Charlemagne
Rarity:
Legendary
France| Pater Europae
Leadership |
Conquering |
Skill
Charlemagne is exclusively available for kingdoms over 140 days.
Summary
- Legendary Commander, Charlemagne is a versatile commander for PVP.
- His talents and skill make him an undisputed leader to attack enemy cities and garrison, even as a secondary he is effective for this job.
- He is a commander who does not use a specific unit as his fortress, on the contrary, when taking mixed troops this will become his main weapon on the battlefield.
- His role as a commander in both the Primary and Secondary game is excellent, he performs as a unique commander in his style thanks to the effectiveness he has in any situation or task that we assign him.
Advantages & Disadvantages
Advantages
- Versatile commander thanks to his variety of talents and alternatives for the battlefield, mainly attacking cities or garrison. We can assign you the same task in multiple ways and it will take on your role beautifully.
- His ultimate skill “Carolingian Renaissance” is excellent when selecting Charlemagne as a conqueror in any of the three builds.
- It has a great absorption of damage per skill, it will even be continuously improved each time you continue fighting.
Disadvantages
- Does not have healing factor.
- It does not have any skills or talents for PVE, it is intended to be a PVP commander and only attacking cities or garrison. Open field battles are not your favorites.
- He is a slow commander and his resistance against any specific unit or army is not very good.
Charlemagne Skills
Skill | Description |
![]() Eagle of Jupiter Active |
Deal direct damage to single target.
Upgrades:
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![]() Happy Home Passive |
While on the map, all troops under your command have a 10% chance to gain a shield when they are attacked. This shield lasts for 4 seconds and can take a large amount of damage.
Upgrades:
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![]() Plot Maneuvers Passive |
When this Commander initiates a Rally attack, increase the attack and defense of all rallied troops.
Upgrades:
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![]() Paladin Passive |
For each 10% Charlemagne’s troop count decreases, skill damage increased. When his troop count is less than 70%, skill damage is increased.
Upgrades
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![]() Carolingian Renaissance Expertise |
When attacking a city, 10% fewer of your troops will die, and instead will be severely wounded. |
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Charlemagne Talent Builds
Rally Build (Conquering)
In this first Build of Charlemagne, we will expose the best talents and skills with which to make any attack on cities or garrison effective.
“Eagle of Jupiter” its active skill has a good single target damage. Despite not being one of the most powerful skills in Rise of Kingdoms for a commander of its legendary quality, it causes a lot of damage, even more when we are leading a rally where the total power of our units is greatly increased.
When fighting on the map, Charlemagne has a passive skill “Happy Home”, this has a 10% probability of protecting us with a shield that absorbs damage, it is a great skill for any attack on cities or garrison.
“Plot Maneuvers” this is his main skill for Rally, it increases the damage and defense of our Rally by 10%, it only works when we start a rally, that is why it is one of its best skills and it is important to have it maximum if we choose to Charlemagne as a conqueror.
“Pataum”, another of his essential skills for PVP, increases its damage skill by several percent each time we lose 10% of our army until reaching 70% of our total troops and further increase this damage by a higher percentage, even It has factors for both open field and rally, it is an excellent skill
His definitive skill “Carolingian Renaissance” is ideal for attacking cities or garrison, Charlemagne decreases 10% of his troops killed in each attack, they will go to the hospital, the more units he has under his command this percentage of loss reduction becomes more effective . Here are the most effective talents for Rally:
Conquering Talents
Moment of Triumph: While the army led by this commander is at more than 90% strength, increases all damage dealt by 9%. Ideal to always reinforce our Rally while attacking some garrison.
Marionette: Reduces damage taken from watchtowers by 15%. Ideal for having the least possible loss of troops and taking less damage during our attack. It only works against cities, as these are the only ones that have watchtowers.
Signal Flare: Increases damage dealt to watchtowers by 15%. Our direct attack against the watchtowers of the enemy city will be rewarded with extra damage essential for a quick victory.
Buckler Shield: Reduces counterattack damage by 9%. Charlemagne will take less damage when attacking garrison or cities.
Tear of Blessing: The number of troops that die when attacking another governor’s city is reduced by 9% and are instead severely wounded (and can be healed in the Hospital). “Tear of Blessing” + “Carolingian Renaissance” = 19%. Excelent!
Entrenched: Increases all damage dealt to strongholds by 3% and damage taken form stronghold garrison is reduces by 3%. Against any structure we will do and suffer less damage.
Meteor Shower: When attacking garrisons, normal attacks have a 10% chance to increase all damage dealt on the next turn by 50%. A talent by probability, the DPS improvement provided by this talent is excellent.
Skill Talents
Heraldic Shield: Reduces skill damage taken by 6%. This damage skill reduction is very good to increase the resistance of Charlemagne and his troops when attacking cities or garrison.
Burning Blood: Normal attacks grant an additional 9 rage. Excellent for the reuse of our active skill when attacking cities or garrison.
Tactical Mastery: Increases active skill damage by 3%. Important talent for our damage skill increase.
All for One: After the primary commander uses a skill, active skill damage of the secondary commander is increased by 6%. Any commander secondary to Charlemagne will have a skill damage buff. Great talent.
Rejuvenate: Instantly restores 60 rage whenever a skill is used. Good talent to decrease the cooldown of our active skill.
Leadership Talents
Hidden Wrath: Grants and additional 6 rage every time this commander’s troops are attacked. Good talent to reuse our damage skill quickly.
Charlemagne is a commander made to attack cities or garrison thanks to his skills and talents. This build is focused on increasing our damage and resistance against structures, however, we can use some other more direct builds in terms of rage and attack that will also have great effectiveness when attacking cities and garrison, and we will explain it below:
Rally Build (Skill)
In this second build, we will focus Charlemagne’s damage on his active skill, and how to quickly regenerate Rage to use this as his main form of damage. At all times Charlemagne will be a conqueror regardless of the talents we choose, his skills were created with a single purpose in Rise of Kingdoms and that is to burn garrison.
Although we do not select any talent from the “Conquering” tree for this occasion, its effectiveness when conquering will be very powerful since this build is an alternative and directs its specialization to a new change of talents and way of inflicting damage:
Conquering Talents
- This time we will not use any of the talents of “Conquering”.
Skill Talents
Heraldic Shield: Reduces skill damage taken by 6%. Good damage reduction.
Burning Blood: Normal attacks grant an additional 9 rage. Excellent for the reuse of our active skill during any combat.
Tactical Mastery: Increases active skill damage by 3%. Important talent to our damage skill increase.
All for One: After the primary commander uses a skill, active skill damage of the secondary commander is increased by 6%. Excelent!
Latent Power: Enhanced additional skill damage by 6%. “Latent Power” + “Tactical Mastery” = +9% additional skill damage.
Clarity: After using an active skill, increases skill damage by 6% for the next 6 seconds. Charlemagne when using his active skill, will have a buff for 6 seconds that increases the damage of his next “Eagle of Jupiter” by 6%.
Rejuvenate: Instantly restores 60 rage whenever a skill is used. Great talent to take advantage of the buff from “Clarity”.
Feral Nature: Normal attacks have a 10% chance to grant an additional 100 rage. This talent has a probability of being effective, but if this probability favors us we will generate a lot of damage quickly to any garrison that we attack.
Leadership Talents
Healing Herb: Enhances healing effects received by troops by 9%. Charlemagne does not have any healing skills, however, we can use a secondary commander with this type of ability and increase the percentage of their healing thanks to this talent.
Fresh Recruits: Increases maximum troop capacity by 3%. Excellent talent to increase our troop capacity in rally.
Hidden Wrath: Grants and additional 6 rage every time this commander’s troops are attacked. Nice!
Armed to the Teeth: When armies led by this commander contain 3 or more different unit types, all damage dealth increased by 3%. Great talent for having mixed troops. Very good!
Analyzing this build we can see that Charlemagne through these talents will increase damage skill, it will even maintain a rapid rage regeneration to be able to use “Eagle of Jupiter” over and over again almost instantaneously.
As we said, despite not being a skill with a lot of DPS, we can take advantage of it a lot by having a talent tree of this type that increases the damage skill of our commanders and their rapid restoration of rage.
Rally Build (Mixed Troops)
In this third and last Build we will adjust our “Pater Europae” to tremendous versatility, using mixed troops in rally when attacking cities or garrison.
When comparing it with the previous builds we can say that we will have less damage skill, less rage regeneration and less resistance when attacking garrison or cities, however we gain extra combat statistics and troop capacity, as well as abilities that will adjust our army for better use mixed troops.
This will also be a necessary build with secondary commanders like Hannibal Barca who greatly increase their damage through their skills to armies with mixed troops and increase their maximum capacity:
Conquering Talents
- This time we will not use any of the talents of “Conquering”.
Skill Talents
Heraldic Shield: Reduces skill damage taken by 6%. A significant reduction in damage skill.
Burning Blood: Normal attacks grant an additional 9 rage. Excellent for the reuse of our active skill during any combat.
Tactical Mastery: Increases active skill damage by 3%. Important talent to our damage skill increase.
All for One: After the primary commander uses a skill, active skill damage of the secondary commander is increased by 6%. Excelent!
Latent Power: Enhanced additional skill damage by 6%. “Latent Power” + “Tactical Mastery” = +9% additional skill damage.
Rejuvenate: Instantly restores 60 rage whenever a skill is used. Rage, important for the reuse of our active skill.
Leadership Talents
Healing Herb: Enhances healing effects received by troops by 9%. Charlemagne does not have any healing skills, however, we can use a secondary commander with this type of ability and increase the percentage of their healing thanks to this talent.
Fresh Recruits: Increases maximum troop capacity by 3%. Excellent talent to increase our troop capacity in rally.
Hidden Wrath: Grants and additional 6 rage every time this commander’s troops are attacked. Nice!
Steely Soul: Increased normal attack damage by 1.5%. Good talent.
Armed to the Teeth: When armies led by this commander contain 3 or more different unit types, all damage dealt increased by 3%. Great talent for having mixed troops.
Armed and Armored: When armies led by this commander contain 3 or more different unit types, all damage taken is reduced by 3%. Very good.
Close Formation: When the army led by this commander has been reduced to 50% strength increases attack by 12%. Great talent, perfect combination with Charlemagne’s Skill “Pataum”.
Strategic Prowess: After using a skill, increases troop defense by 20% for the next 2 seconds. Charlemagne when using “Eagle of Jupiter” will gain 20% extra defense to benefit his army, excellent!
The use of this latest talent build is an alternative to the previous ones, as we have been explaining, each of them has a unique and absolute way of use.
In this case, the main strength of Charlemagne will be its mixed troops and the extra capacity of troops, these will gain many statistics during the battle and will be greatly strengthened, in addition to the use of important talents that taking advantage of them correctly will have a great impact in each attack, however, we must look for the best of the secondary commanders to accompany him to Charlemagne, it is something we will depend on a lot in any of the three builds.
Best Commanders Pairings for Charlemagne
Recommended Equipment for Charlemagne
Equipment | Delay time | Stats |
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22 Days | Cavalry Defense +3%
Infantry Defense +5% Archer Defense +5% |
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72 Days | Cavalry Attack +4%
Infantry Attack +3% Archer Attack +3% |
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14 Days | Infantry Attack +3%
Archer Health +3% Commander EXP Gain +3% |
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18 Days | Cavalry Health +2%
Infantry Health +1% March Speed +3% |
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14 Days | Infantry Defense + 3%
Archer Defense +3% Commander EXP Gain +3% |
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15 Days | Cavalry Health +2%
Infantry Defense +1% March Speed +3% |
Total | 155 Days | Cavalry Attack +4%
Cavalry Defense +3% Cavalry Health +4% Infantry Attack +6% Infantry Defense +9% Infantry Health +1% Archer Attack +3% Archer Defense +8% Archer Health + 3% March Speed + 6% |