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RISE OF CASTLES

RISE OF CASTLES - HEROES

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🏹 10 Legions with Tomyris β€” Complete Mechanics Guide

🧩 The 10 Legions


LEGION 1 β€” The Exponential Machine

Tomyris (FRONT) + Penthesilea (MID) + Beowulf (BACK)


Pre-Battle Contributions


Tomyris SK2 (Fatal Arrow): All 3 allied Archers receive +25% Fatal Blow chance + 200% piercing damage on every normal attack.


Tomyris SK5 (Wrath Volley): +1 permanent Combo stack for all 3 allied Archers at battle start (grows further in R1-R2 via onRoundStart).


Penthesilea SK5 (Twin Fates): All allies receive +25% initial Fatal Blow; Penthesilea herself receives +50% (doubled). From that point: every normal attack from any ally adds +25% FB stack to that attacker; every crit resets FB to base. When Penthesilea specifically crits: +1 Fate layer + 120% Γ— Fate layers physical damage to 1 random enemy + her own FB resets to base checkpoint.


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Round-by-Round Trigger Chain


Round 1 β€” 3 attacks each:


- onRoundStart Wrath Volley: combo.stacks goes 1β†’2 β†’ all 3 squads attack 3Γ—

- onRoundStart Penthesilea SK2 (Hunting Domain): each enemy has a separate 50% chance to be Disarmed and a separate 50% chance to be Silenced β€” can cripple the enemy lineup in the round where Beowulf is still ramping up

- Tomyris attacks 3Γ— β†’ 80% chance Taunt activates β†’ enemies target her β†’ Penthesilea and Beowulf scale freely

- Penthesilea attacks 3Γ— via Twin Fates: each non-crit β†’ +25% FB stack + 1 extra physical attack (100% chance at Lv10, targets enemy frontline); each crit β†’ +1 Fate layer + 120% Γ— Fate layers physical damage to 1 enemy + FB resets

- Beowulf attacks 3Γ—: after every 2 attacks β†’ Dragon Slayer triggers: 350% physical damage to 1 random enemy + Disarm 1 round on that target + 75% heal to himself + 75% heal to 1 random ally; each attack β†’ Infinite Power +1 stack β†’ +20% normal damage (cumulative); each heal received β†’ Kraken Killer: +1 Feverish stack β†’ +10% FB for Beowulf (max 8 stacks)

- Penthesilea SK8 (Arrows' Grace): counts every Archer ally's normal attack. With 9 base attacks in R1 (3 per hero Γ—Β 3), the 5-attack milestone triggers in R1 β†’ all allies gain Disarm Immunity


Round 2 β€” 4 attacks each:


- onRoundStart Wrath Volley: combo.stacks goes to 3 β†’ all 3 squads attack 4Γ— from here permanently

- onRoundStart Hunting Domain (R2, last active round): each enemy again rolls 50% Disarm + 50% Silence

- After the 1st attack of R2 (10th total Archer normal attack) β†’ Arrows' Grace milestone 10: +30% damage dealt to all allies, +60% to Penthesilea

- Beowulf: 4 attacks = 2 Dragon Slayer procs per round β†’ 2 heals β†’ 2 Feverish stacks per round β†’ Beowulf's FB keeps rising; 2 targets Disarmed each round

- Beowulf reaches 5 Infinite Power stacks (after his 2nd attack of R2) β†’ Mass Attack active: each normal attack cleaves 2 additional random enemies at 260% + 50% per Feverish stack β€” scales up to 660% per cleave at max 8 Feverish stacks

- After the 15th total attack (6th attack of R2) β†’ Arrows' Grace milestone 15: -30% damage taken to all allies, -60% to Penthesilea

- After the 20th total attack (11th attack of R2) β†’ Arrows' Grace milestone 20: +50% normal attack damage to all allies, +100% to Penthesilea


Round 3 onward β€” 4 attacks each (permanent):


- All 4 Arrows' Grace tiers already active

- Beowulf in Mass Attack: each normal attack simultaneously cleaves 2 extra enemies β€” damage per cleave grows as Feverish stacks accumulate

- Dragon Slayer 2Γ— per round: healing loop β†’ more Feverish β†’ higher FB β†’ more crits β†’ more Fate layer damage

- Penthesilea with accumulated Fate layers: each crit deals 120% Γ— N layers physical damage to 1 enemy β€” the longer the battle runs, the more explosive each crit becomes

- Tomyris: 80% Taunt per round + -60% damage shield β†’ survives as dedicated tank throughout


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Strengths: Scales faster than any other legion. All Arrows' Grace tiers trigger within the first 2 rounds. Beowulf's Mass Attack turns into a cleave machine that grows with every Dragon Slayer heal. Penthesilea's Fate layers mean late-round crits deal increasingly absurd damage.


Weaknesses: Requires significant investment in Penthesilea β€” high hero level and Stellarion skin push her output substantially further. Slow to end fights against high-Resist teams since the scaling takes 1-2 rounds to peak.

LEGION 2 β€” The Nuclear Echo

Tomyris (FRONT) + Al-Hawra (MID) + Henry II (BACK)


The Central Synergy β€” Desert Phantom + Spear of the Dynasty


Al-Hawra SK8 (Desert Phantom): Grants all allied Archers at battle start:

- 30% chance of +50% damage on next combat skill

- 50% chance to echo the combat skill (fire a second time)


Henry II SK2 (Spear of the Dynasty): COMBAT skill β€” fires every round. Hits 1 random enemy with 3-5 hits of 260% each. Amplified by Repentance (each hit steals Might and Resist from the target within the same cast β†’ subsequent hits in that cast scale upward).


Result: Every round Henry fires Spear, Desert Phantom gives a 50% chance it echoes. With Plantagenet SK8 (up to +100% damage on a focused target when marked for 2 consecutive rounds), a double-cast on that target can be devastating.


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Round-by-Round Trigger Chain


Round 1 β€” Everything Online Immediately:

- Wrath Volley (Tomyris SK5) has already applied +1 permanent combo stack to 3 random allied Archers at battle start; R1 onRoundStart adds +1 more β†’ 3 attacks each for the buffed squads

- Al-Hawra SK2 (Enchanting Dance) onRoundStart: 90% Enchant 1 enemy (zero damage that round) + 90% All-Ability buff to 1 ally (+50% dmg, -50% dmg taken, +100 speed, +15% FB and DS)

- Plantagenet (Henry SK8) onRoundStart: selects 1 enemy as focused target β†’ +50% damage against it

- Henry fires Spear of the Dynasty (COMBAT): 3-5 hits of 260% on 1 random target. Repentance compounds within the cast: each hit steals 50% of target's current Might and Resist β†’ subsequent hits in the same cast already hit harder

- Desert Phantom (Al-Hawra SK8) checks after Spear: 50% echo β†’ if it fires, Henry fires a second full Spear in the same turn


Round 2 β€” Increasing Pressure:

- Wrath Volley R2 onRoundStart adds +1 more stack β†’ 4 attacks each (permanent from here)

- Al-Hawra Enchanting Dance refreshes (new Enchant + new All-Ability recipient)

- Plantagenet: if same focused target β†’ +100% damage multiplier for Henry this round

- Henry fires Spear again (50% echo still applies); +100% Plantagenet can make this round's Spear output extreme if the echo triggers


Round 3 onward β€” Ghostly Strike Joins:

- Al-Hawra SK5 (Ghostly Strike) activates: onRoundStart fires every round from R3 β€” 300% skill damage to all enemies. If lowest-HP enemy is below 50% HP β†’ +400% additional on it (700% total)

- Desert Phantom also echoes Ghostly Strike (50% chance) β†’ can produce 2 explosions on all enemies in the same round

- Henry continues firing Spear every round; 4-attack normal chain applies to all buffed squads each round


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Strengths: Echo can end fights in R1-R2 before the enemy stabilizes. Al-Hawra provides constant CC (Enchant) and rotating All-Ability buffs. Ghostly Strike from R3 adds a second source of echo-able AOE.


Weaknesses: Some variance β€” echo is 50% and Plantagenet's same-target condition depends on random targeting. Without the echo, Henry's output is solid but not spectacular.

LEGION 3 β€” The Self-Sufficient DPS

Tomyris (FRONT) + Oliver (MID) + Beowulf (BACK)

Oliver in Archer Mode β€” Real Mechanics


Oliver SK2 (Sacred Blessing β€” Archer mode): +35% type advantage against Footmen and Archers, and -35% type disadvantage received from them. Against Footmen (natural counter to Archers), Oliver partially nullifies the disadvantage.


Oliver SK5 (Strike of Light β€” COMBAT): Every round start (onRoundStart), fires skill damage to 2-3 enemies β€” at HERO_LEVEL 50: 725% effective (500% base + 50Γ—4.5% hero level bonus). After firing, Oliver immediately heals himself 100% of squad HP. Then buffs.weakened = true is set β€” his normal attacks that round deal 0 kills (the engine reads and clears the flag during his heroTurn), but onAfterAttack still fires for every attack.


Oliver SK8 (Paladin's Resilience β€” Archer mode, type ADDITIONAL): After each normal attack, two independent effects:

- Stat stack (unconditional): +150% of base Might and +150% of base Resist per stack, up to 4 stacks. Persists permanently in base Oliver (no expiration without Phantom Blade skin).

- Debuff cleanse (65% chance): 65% chance to clear all negative effects.


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Round-by-Round Trigger Chain


Round 1:

- onRoundStart: Strike of Light fires β†’ 725% skill damage to 2-3 enemies β†’ Oliver self-heals 100% β†’ Oliver becomes Weakened (normal attacks deal 0 kills this round)

- Oliver still attacks 3Γ— (Tomyris combo: 1 base + 2 stacks). Each attack triggers Paladin's Resilience unconditionally: +150% Might and Resist per stack

- End of R1: 3 stacks = +450% Might and Resist

- Beowulf: 3 attacks β†’ Dragon Slayer procs after attack 2 (350% physical + self-heal + 1 ally heal) β†’ Kraken Killer: +1 Feverish stack (+10% FB); Infinite Power stacking


Round 2:

- onRoundStart: Strike of Light fires again (725%) β†’ Oliver self-heals 100% β†’ Weakened re-applied

- Tomyris combo reaches 3 stacks β†’ 4 attacks each from here on

- Oliver first normal attack in R2 β†’ 4th Paladin's Resilience stack = +600% Might and Resist cap reached

- Might accumulation amplifies subsequent Strike of Light casts (Might is the attack base in the damage formula β€” higher Might = more skill damage output)

- 65% cleanse per attack β†’ Oliver rarely stays under CC

- Beowulf: 4 attacks β†’ 2 Dragon Slayer procs β†’ 2 Kraken Killer stacks; Feverish accumulates


Note on Weakened: Strike of Light fires at every round's onRoundStart, so Oliver is Weakened every round before his heroTurn. Physical normal attacks always deal 0 kills β€” this is by design. The payoff from Might/Resist accumulation is amplification of Strike of Light's skill output, not physical damage.


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Strengths: Oliver is completely self-sufficient β€” 725% skill every round, 100% self-heal every round, cleanses debuffs, and steadily amplifies his own skill damage through Might stacking. Beowulf sustains the team. Tomyris absorbs damage and protects both.


Weaknesses: Physical normal attack damage from Oliver is always zero due to permanent Weakened. The legion starts slow against very aggressive teams since the Might accumulation takes 1-2 rounds to build before Strike of Light output scales up.

LEGION 4 β€” The Crit Cascade

Tomyris (FRONT) + Ramses II (MID) + Penthesilea (BACK)

HeroRoleTomyrisTank + Pierce + +25% FB to allRamses IIFB amplifier + Crit damage ceiling + Double attacks R3+PenthesileaPrimary DPS with Fate layer scaling + Arrows' Grace

The Fatal Blow Pool β€” How It Saturates:

SourceFB GrantedTargetTomyris SK2+25%All 3Ramses SK5 (Battle of Kadesh)+40%All ArchersPenthesilea SK5 (Twin Fates)+25% initial (+50% for herself)All (+double for her)

With the FB cap at 60%, excess is not wasted β€” it converts to Fatal Blow damage bonus (excess Γ— 3). Penthesilea alone can reach 60%+ FB very quickly.

The Ammon Wonder Loop:

Penthesilea crits β†’ Ammon Wonder (Ramses SK8) triggers β†’ Ramses heals himself (238% heal rate) β†’ +0.80 Fatal Blow damage bonus per stack accumulated (max 7 stacks) β†’ Penthesilea continues attacking with very high FB, causing more crits β†’ Loop continues

The R1-R2 Trade-off:

Ramses SK2 (Peace of Silver Plate): In R1 and R2, all physical damage from all squads is reduced by 45% (friend and foe). This means Tomyris's piercings (Fatal Arrow) and Penthesilea's normal attacks have 45% less impact in these rounds. The compensation: the enemy also deals much less physical damage, giving time for FB to accumulate.

From R3 onward, Ramses SK2 grants 80% chance of double attack to all allies β€” combined with Tomyris's 3 Combo stacks, Penthesilea can attack 1 base + 3 combo + 1 double = 5 times per round (if doubleAttack procs).

Trigger Chain:

  1. R1-R2: FB accumulates on Penthesilea via Twin Fates; Ramses protects the team with physical damage reduction

  2. R3: Ramses grants doubleAttack (80%) β†’ Penthesilea can attack 5x; FB already high β†’ frequent crits β†’ Ammon Wonder heals Ramses per crit β†’ Ramses accumulates FB damage bonus

  3. Penthesilea with rising Fate layers + excess FB damage bonus + Arrows' Grace milestones activating β†’ exponential damage

Strengths: The largest FB pool in the game for Penthesilea; Ramses activates doubleAttack from R3 onward; Ammon Wonder creates sustainability for Ramses


Weaknesses:R1-R2 are slow (45% less physical damage); Ramses cannot go BACK (must be MID)

LEGION 5 β€” The Swarm + Execution

Tomyris (FRONT) + Galahad (MID) + Henry II (BACK)

HeroRoleTomyrisTank + Physical buffersGalahadAdditional hit generator + Disarm Immunity + Reactive guardHenry IICombat skill nuke on odd rounds + Stat steal

Galahad β€” How He Generates Attack Volume:

SK2 (Stay Focused): Galahad is immune to Disarm + 50% chance per round to gain 1 extra attack. With Tomyris already giving 3 Combo stacks from R2, Galahad can attack:

  • R2 base: 4 attacks (3 combo stacks + base)

  • 50% chance of a 5th attack via Stay Focused

SK5 (Mindful Shooting β€” ADDITIONAL): After each normal attack, 80% chance to fire an additional physical hit at 1 random enemy at 40% of normal damage. With 4-5 attacks per round, Galahad generates ~3-4 extra hits per round.

SK8 (Pixie Bloodline β€” REACTIVE): When Galahad's HP drops below 50%, all allies gain for 2 rounds: -80% damage taken + each hit received returns 350% physical damage to the attacker. This creates a situation where attacking any ally during Guard is self-harm for the enemy.

Henry II β€” Spear Mechanics:

Repentance (SK5): Henry has +20% permanent FB. Each Spear hit steals 50% of the target's current Might and Resist for 1 round. Since hits compound within the same cast (the target gets weaker with each hit), the 5 hits scale exponentially.

Plantagenet (SK8): Each round, Henry focuses 1 enemy. If it's the same as the previous round: damage is +100%. This incentivizes always focusing the same target to maximize the multiplier.

Trigger Chain:

R1-R2:

  1. Galahad: 3-4 attacks (+ Mindful Shooting generating 2-3 additional hits) β†’ high physical damage volume distributed

  2. Henry II: normal attacks with Repentance active β†’ accumulates stolen stats during preparation

  3. Tomyris Taunts β†’ Galahad and Henry operate freely

R3, R5, R7 (Spear of the Dynasty):

  1. Henry fires Spear: 3-5 Γ— 260% on the weakest target focused by Plantagenet

  2. Repentance compounds: 1st hit steals 50% Might β†’ 2nd hit already hits the weakened target β†’ ... β†’ 5th hit on a target with ~3% of original Might

  3. If Pixie Bloodline from Galahad activated before this round: the enemy attacking Henry in retaliation receives 350% damage back

Strengths: Galahad ensures the team never stops attacking (Disarm immune + multiple attacks). Pixie Bloodline creates a trap: enemies that attack the team become victims. Henry closes fights quickly with Spear


Weaknesses:No healing in the team; Galahad needs to take damage to activate Pixie Bloodline

LEGION 6 β€” The Hunter and the Paladin

Tomyris (FRONT) + Robin Hood (MID) + Oliver (BACK)

The Positional Synergy β€” Swift Ranger


Robin Hood SK5 (Swift Ranger) applies row-based buffs (R1-R4):


- Front (Tomyris): priority action + 75% chance dodge-ignore each round

- Mid (Robin Hood): -30% physical damage received + -30% FB chance received β†’ Robin Hood survives much better

- Back (Oliver): +35% skill damage + Sober (immunity to fear/confusion)


Oliver's Strike of Light at Lv10 (HERO_LEVEL 50) = 500% base + 50 Γ— 4.5% hero bonus = 725% base. Swift Ranger's +35% is applied multiplicatively by the engine: 725% Γ— 1.35 = ~979% effective. This is one of the heaviest single-hero round-start skills in the game.


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Trigger Chain


Pre-Battle + R1:

- Robin Hood SK2 (Hawk Eye): all allied Archers gain +35% Destructive Strike (R1-R2)

- If Robin Hood has Emerald Wanderer skin (Eagle's Insight): also +35% FB to all Archers in R1-R2 + cascade chance

- Strike of Light fires at round start (onRoundStart): ~979% to 2-3 enemies; Oliver heals himself 100% of squad HP immediately after; Oliver becomes Weakened (0 normal attack damage until end of round)

- Weakened, Oliver still attacks 3Γ— (Tomyris combo R1: 1 base + 2 stacks) β†’ each attack triggers Paladin's Resilience onAfterAttack: +150% Might and +150% Resist per stack (unconditional, up to 4 stacks)

- End of R1: 3 stacks = +450% Might and Resist


R2 β€” Full Power Reached:

- Strike of Light fires again (~979%) + 100% self-heal

- Tomyris combo R2 adds a 3rd stack β†’ Oliver attacks 4Γ— per round from here on

- Oliver's first normal attack of R2 procs the 4th Paladin's Resilience stack β†’ +600% Might and Resist cap reached


R2-R4 (Swift Ranger still active):

- Oliver: 4 attacks per round + Strike of Light every round start (~979%) + 100% self-heal

- Robin Hood SK8 (Shade of the Forest β€” COMBAT): 100% cast chance, 550% skill damage to highest-Might enemy + -300% Might debuff (2 rounds) + 225% heal to 1 random ally

- Shade + Oliver interaction: Robin Hood debuffs the highest-Might enemy (reducing their attack power), while Oliver simultaneously grows his own Might β€” the gap widens each round


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Strengths: Precise positional synergies. Oliver is threatening in both skill (~979%+ every round) and physical attack (scaled Might from +600%). Robin Hood provides DS/FB to maximize Tomyris's Pierce. Oliver's 100% self-heal each round makes him durable despite no natural tanking.


Weaknesses: Requires Robin Hood in MID (cannot go BACK). Requires Emerald Wanderer skin to reach maximum Fatal Blow/DS potential. Oliver's +600% Might growth only reaches cap mid-R2, so early rounds before that are the window to exploit.

LEGION 7 β€” The Forge of Flames

Tomyris (FRONT) + Seraphina (MID) + Helsingen (BACK)

HeroRoleTomyrisTank + Combo (increases attack frequency to generate more curse triggers)

SeraphinaFire marking + Redflame Curse (more damage taken by attacker)

HelsingenCross-fire marking + Blackflame Curse (less damage dealt by attacker)

The Dual Fire System β€” Exclusive to This Pair:

Seraphina SK5 (Firearm Brand): Every round start, 1-3 random enemies receive:

  • Burning (213% periodic damage per round)

  • Firearm Mark (internal mark)

Helsingen SK5 (Dark Crossbow Brand): Every round start, 1-3 random enemies receive:

  • Burning (213%)

  • Dark Crossbow Mark (internal mark)

  • If target already has Firearm Mark: Burning Settlement triggers immediately β€” total accumulated burn damage is resolved instantly instead of waiting for next round

Result: When both marks overlap on the same enemy, burn damage is liquidated immediately, effectively doubling the output of the flames.

The Reactive Curse System:

Seraphina SK8 (Redflame Curse): When any allied Archer takes damage, the attacker receives:

  • +20% damage taken per stack (max 4 stacks = up to +80% damage taken)

  • 50% chance to catch Burning (180% per round)

Helsingen SK8 (Blackflame Curse): When any allied Archer takes damage, the attacker receives:

  • -20% damage dealt per stack (max 4 stacks = up to -80% damage dealt)

  • 50% chance to become Flammable (+60% burn damage taken per stack, max 5)

Combined: An enemy that attacks your Archers progressively deals 80% less damage and receives 80% more damage, while catching burn more often. This makes the team almost immune to accumulated physical damage from aggressive teams.

How Tomyris's Combo Amplifies the Curses:

With 3-4 attacks per round, each allied Archer is attacked more times by the enemy in response. But more enemy attacks mean more Redflame and Blackflame triggers. The more enemies attack, the more curse stacks they accumulate. It's a scaling punishment system.

Round-by-Round Trigger Chain:

Round Start:

  • Seraphina SK5: 1-3 enemies receive Firearm Mark + Burning

  • Helsingen SK5: 1-3 enemies receive Dark Crossbow Mark + Burning

    • If overlap with Firearm Mark: Burning Settlement instant!

Attack Phase (enemies attack your Archers):

  • Redflame Curse (Seraphina): attacker +20% damage taken/stack + 50% Burning

  • Blackflame Curse (Helsingen): attacker -20% damage dealt/stack + 50% Flammable

COMBAT Skills:

  • Seraphina SK2 (Crimson Tide Fire Rain, 70% chance): 2 random enemies receive Burning; if already on fire β†’ Silence 1 round

  • Helsingen SK2 (Nightshadow Scorching Arrow, 70%): 2 enemies; if already on fire β†’ Burning Settlement before stacking new burn

Strengths: Exclusive cross-mark synergy that no other pair has; Reactive curses progressively invert all enemy aggression; Works well against heavy physical teams


Weaknesses:Requires enemies to actually attack your Archers for curses to scale; against pure skill (tactical) enemies, physical curses yield less; Tomyris is the only real tank, Seraphina and Helsingen are fragile

LEGION 8 β€” The Tactical Chaos

Tomyris (FRONT) + Zhuge Liang (MID) + Al-Hawra (BACK)

HeroRole

TomyrisTank + Combo + FB

Zhuge LiangProbabilistic double attacks for all + Enemy self-damage + Damage boost while healthy

Al-HawraConstant CC (Enchant) + Rotating All-Ability buff + Ghostly Strike AOE + Skill echo

Zhuge Liang β€” Mechanics:

SK2 (Rapid Crossbow Fire): Every round start, each allied Archer has 50% chance of double attack β€” including Tomyris and Al-Hawra. Combined with Tomyris's Combo stacks:

  • An Archer in R2+ has: 1 base + 3 combo = 4 attacks, + 50% chance of +1 double = potentially 5 attacks

SK5 (Empty City Strategy): Every round start, 2 random enemies enter Hesitation β€” 70% chance that each additional attack they make deals 300% tactical damage to themselves. This punishes enemies with many additional attacks (Galahad, enemy Beowulf, etc.) devastatingly.

SK8 (Brilliant Pouch Plan β€” Divine Strategy): All allied Archers receive +50% of all damage dealt (normal and skill) while HP is above 50%. When HP drops to ≀50%, the boost disappears but is replaced by -50% damage taken permanently.

Al-Hawra in BACK:

Since Al-Hawra has row: ['FRONT','MID','BACK'], she can go BACK without simulator penalties. Her Desert Phantom (SK8) echoes combat skills of allied Archers β€” here she echoes her own Ghostly Strike:

  • Ghostly Strike (SK5): From R3, 300% on all enemies; if lowest-HP enemy is below 50%, +400% on it. With Desert Phantom (50% echo) β†’ can fire twice in the same round.

Trigger Chain:

R1-R2:

  1. All Archers receive +50% damage (Divine Strategy active β€” HP above 50%)

  2. Zhuge gives 50% chance of doubleAttack to all β†’ potentially 5 attacks per hero in R2

  3. Al-Hawra Enchants 1 enemy (zero damage that round) + All-Ability to 1 ally

  4. Enemies in Hesitation (Empty City Strategy): each additional attack they make = 300% damage to themselves

R3+ (Ghostly Strike):

  1. Al-Hawra fires Ghostly Strike β†’ 300% on all enemies

  2. Desert Phantom: 50% echo β†’ potentially fires twice

  3. If the weakest enemy is below 50% HP: +400% additional β†’ can be elimination

Strengths: Extreme field control β€” one enemy is Enchanted (zero damage), another deals damage to itself via Hesitation. The team attacks a lot (doubleAttack + combo). Ghostly Strike AOE with 50% echo can clear the field


Weaknesses:Depends on Zhuge for doubleAttack (50%, not guaranteed). Al-Hawra in BACK has no tank, so she's vulnerable if Tomyris dies

LEGION 9 β€” The 5-Attack Puppet

Tomyris (FRONT) + Warden (MID) + Beowulf (BACK)

HeroRole

TomyrisTank + Combo + FB

WardenPure Beowulf support β€” disables own attacks, empowers the back hero

BeowulfAbsolute carry: Physical DPS with potential 5 attacks per round


Warden β€” The Sacrifice for the Back:

SK8 (Aspect of the Tiger): At battle start, Warden applies permanent Weakened to himself (no normal attacks forever). In exchange:

  • Every round start: the hero in BACK gains guaranteed doubleAttack (not probabilistic β€” always 1 extra attack)

  • Each attack from the BACK hero: accumulates Tiger stacks, giving the back hero +12% skill damage per stack (max 5 stacks = +60% skill damage). This bonus is consumed on the next combat skill (works as burst amplifier)

SK2 (Aspect of the Eagle): In R1-R4, both allies gain cumulative +10% combat skill trigger chance per round. In R5, 1 random ally gains +30%. With 4 rounds of accumulation (+40%) + R5 bonus, Beowulf reaches nearly 70% combat skill trigger chance that round.

SK5 (Aspect of the Turtle): Fires in R1 and R5, dealing skill damage. Also gives -70% damage taken to Warden when he's under CC.

Beowulf with 5 Attacks β€” The Math:

SourceAdditional AttacksBase+1Tomyris combo R1+2Tomyris combo R2++3Warden doubleAttack (guaranteed)+1Total R2+5 attacks per round

With 5 attacks per round:

  • Dragon Slayer (every 2 attacks) fires 2-3 times per round β†’ 2-3 heals + 2-3 nukes of 350%

  • Each heal β†’ Kraken Killer: +1 Feverish β†’ +10% FB for Beowulf β†’ more crits

  • Each attack β†’ Infinite Power: +1 stack β†’ reaches Mass Attack (5 stacks, +2 cleaves) in 1 round in R2

  • Each back attack β†’ Warden SK8 accumulates Tiger Stacks: +60% skill damage when Dragon Slayer fires

Trigger Chain:

R2 onRoundStart:

  • Warden SK8: Beowulf gains doubleAttack

  • Tomyris SK5: combo.stacks = 3

Beowulf attacks 5x:

  • Attack 1: Infinite Power +1 stack

  • Attack 2: IP +1; Dragon Slayer triggers (350% + heal Beowulf + ally)

  • Attack 3: IP +1; Warden tiger stack accumulates

  • Attack 4: IP +1; Dragon Slayer triggers again (2nd heal this round)

  • Attack 5: IP = 5 stacks β†’ Mass Attack active!

Each healing received:

  • Kraken Killer: Feverish +1 β†’ +10% FB for Beowulf

  • With 2 heals per round: +2 Feverish per round β†’ reaches max (8 stacks) by R4

  • 8 Feverish Γ— 10% = +80% FB for Beowulf (plus +20% base from SK8)

  • With Tomyris +25% FB: Beowulf reaches ~125% total FB β†’ always above the 60% cap

Strengths: The most powerful Beowulf possible β€” 5 attacks, Dragon Slayer 2-3x per round, Mass Attack active extremely fast, FB scaling without ceiling. Warden is completely sacrificed but the gain is worth it


Weaknesses:3 heroes for essentially 2 combatants (Tomyris tank and Beowulf DPS); if Beowulf dies the legion collapses; Warden contributes no damage

LEGION 10 β€” The Transforming Fortress

Tomyris (FRONT) + Hector (MID) + Penthesilea (BACK)

HeroRole

TomyrisTank + Combo + FB

HectorDefensive wall R1-R3 + Transformation into combat skill carry

PenthesileaPrimary DPS that scales during the protection phase

Hector β€” The Thick Wall and Transformation:

SK2 (Thick Wall of Troy): At battle start:

  • All allies (including Tomyris and Penthesilea) receive +300% Resist and -60% physical damage taken for 3 rounds

  • Hector gains CC Immunity for 3 rounds

  • Hector has a "survive one death" shield β€” if he drops to 0 HP before R4, he survives with 1 soldier

Why this is devastating for the enemy: -60% physical damage in R1-R3 means the enemy's combo phase (3 attacks in R1, 4 in R2) deals almost nothing to your team. Tomyris with Taunt + SK8 shield (-60% additional) + Thick Wall = practically untouchable.

The Transformation in R4 (Chained Fate):

When Thick Wall expires (R4) or Hector survives a death, Chained Fate activates:

  • Hector gains +35% FB and DS immediately

  • All allies receive a massive 400% HP heal per soldier

  • Hector's COMBAT skills enter amplified mode:

    • Apollo's Judgment (normal): 200% tactical on all enemies + -30% tactical immunity (2 rounds)

    • Apollo's Judgment (Chained Fate): 400% on all + -45% tactical immunity

    • Underworld Spear (100% chance): 3 Γ— 145% on lowest-HP target; if it crits β†’ -100% Resist on target for 3 rounds

How Penthesilea Leverages the Protection:

R1-R3, Penthesilea scales freely:

  • -60% physical damage on the team means she doesn't worry about dying

  • She accumulates Fate layers with each crit

  • Arrows' Grace milestones trigger with attack volume (3 attacks Γ— 3 Archers in R1 = 9 attacks β†’ milestone 5 in R1, milestone 10 at R2 start)

  • The 400% heal from Chained Fate in R4 resets Penthesilea's HP if she took any damage β€” she enters R4 nearly full

Trigger Chain:

R1-R3 (Wall Phase):

  • All receive -60% physical damage + +300% Resist

  • Tomyris: 80% Taunt β†’ enemies target her (and deal almost nothing)

  • Penthesilea: 3/4 attacks β†’ Twin Fates accumulating FB

    • Arrows' Grace scaling (milestones 5, 10, 15, 20)

    • Fate layers growing with each crit

  • Hector: CC Immune + survives 1 death + firing Apollo's Judgment (200% tactical on all)

R4 (Transformation):

  • Thick Wall expires β†’ Chained Fate activates automatically

    • All allies heal 400% HP per soldier

    • Hector: +35% FB/DS immediately

    • Apollo's Judgment now: 400% on ALL enemies (tactical, penetrates Resist)

    • Underworld Spear: 3 hits of 145% on weakest target; crit β†’ -100% Resist for 3 rounds

Penthesilea: protected during R1-R3, now with:

  • All Arrows' Grace tiers active

  • High Fate layers

  • HP restored by Hector's heal

  • 4 attacks per round with very high FB, crits in cascade

Strengths: The most resistant opening in the game β€” in R1-R3 the team is virtually untouchable by physical damage. Penthesilea scales protected. In R4 the team transforms and closes the fight with Hector nuking all enemies tactically. Works well against teams that rely on heavy physical attacks in the first rounds


Weaknesses:R1-R3 of your own team also has -60% physical damage (Thick Wall affects your normal attacks). Requires Hector well-leveled (his COMBAT skills in Chained Fate are the main resource for R4+); without maxed Hector, R4 is disappointing

πŸ“Š Comparative Summary


🏹 Final Thoughts

Tomyris is more than a Support hero β€” she is a force multiplier.

Her strength comes from turning the heroes around her into something far more dangerous. With the right combination, positioning, and investment, her abilities can completely change how an Archer legion performs throughout a battle.


Among the combinations explored in this guide, Tomyris + Penthesilea + BeowulfΒ stands out as one of the strongest Archer cores for players looking to maximize attack frequency, scaling, and long-term damage. However, the best legion ultimately depends on your heroes, skins, investment level, and the enemy formation you are facing.


We hope this guide helps you understand not only which combinations are strong, but also why they work. Understanding the mechanics is what allows you to adapt when the meta changes β€” rather than simply following a fixed tier list.


Thank You, Lord!


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We truly appreciate everyone who reads our guides, uses our tools, shares them with their alliance, and helps us continue improving the site.


If you found this guide useful, consider sharing it with your alliance or fellow commanders. Your support helps us keep researching, testing, and building new tools for the community.


Good luck on the battlefield, Lord.

β€” Rise of Castles Tools Team 🏹

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