William I Rise of Kingdoms Guide: Skills, Talents & Pairings

Last update : 06/22/2026

Rise of Kingdoms William I Guide- Skills, Talents & Pairings

William I, also known as William the Conqueror, is a Legendary cavalry commander in Rise of Kingdoms who shines in open-field battles, cavalry marches, and group fights where multiple enemy troops are clumped together. He is not the newest cavalry commander in the game anymore, but he still has a very useful kit thanks to his area damage, march speed reduction, cavalry attack bonuses, and team-friendly rage support.

The best way to use William I is not as a random damage dealer. He performs best when you place him in a cavalry march that can move quickly, hit multiple targets, and punish enemies who are already surrounded. His active skill can strike up to three targets in a forward rectangle, while his passive skills improve cavalry stats and add extra damage when the enemy is being swarmed.

In this updated William I Rise of Kingdoms guide, we will cover his role, best talent build, recommended commander pairings, skill breakdown, skill upgrade priority, strengths, weaknesses, and whether he is still worth investing in.

William I Overview 🐎

William I is a cavalry-focused commander with the Cavalry, Versatility, and Attack talent trees. His kit is designed for open-field pressure, especially in large fights where enemy troops are close enough for his active skill to hit several targets.

He is not a defensive commander, and he is not the best choice for garrison duty. Instead, William I works best when he is moving with your cavalry march, joining murder balls, swarming targets, or supporting your main cavalry commanders as a secondary commander.

His biggest value comes from four things:

  • Area-of-effect damage that can hit up to three targets.
  • March speed reduction that helps slow enemies.
  • Cavalry attack and march speed bonuses.
  • Rage and defense support when his active skill hits multiple targets.

William I is especially useful for players who enjoy cavalry gameplay in Season of Conquest. However, because newer cavalry commanders have entered the meta, he is usually better as a secondary commander or a budget cavalry option rather than your main long-term investment priority.

Is William I Worth Investing In? 💎

William I is worth investing in if you already focus on cavalry and need a reliable open-field commander. He is especially good for players who want a commander that can perform well without requiring immediate expertise.

For most players, William I is not the first commander you should max if you still need stronger modern cavalry commanders. Commanders like Alexander Nevsky, Joan of Arc Prime, Huo Qubing, and other newer cavalry options can offer stronger overall value depending on your account. But William I still has a place because his kit brings useful secondary commander value, especially through area damage, rage support, and cavalry stats.

You should consider investing in William I if:

  • You are a cavalry-focused player.
  • You already have a strong primary cavalry commander.
  • You need a reliable secondary commander for open field.
  • You want extra AoE damage and rage utility.
  • You can bring him to a strong skill level without wasting too many legendary sculptures.

You should skip or delay William I if:

  • You are a free-to-play player with limited legendary sculptures.
  • You have not built your top priority commanders yet.
  • You mainly play infantry or archer marches.
  • You need a garrison or city defense commander.
  • You already have better cavalry pairings available.

For most players, William I is best treated as a strong supporting cavalry commander, not a must-max commander.

Best William I Talent Tree Build ⚔️

Rise of Kingdoms William I Guide- Skills, Talents & Pairings Field Build

The best William I talent build is an open-field cavalry build that focuses on damage, rage generation, cavalry stats, and survivability. Since William I is often used as a secondary commander, his talent tree only matters when he is the primary commander. If you use him as secondary, only his skills take effect, not his talents.

When building William I as a primary commander, your goal is to make his cavalry march hit harder while still having enough rage generation and durability to survive in open-field fights.

A strong William I open-field build should focus on:

  • Cavalry attack and health.
  • Rage generation.
  • Skill damage uptime.
  • March speed.
  • Extra survivability.
  • Damage bonuses from the Attack tree.

Start by taking key talents from the Attack tree to improve damage and rage generation. Talents that increase damage output are useful because William I relies on pressure and quick trades. After that, move into the Cavalry tree to improve cavalry stats, especially health, march speed, and rage generation.

The Versatility tree is usually not the main priority because William I gets more practical open-field value from Attack and Cavalry talents. You want your march to be fast, aggressive, and able to keep using active skills often.

If you only use William I as a secondary commander, do not worry too much about his talent tree. In that case, put your best talent build on the primary commander, then let William I provide his skill damage and support effects from the secondary slot.

Best Commander Pairings for William I 🤝

William I works best with cavalry commanders who bring strong single-target damage, rage generation, tankiness, or extra cavalry bonuses. He can be used as a primary commander, but in many cases, he performs better as a secondary commander behind a stronger modern cavalry leader.

Alexander Nevsky + William I

Alexander Nevsky is one of the best primary commanders to pair with William I. Nevsky brings powerful skill damage and excellent cavalry pressure, while William I adds AoE damage, extra debuffs, and rage support.

This pair works well because Nevsky wants to hit hard and cycle active skills quickly. William I supports that playstyle by adding more battlefield pressure, especially when fighting inside a large group of enemies.

Use Nevsky as the primary commander and William I as the secondary commander for best results.

Huo Qubing + William I

Huo Qubing and William I can work well together for open-field cavalry gameplay. Huo Qubing brings strong cavalry damage, while William I adds AoE coverage, defense support, and extra rage when his active skill hits multiple enemies.

This pairing is especially useful if you want a cavalry march that can pressure enemies in group fights. Huo Qubing handles the heavy damage role, while William I improves the march’s utility and multi-target value.

Use Huo Qubing as primary and William I as secondary.

Saladin + William I

Saladin is a good pairing for players who want a more durable cavalry march. Saladin brings tankiness, damage reduction, and strong cavalry utility, while William I adds extra damage and AoE pressure.

This is not the strongest modern cavalry pairing, but it is still useful for players who do not have all the newest commanders unlocked or maxed. It is a safer option than some glass-cannon pairings because Saladin helps the march survive longer.

Use Saladin as primary and William I as secondary.

Genghis Khan + William I

Genghis Khan and William I can create a heavy nuking cavalry pair. Genghis Khan brings strong single-target skill damage and rage generation, while William I adds AoE damage and debuffs.

This pairing can hit hard, but it is also fragile. You need to be careful with positioning because Genghis Khan is often targeted quickly in open field. If enemies focus this march, it can lose troops fast.

Use this pairing when you want burst damage and you are confident in your positioning.

Takeda Shingen + William I

Takeda Shingen gives William I a more balanced setup. Takeda improves cavalry durability and applies effects that help increase damage against the enemy. This makes the pair more stable than pure nuking combinations.

Takeda is not as dominant as the newest cavalry options, but he still works as a practical partner if your commander roster is limited. This pair is better for players who want a cavalry march that can stay in fights longer instead of relying only on burst damage.

Attila + William I

Attila and William I can be used together if you want a cavalry march focused on normal attacks and pressure. William I adds extra damage and utility, while Attila brings strong sustained damage.

This is more situational and is not usually the first recommended open-field pairing today. However, it can still work if you already have Attila built and need a usable secondary commander.

William I Skills Breakdown 🧠

William I’s skills are what make him valuable in Rise of Kingdoms. His kit is built around cavalry damage, AoE pressure, march speed reduction, and support effects in crowded fights.

Hidden Bloodline

William I Skills Hidden Bloodline

Hidden Bloodline is William I’s active skill and one of the main reasons he is useful in open field. It costs 1000 rage and deals direct damage to up to three targets in a forward-facing rectangle area.

The damage is reduced for each additional target after the first, but the value is still strong because hitting multiple enemies in open field can create a lot of pressure. This skill also reduces the march speed of affected targets for three seconds and prevents their extra skill damage from buffs from taking effect.

At max level, Hidden Bloodline reaches 1500 direct damage factor and applies a 30% march speed reduction.

This skill is excellent in murder ball fights because enemies are often grouped together. The more consistently you hit multiple targets, the more value William I provides.

Charge of Hastings

William I Skills Charge of Hastings

Charge of Hastings is a passive skill that increases cavalry attack and march speed. It also increases all damage dealt while fighting in alliance territory.

At max level, this skill gives cavalry units under William I’s command 20% increased attack and 15% increased march speed. When fighting in alliance territory, the march deals 10% more damage.

This skill is simple but useful. Cavalry commanders need speed to enter fights, escape bad trades, chase targets, and reposition. The attack bonus also improves William I’s overall damage output.

The alliance territory bonus is situational, but it can be very powerful during territory fights, pass fights, altar battles, and alliance-controlled objectives.

Norman Conquest

William I Skills Norman Conquest

Norman Conquest is one of William I’s most important passive skills. It increases cavalry attack while on the map and gives normal attacks a chance to deal direct damage to the target.

If the target is surrounded, it takes extra damage based on the number of surrounding troops, with up to five surrounding troops counted.

At max level before expertise, this skill gives 20% cavalry attack, has a chance to deal 800 direct damage factor, and adds extra surrounded damage.

This skill rewards good battlefield awareness. William I becomes more dangerous when your alliance is swarming or collapsing onto a target. If you are fighting alone, you will not get the same value from the surrounded damage.

Scourge of the North

William I Skills Scourge of the North

Scourge of the North gives William I more survivability and team support. When Hidden Bloodline hits a target, William I’s troops gain increased defense for three seconds.

The stronger effect happens when Hidden Bloodline hits two or more targets. In that case, William I’s troops and nearby allied troops gain increased defense and receive 50 rage per second for three seconds.

At max level, the defense bonus reaches 20%.

This is a very important open-field skill because it helps both William I and nearby allies. The rage support can help nearby marches use their active skills faster, which is why William I is valuable in group fights.

Judgement Day

William I Skills Judgement Day

Judgement Day is William I’s expertise skill. It enhances Norman Conquest.

With expertise, cavalry attack increases to 30%, and normal attacks have a chance to deal 1000 direct damage factor. The surrounded damage factor also increases, making William I stronger when attacking targets that are already being surrounded.

Judgement Day is useful, but it is not always mandatory. William I can still perform well before expertise, especially if you use him mainly as a secondary commander. Players with limited legendary sculptures should think carefully before pushing him all the way to expertise.

Best Skill Upgrade Order for William I 📈

The safest way to build William I is to max his first skill before unlocking too many other skills. Hidden Bloodline is his most important skill because it gives him AoE damage, march speed reduction, and debuff value.

Recommended upgrade path:

First, keep William I at 1 star and max Hidden Bloodline to 5. This gives you the strongest version of his active skill as early as possible.

Next, unlock his second skill and work toward 5511 or 5510 as a basic usable point. This gives him cavalry attack, march speed, and better battlefield performance.

After that, aim for 5551 if you want better value from his third skill without committing too many sculptures. This is one of the best stopping points for many players because William I already becomes useful without requiring full expertise.

Finally, expertise him only if you are a cavalry-focused player and you still use him often. His expertise improves damage, but it may not be the best sculpture priority compared to newer top-tier commanders.

Best value stopping points:

  • 5111: Basic unlock, not ideal for serious fighting.
  • 5511: Usable budget setup.
  • 5551: Strong value setup for many cavalry players.
  • 5555: Best version, but only worth it if you use him often.

How to Use William I in Open Field 🛡️

William I is strongest when you use him with smart positioning. His active skill hits in a forward rectangle, which means direction matters. You want to face your march toward enemy groups instead of attacking from awkward angles.

In open field, try to place William I where his active skill can hit multiple targets. If you are only hitting one target all the time, you are not getting full value from his kit.

Use William I to:

  • Join cavalry murder balls.
  • Hit clumped enemy marches.
  • Support allied rallies and swarms.
  • Slow enemy troops with march speed reduction.
  • Add rage support to nearby allies.
  • Punish surrounded targets.

Avoid using William I to:

  • Defend your city.
  • Serve as a garrison commander.
  • Fight isolated tanky targets for too long.
  • Lead weak marches into enemy murder balls.
  • Chase too deep without support.

William I is not a commander you should throw into the middle of enemies without thinking. He is useful, but he can still get focused down if you position poorly.

Best Troops and Equipment for William I 🐴

William I should usually lead a full cavalry march. Some of his effects can technically work without a pure cavalry march, but his best bonuses are built around cavalry units. A full cavalry march gives you better speed, better synergy, and stronger overall performance.

For equipment, focus on cavalry gear that gives health, defense, and attack. Health is usually one of the best stats in Rise of Kingdoms because it improves overall troop trades, while defense helps William I survive longer in open-field fights.

Useful equipment priorities:

  • Cavalry health.
  • Cavalry defense.
  • Cavalry attack.
  • March speed.
  • Skill damage if available through accessories or armaments.

For formations, Wedge is often a strong choice for skill damage commanders. However, your best formation can depend on your available armaments and your primary commander. If William I is secondary, build the formation around your primary commander first.

William I Strengths and Weaknesses ⚖️

William I has a strong kit, but he also has clear limits. Understanding both sides will help you decide whether he fits your account.

His biggest strengths are:

  • Strong AoE damage for cavalry marches.
  • Useful march speed reduction.
  • Good cavalry attack and march speed bonuses.
  • Extra value against surrounded targets.
  • Defense and rage support for nearby allied troops.
  • Works well as a secondary commander.
  • Does not always require expertise to be useful.

His biggest weaknesses are:

  • Not a top-priority commander for every player.
  • Can be replaced by newer cavalry commanders.
  • His AoE rectangle requires good positioning.
  • Not designed for garrison or defense.
  • Needs cavalry synergy to perform well.
  • Surrounded damage depends on battlefield situation.
  • Can be focused quickly in open field if used carelessly.

William I is best when used by players who understand open-field positioning and cavalry movement. He rewards good timing and group fighting more than random solo attacks.

FAQs

Is William I good in Rise of Kingdoms?

Yes, William I is still good, especially for cavalry players who need an open-field commander with AoE damage and support value. However, he is no longer the most important cavalry commander to invest in first.

Is William I better as primary or secondary?

William I is often better as a secondary commander behind a stronger cavalry primary such as Alexander Nevsky or Huo Qubing. Use him as primary only if you need his talent tree or do not have a better primary commander available.

What is the best William I pairing?

Alexander Nevsky + William I is one of the strongest options. Huo Qubing + William I is also a strong cavalry pairing. For older or budget accounts, Saladin, Genghis Khan, and Takeda Shingen can still work.

Does William I need expertise?

No, William I does not always need expertise. His expertise improves damage, but many players can stop around 5551 and still get good value. Expertise is only worth it if you use him frequently and have enough legendary sculptures.

What troop type should William I use?

William I should use cavalry troops. His best bonuses are cavalry-focused, and cavalry also matches his fast open-field playstyle.

Is William I good for free-to-play players?

William I can be good for free-to-play players, but he should not automatically be your first legendary investment. If you have limited sculptures, prioritize commanders that give more long-term value for your account.

Conclusion

William I remains a useful cavalry commander in Rise of Kingdoms, especially for open-field fights where his AoE damage, march speed reduction, and rage support can create strong value. He is not the newest or most dominant cavalry commander anymore, but he still works well as a secondary commander for players who want more pressure in group fights.

If you are a cavalry-focused player, William I is worth building to a strong value point like 5551. If you are short on legendary sculptures, you can delay expertise and focus on higher-priority commanders first.

The key to using William I well is positioning. Put him in fights where his active skill can hit multiple enemies, pair him with a strong cavalry commander, and avoid sending him too deep into enemy focus fire.

For more commander builds, pairing ideas, and game updates, check out our Rise of Kingdoms guides and keep improving your march setup before your next KvK.

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