Dagger Axe Lancers portrait

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Dagger Axe Lancers

AT4 · MasteryCavalryLancerMount: Rouncey
235Base Leadership
Leadership Doctrine
Standard-16% leadership197
Premium-10% leadership211

Attributes

Basic

Health
7,324
Strength
18
Speed
7.5
Labour
2.02

Attack

Piercing damage
921
Slashing damage
709
Piercing armour pen.
1,478
Slashing armour pen.
1,074

Defence

Piercing defence
409
Slashing defence
451
Blunt defence
306

Strength

Where this unit shines, by fight type

Blob6/10
Flank7/10
Skirmish7/10
Duelling2/10

Skill Tree Veterancy nodes unlocked as the unit levels. Hover or focus a node for detail.

Recommended veterancyTop Line

Hero pairingAny

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 3
Each level increases charge duration by 2 secondsMax level 2
Each level increases piercing damage by 2%Max level 3
Each level reduces charge cooldown by 3 secondsMax level 2
Each level increases charge damage by 7%Max level 2
Increases damage dealt to infantry by 15%Max level 1
Reduces damage taken from firearm units by 30%Max level 1
Reduces ranged damage taken while charging by 30%Max level 1
Each level increases health by 3%Max level 3
Each level reduces ranged damage taken by 10%Max level 2
Each level increases piercing defence by 3%Max level 2
Each level reduces damage taken from firearms by 20%Max level 2
Each level increases slashing defence by 3%Max level 2
Each level increases slashing damage by 2%Max level 2
Increases the number of enemies each soldier can attack with a single strike by 1Max level 1

Skills

1

Charge

The unit charges as directed, causing massive damage to enemies along the way.

2

Rally to Me

The unit charges directly towards their commander.

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. Their old “short charge” trait (max dmg even with 0 momentum) was removed. New play: press 2 early and maintain the charge if you can wipe in one go
  2. Takes 1.5s to reach final stance for full charge damage. You have about 10s to push through a blob before 2 ends
  3. Most fights, go in / try to go behind the push with your hero, while your daggeraxe stand on the opposite side of the push. X-move or/and press 2 when daggeraxe are 2/3s away from impact, let them go thru the blob (they follow your hero so go « away »)
  4. Avoid charging in first and then pressing 2 like before. If you can’t make good use of the follow-charge, it’s obviously better to still use a normal 1 charge and bring them back with skill 2 (but prio should always be to use 2)
  5. Also better (if you can) to dodge any pikes / enter fight from a better angle when you can charge somewhere and then follow up with 2

Doctrines

Highest level you can.

Mandatory

  • Lancer’s Last Stand (unit-unique: +40% DMG at <60% headcount)
  • Unit Damage Doctrine V
  • Epic Charge CD Doctrine (-14s charge CD, +100 piercing DMG)
  • Epic Charge Defence Doctrine (-50% DMG taken while charging, -6s charge CD)

Top Pick

  • Sprint Doctrine (+7% movement speed, unlocks Sprint +15% for 12s)
  • +225 Charge DMG Doctrine

Filler

  • Piercing DMG
  • -DMG Taken doctrines

Don’t put

  • Slashing DMG or Hero DMG

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.