Rarity:
Legendary
Specialties:
Engineering
Versatility
Skill
Ratings:
★☆☆☆☆ Overall
★☆☆☆☆ Open Field
★☆☆☆☆ Rallying
★☆☆☆☆ Defending
In Rise of Kingdoms, Elizabeth is a legendary Infantry commander. He has the Engineering, Versatility, and Skill talent trees.
Should you invest in Elizabeth?
Elizabeth is an Engineering commander who is able to output a lot of damage. On top of that, she has a lot of tankiness, which is extremely rare for an Engineering commander.
The problem with Engineering commanders is that they require a unique playstyle that is completely different from archer, infantry, and cavalry commanders. So, if you are a player who does not enjoy the Engineering playstyle, there is no point in getting her.
However, if you are focused on Engineering commanders, then you cannot go wrong with investing in Elizabeth to build your Engineering team.
- Highest active skill damage factor among ranged commanders
- Solid tankiness — rare for a ranged commander
- Built-in rage engine — addresses siege’s core weakness
Elizabeth Talent Tree Build
Coming Soon.
Elizabeth Pairings
A lot of players do not use Engineering commanders, so it is hard to test her properly and find reliable reports. But if you decide to go with Elizabeth, you can pair her with Cordoba, Babur, or John. The best approach is to test her with the Engineering commanders you already have and see which pairing works best for you.
Elizabeth Skills
Sovereign’s Glory
Target Type: Single
Rage Requirement: 1000
Deals ranged direct damage to a target troop (Damage Factor 1500; 2700 if the target is within melee range). The next time this commander’s troop uses an active skill, it deals 15% more damage for that skill.
Upgrade Preview:
Ranged Direct Damage Factor (Ranged): 1000 / 1100 / 1200 / 1300 / 1500
Ranged Direct Damage Factor (Melee): 1700 / 1900 / 2100 / 2300 / 2700
Active Skill Damage Bonus: 5% / 7% / 9% / 12% / 15%
Imperial Instruments
This commander’s siege units gain:
- 40% Defense
- 20% March Speed
If this commander’s troop contains only siege units, it deals 15% more ranged skill damage.
Upgrade Preview:
Siege Unit Defense Bonus: 20% / 25% / 30% / 35% / 40%
Siege Unit March Speed Bonus: 5% / 8% / 11% / 15% / 20%
Ranged Skill Damage Bonus: 5% / 7% / 9% / 12% / 15%
Let Tyrants Fear
When in ranged mode:
- Whenever this commander’s troop deals ranged direct damage, it gains 1 stack of Glory. Each stack of Glory grants 5% Rage Gain Speed and 5% Attack for 5 seconds. This effect can stack up to 5 times, and its duration resets whenever it gains another stack. Whenever the skill Sovereign’s Glory is used, this commander’s troop gains another stack of Glory.
Upgrade Preview:
Rage Gain Speed Bonus: 1% / 2% / 3% / 4% / 5%
Attack Bonus: 1% / 2% / 3% / 4% / 5%
Secret Service
Whenever this commander’s troop deals ranged direct damage, it has an 80% chance to trigger the following effects:
If NOT within melee range of the target troop:
- Deals ranged additional damage to the target troop for 2 seconds (Damage Factor 250) and gains 15 extra Rage.
- This effect can be triggered up to 3 times per second.
- Cooldown: 3 seconds.
If within melee range of the target troop:
- Deals ranged additional damage to the target troop for 2 seconds (Damage Factor 500) and reduces its damage dealt by 30% for 2 seconds.
- This effect can be triggered up to 3 times per second.
- Cooldown: 3 seconds.
Upgrade Preview:
Ranged Additional Damage Factor (Ranged): 50 / 100 / 150 / 200 / 250
Rage Gained: 5 / 7 / 9 / 12 / 15
Ranged Additional Damage Factor (Melee): 100 / 200 / 300 / 400 / 500
Damage Reduction: 10% / 15% / 20% / 25% / 30%
Eternal Empire
When in ranged mode:
- Whenever this commander’s troop deals ranged direct damage, it gains 1 stack of Glory. Each stack of Glory grants 7% Rage Gain Speed and 7% Attack for 5 seconds. This effect can stack up to 5 times, and its duration resets whenever it gains another stack.
- Whenever the skill Sovereign’s Glory is used, this commander’s troop gains another stack of Glory.
- When this commander’s troop has 1 / 3 / 5 stack(s) of Glory, the amount of time required to switch between ranged and melee modes is reduced by 1 / 2 / 3 second(s).

