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Coutiliers

SGreen · MasteryCavalryLancerMount: Jennet
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

  1. 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
  2. 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)
  3. 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.