
Coutiliers
Leadership110
Value9
Attributes
Basic
- Health
- 5,999
- Strength
- 18
- Speed
- 7.5
- Labour
- 2.3
Attack
- Piercing damage
- 715
- Slashing damage
- 397
- Piercing armour pen.
- 1,234
- Slashing armour pen.
- 768
Defence
- Piercing defence
- 194
- Slashing defence
- 281
- Blunt defence
- 293
Strength where this unit shines, by fight type
WIPBlob, Flank, Skirmish and Duelling ratings coming soon.
Skill Tree Veterancy nodes unlocked as the unit levels. Hover or focus a node for detail.
Recommended veterancyTop Line
Filled nodes show the recommended points, out of each node's max.
Increases piercing damage by 2%Max level 1
Each level increases armour penetration by 5%Max level 2
Each level increases piercing defence by 3%Max level 2
Unlocks Wedge formationMax level 1
Each level reduces damage taken from ranged units while charging by 20%Max level 2
Each level reduces charge cooldown by 6 secondsMax level 2
Increases critical value by 8%Max level 1
Each level increases charge damage by 7%Max level 2
Increases charge damage by 22%Max level 1
Each level increases health by 3%Max level 3
Adds 2 more soldiers to the unitMax level 1
Each level increases damage dealt in Siege Battles by 5%Max level 3
Each level increases charge damage by 7%Max level 1
Each level increases health by 3%Max level 1
Increases damage dealt to infantry by 10%Max level 1
Skills
Charge
The unit charges as directed, causing massive damage to enemies along the way.
Formations
Dispersed
A loose formation that reduces unit vulnerability to ranged weapons.
Line
The unit stands in two ranks, making it better at frontal attacks.
Wedge
The unit forms a wedge-shaped formation to break through enemy lines.
Guide
Playstyle
- With Mastery and the doctrines shown, the unit will have a 0s CD on charge. You’ll be able to literally spam charge and make use of the Mastery
- Like any lancer cav, your goal is to start the charge from far away enough to load the “Chargers” trait at its maximum (increases DMG & speed every 1.5s, 0.5s with the boots rune, until 3 levels)
- This unit SHINES when equipped with the 2 T5 charge-CD reductions: 0 cooldown on charge, spam X-move and charge again to micro as much as you want
Doctrines
Highest level you can.
Mandatory
- Lancer’s Last Stand (lancer-archetype: +40% DMG at <60% headcount)
- Unit Damage Doctrine V (+120 unit DMG, +80 all-type)
- Lancer Charge Doctrine V (-14s charge CD, +100 piercing DMG)
- Epic Charge Defence Doctrine (-50% DMG taken while charging, -6s charge CD)
Top Pick
- Mobility Doctrine V (+7% movement speed, unlocks Sprint +15% for 12s)
Filler
- Epic Leadership Doctrine (alt for Sprint or Last Stand)
- Epic Assault Doctrine (alt)
- Health & Resistance Doctrine V (-5% DMG taken, alt)
- Hero Damage Doctrine V (alt)
Tips & Tricks
- Lancer’s Last Stand TRICK: If you spawn with it, swap away and swap back. If you just lost a unit, take this one out from supply (best is to have it out, swap to another unit, then swap back to it). The reason is the damage boost: when you take a unit from supply after it’s already out, the doctrine that gives 40% damage at -60% unit count will apply to 100% of the unit.