La Hire’s Shield Breaker applies Disarm and takes a squad out of the fight for 1 round, so Attila swings into a line that cannot answer. What you give up: raw damage reaches only about 18% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.
206FMBHarald III · Alberich · OliverCurrent metaTwo typesreference lineups1/885.03/100 out of 100Harald III (footmen · X19), Alberich (footmen · X18 · paid) and Oliver (archer · X24) score 85.03 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 win condition, bringing 71% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Harald III’s Absolute Authority produces redirected attacks, 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.
207FMBBeowulf · Saladin · AttilaCurrent metaTwo typesreference lineups1/884.98/100 out of 100Beowulf (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.
208FMBPompey · Hannibal · ThorviCurrent metaTwo typesreference lineups1/885.83/100 out of 100Pompey (cavalry · X16), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.83 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; Pompey, Hannibal, Thorvi only reaches its own squad, not the whole team.
209FMBRamses II · Saladin · AttilaCurrent metaTwo typesreference lineups1/883.81/100 out of 100Ramses II (archer · SP · paid), Saladin (cavalry · SP · paid) and Attila (cavalry · X27 · paid) score 83.81 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. 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 80% 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; 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 Attila’s Iron Calvary Surge waits on. What you give up: the damage runs off different engines, so the three do not compound; raw damage reaches only about 15% of the hardest-hitting trio in the roster.
210FMBAl-Hawra · Saladin · ThorviCurrent metaTwo typesreference lineups1/884.59/100 out of 100Al-Hawra (archer · X01 · paid), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 84.59 out of 100 together, and each of the three has a job.
Al-Hawra is the multiplier, raising what the other two put out rather than adding a number of its own: carries 78% of damage amplification across its kit, and takes the front as the one built to survive the opening exchange. 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 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 Al-Hawra’s Desert Phantom produces trigger-rate boosts, the exact trigger Saladin’s Jihad Command and Thorvi’s Thunderlance Thrust both wait on; Saladin produces combat-skill casts, the exact trigger Al-Hawra’s Desert Phantom waits on; Al-Hawra raises Thorvi’s output directly rather than adding a number of its own. What you give up: a mid-era lineup anchored by Thorvi (X29); the damage runs off different engines, so the three do not compound.
211FMBHannibal · Oliver · SaladinCurrent metaRainbowreference lineups1/885.51/100 out of 100Hannibal (footmen · X28 · paid), Oliver (archer · X24) and Saladin (cavalry · SP · paid) score 85.51 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 win condition, bringing 90% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. 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; 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; Hannibal, Oliver, Saladin only reaches its own squad, not the whole team.
212FMBRamses II · Percival · OliverCurrent metaTwo typesreference lineups1/884.72/100 out of 100Ramses II (archer · SP · paid), Percival (cavalry · X25) and Oliver (archer · X24) score 84.72 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. Oliver is the win condition, bringing 83% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate 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.
213FMBAlberich · Cyrus · OliverCurrent metaRainbowreference lineups1/885.97/100 out of 100Alberich (footmen · X18 · paid), Cyrus (cavalry · SP · paid) and Oliver (archer · X24) score 85.97 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 win condition, bringing 79% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because 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: Alberich, Cyrus, Oliver only reaches its own squad, not the whole team; raw damage reaches only about 37% of the hardest-hitting trio in the roster.
214FMBFrederick I · Thorvi · PompeyCurrent metaTwo typesreference lineups1/884.14/100 out of 100Frederick I (archer · X16), Thorvi (cavalry · X29) and Pompey (cavalry · X16) score 84.14 out of 100 together, and each of the three has a job.
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 takes the front as the sturdiest of the three. 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 sits in the middle, where the support reaches both the front and the back. 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 Thorvi produces follow-up attacks, the exact trigger Pompey’s Pirate Destroyer 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: the damage runs off different engines, so the three do not compound; Frederick I, Thorvi, Pompey only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.
215FMBAlberich · Zhuge Liang · OliverCurrent metaTwo typesreference lineups1/884.78/100 out of 100Alberich (footmen · X18 · paid), Zhuge Liang (archer · X26) and Oliver (archer · X24) score 84.78 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 win condition, bringing 73% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger 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.
216FMBRamses II · Oliver · ThorviCurrent metaTwo typesreference lineups1/885.45/100 out of 100Ramses II (archer · SP · paid), Oliver (cavalry · X24) and Thorvi (cavalry · X29) score 85.45 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. 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 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 Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver and Thorvi both wait 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.
217FMBRamses II · Saladin · OliverCurrent metaTwo typesreference lineups1/884.96/100 out of 100Ramses II (archer · SP · paid), Saladin (cavalry · SP · paid) and Oliver (archer · X24) score 84.96 out of 100 together, and each of the three has a job.
Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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 win condition, bringing 90% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver and Saladin both wait 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.
218FMBBeowulf · Julian · ThorviCurrent metaTwo typesreference lineups1/885.84/100 out of 100Beowulf (archer · SP · paid), Julian (archer · X25) and Thorvi (cavalry · X29) score 85.84 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; raw damage reaches only about 41% of the hardest-hitting trio in the roster.
219FMBAttila · Julian · SaladinCurrent metaTwo typesreference lineups1/883.84/100 out of 100Attila (cavalry · X27 · paid), Julian (footmen · X25) and Saladin (cavalry · SP · paid) score 83.84 out of 100 together, and each of the three has a job.
Attila is the win condition, bringing 80% 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. Julian is the saboteur, stripping the enemy's stats before the blows land: strips 34% 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 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 15% of the hardest-hitting trio in the roster.
220FMBHannibal · Julian · OliverCurrent metaTwo typesreference lineups1/887.03/100 out of 100Hannibal (footmen · X28 · paid), Julian (archer · X25) and Oliver (archer · X24) score 87.03 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. 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 win condition, bringing 100% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because 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.
221FMBRamses II · Saladin · ThorviCurrent metaTwo typesreference lineups1/886.05/100 out of 100Ramses 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.
222FMBBeowulf · Hannibal · ThorviCurrent metaRainbowreference lineups1/885.20/100 out of 100Beowulf (archer · SP · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.20 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. 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 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 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; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Thorvi swings into a line that cannot answer. What you give up: Beowulf, Hannibal, Thorvi only reaches its own squad, not the whole team; the damage runs off different engines, so the three do not compound.
223FMBBeowulf · Saladin · Tura CartelCurrent metaTwo typesreference lineups1/883.87/100 out of 100Beowulf (archer · SP · paid), Saladin (cavalry · SP · paid) and Tura Cartel (cavalry · X21) score 83.87 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. Tura Cartel is the win condition, bringing 72% of the lineup's expected damage: Serpent's Fang puts 476% x4 into one enemy squad on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Saladin’s Whirlwind Slash produces prep-skips, the exact trigger Tura Cartel waits on; Saladin’s Whirlwind Slash produces trigger-rate boosts, the exact trigger Tura Cartel’s Serpent's Fang waits on; Beowulf’s Dragon Slayer applies Disarm and takes a squad out of the fight, so Tura Cartel swings into a line that cannot answer. What you give up: raw damage reaches only about 16% of the hardest-hitting trio in the roster; the damage runs off different engines, so the three do not compound.
224FMBKing Arthur · Thorvi · SaladinCurrent metaTwo typesreference lineups1/884.71/100 out of 100King Arthur (footmen · SP · paid), Thorvi (cavalry · X29) and Saladin (cavalry · SP · paid) score 84.71 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. 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 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 Thorvi’s Thunderlance Thrust 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; little here disrupts the enemy plan, so the fight is decided on raw output.
225FMBKing Arthur · Hannibal · ThorviCurrent metaTwo typesreference lineups1/886.88/100 out of 100King Arthur (footmen · SP · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 86.88 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; King Arthur, Hannibal, Thorvi only reaches its own squad, not the whole team.
226FMBAlberich · Ramses II · OliverCurrent metaTwo typesreference lineups1/883.89/100 out of 100Alberich (footmen · X18 · paid), Ramses II (archer · SP · paid) and Oliver (archer · X24) score 83.89 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. 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 win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ramses II’s Peace of Silver Plate produces extra basic attacks, the exact trigger Oliver waits on; Oliver produces combat-skill casts, the exact trigger Alberich’s Treasure Holder 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; raw damage reaches only about 34% of the hardest-hitting trio in the roster.
227FMBLagertha · Hannibal · ThorviCurrent metaTwo typesreference lineups1/886.92/100 out of 100Lagertha (footmen · X27), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 86.92 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: the damage runs off different engines, so the three do not compound; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.
228FMBTomyris · Alberich · OliverCurrent metaTwo typesreference lineups1/885.17/100 out of 100Tomyris (archer · X28), Alberich (footmen · X18 · paid) and Oliver (archer · X24) score 85.17 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 win condition, bringing 74% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Tomyris’s Vanguard Defense produces redirected attacks, 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.
229FMBZhuge Liang · Saladin · ThorviCurrent metaTwo typesreference lineups1/884.70/100 out of 100Zhuge Liang (archer · X26), Saladin (cavalry · SP · paid) and Thorvi (cavalry · X29) score 84.70 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 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 trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound.
230FMBTomyris · Alberich · ThorviCurrent metaRainbowreference lineups1/883.78/100 out of 100Tomyris (archer · X28), Alberich (footmen · X18 · paid) and Thorvi (cavalry · X29) score 83.78 out of 100 together, and each of the three has a job.
Tomyris brings a second damage line worth 11% 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. 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 Tomyris’s Vanguard Defense produces redirected attacks, the exact trigger Alberich’s Treasure Holder waits on; Thorvi 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 Thorvi 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, Thorvi only reaches its own squad, not the whole team.
231FMBAlexander · Hannibal · SaladinCurrent metaTwo typesreference lineups0/886.60/100 out of 100Alexander (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.
232FMBThorven · Henry II · Henry VCurrent metaTwo typesreference lineups0/883.66/100 out of 100Thorven (cavalry · X29), Henry II (archer · X20) and Henry V (archer · X17) score 83.66 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 73% 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. 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 redirected attacks, the exact trigger Henry V’s Wildfire of Wales 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, Henry V only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.
233FMBZhuge Liang · Saladin · OliverCurrent metaTwo typesreference lineups0/884.06/100 out of 100Zhuge Liang (archer · X26), Saladin (cavalry · SP · paid) and Oliver (archer · X24) score 84.06 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 win condition, bringing 76% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Zhuge Liang’s Rapid Crossbow Fire produces extra basic attacks, the exact trigger Oliver waits on; Zhuge Liang raises Oliver’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; the damage runs off different engines, so the three do not compound.
234FMBRamses II · Beowulf · ThorviCurrent metaTwo typesreference lineups0/885.48/100 out of 100Ramses II (archer · SP · paid), Beowulf (archer · SP · paid) and Thorvi (cavalry · X29) score 85.48 out of 100 together, and each of the three has a job.
Ramses II is the lifeline: that healing decides whether this lineup is still standing in round five — carries 238% of recovery across its kit, and takes the front, able to both absorb the opening rounds and heal through them. 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; raw damage reaches only about 41% of the hardest-hitting trio in the roster.
235FMBFrederick I · Thorvi · Henry VCurrent metaTwo typesreference lineups0/883.90/100 out of 100Frederick I (archer · X16), Thorvi (cavalry · X29) and Henry V (archer · X17) score 83.90 out of 100 together, and each of the three has a job.
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 takes the front as the sturdiest of the three. 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. 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 Henry V’s Wildfire of Wales 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: the damage runs off different engines, so the three do not compound; Frederick I, Thorvi, Henry V only reaches its own squad, not the whole team. Budget note: every hero in this lineup can be completed without spending.
236FMBRoland · Saladin · TomyrisCurrent metaTwo typesreference lineups0/884.16/100 out of 100Roland (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.
237FMBCyrus · Julian · OliverCurrent metaTwo typesreference lineups0/885.48/100 out of 100Cyrus (cavalry · SP · paid), Julian (archer · X25) and Oliver (archer · X24) score 85.48 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. 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 win condition, bringing 91% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because 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.
238FMBAlberich · Hannibal · ThorviCurrent metaTwo typesreference lineups0/885.39/100 out of 100Alberich (footmen · X18 · paid), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.39 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. 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; Thorvi 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, Hannibal, Thorvi only reaches its own squad, not the whole team.
239FMBZhuge Liang · Hannibal · ThorviCurrent metaRainbowreference lineups0/885.64/100 out of 100Zhuge Liang (archer · X26), Hannibal (footmen · X28 · paid) and Thorvi (cavalry · X29) score 85.64 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 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; 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.
240FMBRamses II · Frederick I · ThorviCurrent metaTwo typesreference lineups0/885.89/100 out of 100Ramses II (archer · SP · paid), Frederick I (archer · X16) and Thorvi (cavalry · X29) score 85.89 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.
241FMBThorven · Oliver · AlberichCurrent metaRainbowreference lineups0/786.19/100 out of 100Thorven (cavalry · X29), Oliver (archer · X24) and Alberich (footmen · X18 · paid) score 86.19 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 win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and sits in the middle, where the support reaches both the front and the back. 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 redirected attacks, 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: Thorven, Oliver, Alberich only reaches its own squad, not the whole team; raw damage reaches only about 34% of the hardest-hitting trio in the roster.
242FMBPompey · Hannibal · CaesarCurrent metaTwo typesreference lineups0/883.65/100 out of 100Pompey (cavalry · X16), Hannibal (footmen · X28 · paid) and Caesar (cavalry · SP · paid) score 83.65 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. Caesar is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 204% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Hannibal’s Dual Strike produces extra basic attacks, the exact trigger Caesar and Pompey 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: raw damage reaches only about 13% of the hardest-hitting trio in the roster; damage is spread across the enemy line, with no finisher to focus one squad down.
243FMBDon Quixote · Hannibal · PompeyCurrent metaTwo typesreference lineups0/884.27/100 out of 100Don Quixote (cavalry · X22), Hannibal (footmen · X28 · paid) and Pompey (cavalry · X16) score 84.27 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. 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: only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained; raw damage reaches only about 15% of the hardest-hitting trio in the roster.
244FMBKing Arthur · Julian · OliverCurrent metaTwo typesreference lineups0/885.75/100 out of 100King Arthur (footmen · SP · paid), Julian (archer · X25) and Oliver (archer · X24) score 85.75 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 win condition, bringing 88% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained.
245FMBAlberich · Julian · OliverCurrent metaTwo typesreference lineups0/884.68/100 out of 100Alberich (footmen · X18 · paid), Julian (archer · X25) and Oliver (archer · X24) score 84.68 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 win condition, bringing 86% of the lineup's expected damage: Strike of Light puts 725% into 3 enemy squads every time it fires, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because 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.
246FMBRoland · Saladin · Zhuge LiangCurrent metaTwo typesreference lineups0/884.80/100 out of 100Roland (cavalry · X18), Saladin (cavalry · SP · paid) and Zhuge Liang (archer · X26) score 84.80 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. Zhuge Liang is the multiplier, raising what the other two put out rather than adding a number of its own: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because 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; Roland, Saladin, Zhuge Liang only reaches its own squad, not the whole team.
247FMBDon Quixote · Beowulf · SaladinCurrent metaTwo typesreference lineups0/883.68/100 out of 100Don Quixote (cavalry · X22), Beowulf (archer · SP · paid) and Saladin (cavalry · SP · paid) score 83.68 out of 100 together, and each of the three has a job.
Don Quixote is the win condition, bringing 71% 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 16% of the hardest-hitting trio in the roster.
248FMBThorven · Saladin · LagerthaCurrent metaTwo typesreference lineups0/884.22/100 out of 100Thorven (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 redirected attacks, 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.
249FMBLagertha · Hannibal · SaladinCurrent metaTwo typesreference lineups0/885.02/100 out of 100Lagertha (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.
250FMBZhuge Liang · Hannibal · SaladinCurrent metaRainbowreference lineups0/883.91/100 out of 100Zhuge Liang (archer · X26), Hannibal (footmen · X28 · paid) and Saladin (cavalry · SP · paid) score 83.91 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. 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 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; Zhuge Liang, Hannibal, Saladin only reaches its own squad, not the whole team.
Mid progression combos
Nothing here is newer than X15, and none is an SP, apart from developer picks that span eras, which sit here with their badge. Lineups for accounts partway up the hero ladder.
1FMBAshoka · Bleeding Steed · El CidMid progressionTwo typesreference lineups4/880.24/100 out of 100Ashoka (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.
2FMBArmy Breaker · Warden · SundiataMid progressionTwo typesreference lineups2/878.60/100 out of 100Army 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.
3FMBWarden · Rozen Blade · SundiataMid progressionTwo typesreference lineups2/880.31/100 out of 100Warden (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.
4FMBWarden · The Brave · SundiataMid progressionTwo typesreference lineups2/880.06/100 out of 100Warden (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.
5FMBAshoka · Army Breaker · El CidMid progressionTwo typesreference lineups2/880.90/100 out of 100Ashoka (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.
6FMBPepin · Bleeding Steed · El CidMid progressionTwo typesreference lineups1/878.94/100 out of 100Pepin (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.
7FMBAshoka · Black Prince · El CidMid progressionTwo typesreference lineups1/880.70/100 out of 100Ashoka (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.
8FMBVikram · El Cid · AshokaMid progressionTwo typesreference lineups1/881.21/100 out of 100Vikram (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.
9FMBAshoka · Demon Spear · El CidMid progressionTwo typesreference lineups1/880.02/100 out of 100Ashoka (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.
10FMBAshoka · Warhammer · El CidMid progressionTwo typesreference lineups1/879.71/100 out of 100Ashoka (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.
11FMBWarden · Edward the Confessor · SundiataMid progressionTwo typesreference lineups1/878.71/100 out of 100Warden (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.
12FMBAshoka · Roku Boshuten · El CidMid progressionTwo typesreference lineups1/880.56/100 out of 100Ashoka (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.
13FMBEl Cid · Eselfred · Rozen BladeMid progressionTwo typesreference lineups1/879.95/100 out of 100El 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.
14FMBAshoka · The Brave · El CidMid progressionTwo typesreference lineups1/881.56/100 out of 100Ashoka (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.
15FMBIsabella I · El Cid · AshokaMid progressionTwo typesreference lineups1/880.08/100 out of 100Isabella 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.
16FMBInquisitor · Ashoka · Isabella IMid progressionTwo typesreference lineups1/879.88/100 out of 100Inquisitor (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.
17FMBPepin · El Cid · AshokaMid progressionTwo typesreference lineups1/880.45/100 out of 100Pepin (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.
18FMBWarden · Leonidas · SundiataMid progressionTwo typesreference lineups0/879.16/100 out of 100Warden (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.
19FMBCicero · Rozen Blade · SundiataMid progressionTwo typesreference lineups0/878.73/100 out of 100Cicero (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.
20FMBLiberator · Rozen Blade · SundiataMid progressionTwo typesreference lineups0/878.41/100 out of 100Liberator (footmen · X05), Rozen Blade (cavalry · S03) and Sundiata (cavalry · X15) score 78.41 out of 100 together, and each of the three has a job.
Liberator is the shield: the damage reduction and staying power buy the rounds the plan needs — carries 97% of damage reduction across its kit, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Rozen Blade is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Blitz applies Suppress for 1 round on a 30% roll, and sits in the middle, where the support reaches both the front and the back. 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 Rozen Blade’s Swarming Attack produces extra basic attacks, the exact trigger Liberator 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; 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.
21FMBHunk · Cleopatra VII · LilithMid progressiondeveloper pickTwo typesreference lineups0/867.98/100 out of 100Hunk (footmen · X01), Cleopatra VII (archer · S03 · paid) and Lilith (archer · X09) score 67.98 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 7% 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.
22FMBWarden · Rozen Blade · EselfredMid progressionTwo typesreference lineups0/879.31/100 out of 100Warden (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.
23FMBAshoka · Rozen Blade · El CidMid progressionTwo typesreference lineups0/881.83/100 out of 100Ashoka (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.
24FMBWar Lord · Roku Boshuten · AshokaMid progressionTwo typesreference lineups0/879.64/100 out of 100War 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.
25FMBHunk · El Cid · AshokaMid progressionTwo typesreference lineups0/880.51/100 out of 100Hunk (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.
26FMBWarden · Black Prince · EselfredMid progressionTwo typesreference lineups0/878.66/100 out of 100Warden (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.
27FMBWarden · The Brave · EselfredMid progressionTwo typesreference lineups0/879.32/100 out of 100Warden (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.
28FMBWarden · Clovis I · EselfredMid progressionTwo typesreference lineups0/879.64/100 out of 100Warden (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.
29FMBVikram · Warden · AshokaMid progressionTwo typesreference lineups0/879.98/100 out of 100Vikram (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.
30FMBAshoka · Cicero · El CidMid progressionTwo typesreference lineups0/879.70/100 out of 100Ashoka (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.
31FMBPepin · El Cid · SundiataMid progressionTwo typesreference lineups0/878.45/100 out of 100Pepin (footmen · X12), El Cid (cavalry · X12) and Sundiata (cavalry · X15) score 78.45 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. Sundiata is the win condition, bringing 67% of the lineup's expected damage: Flame of Revenge puts 537% into one enemy squad on a 40% roll, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because El Cid’s Song of El Cid produces trigger-rate boosts, the exact trigger Pepin’s Thunderstruck and Sundiata’s Flame of Revenge both wait on; El Cid produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin raises Sundiata’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 17% 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.
32FMBPepin · Warden · EselfredMid progressionTwo typesreference lineups0/878.70/100 out of 100Pepin (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.
33FMBPepin · Warden · Scarlet ReaverMid progressionTwo typesreference lineups0/878.65/100 out of 100Pepin (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.
34FMBAshoka · The Boneless · El CidMid progressionTwo typesreference lineups0/879.82/100 out of 100Ashoka (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.
35FMBWarden · Leonidas · AshokaMid progressionTwo typesreference lineups0/879.76/100 out of 100Warden (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.
36FMBWar Lord · Clovis I · AshokaMid progressionTwo typesreference lineups0/881.10/100 out of 100War 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.
37FMBWar Lord · Isabella I · AshokaMid progressionTwo typesreference lineups0/879.69/100 out of 100War 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.
38FMBWarden · Edward the Confessor · AshokaMid progressionTwo typesreference lineups0/879.80/100 out of 100Warden (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.
39FMBAshoka · Warden · InquisitorMid progressionTwo typesreference lineups0/879.55/100 out of 100Ashoka (footmen · X14), Warden (archer · X06) and Inquisitor (archer · S02) score 79.55 out of 100 together, and each of the three has a job.
Ashoka is the win condition, bringing 78% 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. Inquisitor is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Judgement of Justice applies Disarm on a 35% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Ashoka’s Bloodthirsty Ashoka and Inquisitor’s Judgement of Justice both wait on; Inquisitor produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: Inquisitor (S02) is the era weak point -- the enemy will aim at the oldest squad; raw damage reaches only about 13% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
40FMBWarden · Roku Boshuten · EselfredMid progressionTwo typesreference lineups0/878.56/100 out of 100Warden (archer · X06), Roku Boshuten (cavalry · S03) and Eselfred (archer · X14) score 78.56 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. 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. Eselfred is the win condition, bringing 75% of the lineup's expected damage: Lady of the Mercians puts 522% into one enemy squad on a 65% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Warden’s Aspect of the Eagle produces trigger-rate boosts, the exact trigger Eselfred’s Thunder and Heavy Arrows and Roku Boshuten’s Gou both wait on; Eselfred 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 Eselfred 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 mid-era lineup anchored by Warden (X06). Budget note: every hero in this lineup can be completed without spending.
41FMBAshoka · Warden · Clovis IMid progressionTwo typesreference lineups0/881.93/100 out of 100Ashoka (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.
42FMBWar Lord · Rozen Blade · AshokaMid progressionTwo typesreference lineups0/879.62/100 out of 100War 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained. Budget note: every hero in this lineup can be completed without spending.
43FMBPepin · Warden · LilithMid progressionTwo typesreference lineups0/878.86/100 out of 100Pepin (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.
44FMBHellfire · Inquisitor · El CidMid progressionTwo typesreference lineups0/878.38/100 out of 100Hellfire (archer · X09), Inquisitor (archer · S02) and El Cid (cavalry · X12) score 78.38 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. 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. 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 Inquisitor’s Judgement of Justice both wait on; Inquisitor’s Judgement of Justice applies Disarm and takes a squad out of the fight, so El Cid swings into a line that cannot answer; Hellfire raises El Cid’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 6% of the hardest-hitting trio in the roster; Inquisitor (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.
45FMBFortuneteller · Warden · AshokaMid progressionTwo typesreference lineups0/880.50/100 out of 100Fortuneteller (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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained. Budget note: every hero in this lineup can be completed without spending.
46FMBIsabella I · Warden · AshokaMid progressionTwo typesreference lineups0/880.47/100 out of 100Isabella 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.
47FMBHellfire · Pepin · El CidMid progressionTwo typesreference lineups0/878.34/100 out of 100Hellfire (footmen · X09), Pepin (footmen · X12) and El Cid (cavalry · X12) score 78.34 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, able to both absorb the opening rounds and heal through them. 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.
48FMBWar Lord · Fortuneteller · AshokaMid progressionTwo typesreference lineups0/880.68/100 out of 100War 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; only one aimed finisher and one spreading skill, so neither focus nor pressure is sustained. Budget note: every hero in this lineup can be completed without spending.
49FMBPepin · Warden · AshokaMid progressionTwo typesreference lineups0/879.89/100 out of 100Pepin (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.
50FMBVikram · Cicero · El CidMid progressionTwo typesreference lineups0/879.46/100 out of 100Vikram (footmen · X04), Cicero (footmen · X01) and El Cid (cavalry · X12) score 79.46 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. 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 Cicero’s Prologue and Vikram’s Aura of Restoration both wait on; Vikram’s Alluring Arm 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 6% of the hardest-hitting trio in the roster; a mid-era lineup anchored by Vikram (X04). Budget note: every hero in this lineup can be completed without spending.
51FMBWar Lord · Isabella I · LilithMid progressionTwo typesreference lineups0/878.61/100 out of 100War 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.
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.
1FMBWar Lord · Bleeding Steed · Cao CaoStarterTwo typesreference lineups2/873.87/100 out of 100War 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.
2FMBLeonidas · Rozen Blade · The ImmortalStarterTwo typesreference lineups1/873.40/100 out of 100Leonidas (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.
3FMBWar Lord · Bleeding Steed · Roku BoshutenStarterTwo typesreference lineups0/874.90/100 out of 100War 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.
4FMBWar Lord · Black Prince · Genghis KhanStarterTwo typesreference lineups0/874.50/100 out of 100War 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.
5FMBWar Lord · Roku Boshuten · Jade EagleStarterTwo typesreference lineups0/873.85/100 out of 100War 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.
6FMBWar Lord · Isabella I · Jade EagleStarterTwo typesreference lineups0/875.10/100 out of 100War 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.
7FMBWar Lord · Leonidas · Charles the GreatStarterTwo typesreference lineups0/873.83/100 out of 100War 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.
8FMBWar Lord · Inquisitor · Mary TudorStarterTwo typesreference lineups0/873.52/100 out of 100War 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.
9FMBWar Lord · Edward the Confessor · Roku BoshutenStarterTwo typesreference lineups0/874.51/100 out of 100War 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.
10FMBWar Lord · Roku Boshuten · Cao CaoStarterTwo typesreference lineups0/874.43/100 out of 100War 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.
11FMBWar Lord · Black Prince · Cao CaoStarterTwo typesreference lineups0/873.86/100 out of 100War 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.
12FMBWar Lord · Rozen Blade · William the ConquerorStarterTwo typesreference lineups0/873.52/100 out of 100War 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.
13FMBWar Lord · Yukimura Sanada · Cao CaoStarterTwo typesreference lineups0/872.63/100 out of 100War 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.
14FMBWar Lord · Edward the Confessor · Isabella IStarterTwo typesreference lineups0/875.33/100 out of 100War 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.
15FMBWar Lord · Leonidas · Roku BoshutenStarterTwo typesreference lineups0/874.66/100 out of 100War 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.
16FMBWar Lord · Rozen Blade · LeonidasStarterTwo typesreference lineups0/874.07/100 out of 100War 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.
17FMBWar Lord · Witch Hunter · Mary TudorStarterTwo typesreference lineups0/873.33/100 out of 100War 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.
18FMBWar Lord · Rozen Blade · Genghis KhanStarterTwo typesreference lineups0/874.58/100 out of 100War 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.
19FMBWar Lord · Demon Spear · Isabella IStarterTwo typesreference lineups0/874.92/100 out of 100War 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.
20FMBWar Lord · The Brave · Genghis KhanStarterTwo typesreference lineups0/874.63/100 out of 100War 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.
21FMBWar Lord · The Boneless · William the ConquerorStarterTwo typesreference lineups0/872.57/100 out of 100War 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.
22FMBWar Lord · Leonidas · Isabella IStarterTwo typesreference lineups0/875.52/100 out of 100War 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.
23FMBWar Lord · The Boneless · Genghis KhanStarterTwo typesreference lineups0/874.54/100 out of 100War 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.
24FMBWar Lord · Rozen Blade · Cao CaoStarterTwo typesreference lineups0/874.08/100 out of 100War 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.
25FMBWar Lord · The Boneless · Cao CaoStarterTwo typesreference lineups0/874.07/100 out of 100War 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.
26FMBWar Lord · Divine Arrow · Isabella IStarterTwo typesreference lineups0/873.99/100 out of 100War 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.
27FMBWar Lord · The Boneless · Sky BreakerStarterTwo typesreference lineups0/873.76/100 out of 100War 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.
28FMBWar Lord · Divine Arrow · Roku BoshutenStarterTwo typesreference lineups0/873.71/100 out of 100War 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.
29FMBWar Lord · Demon Spear · Cao CaoStarterTwo typesreference lineups0/873.63/100 out of 100War 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.
30FMBWar Lord · Edward the Confessor · Sky BreakerStarterTwo typesreference lineups0/873.62/100 out of 100War 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. Inside each tier the order is set by simulated battles: the list's top thirty, all Current meta, by a round-robin against each other, and every other lineup in every tier by its record against eight reference lineups. So the score need not fall steadily down a tier.
Why are the combos split into Current meta, Mid progression and Starter?
The game has two hero economies. The free 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.
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.