
← Units · Cavalry
Dagger Axe Lancers
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
- 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
- Takes 1.5s to reach final stance for full charge damage. You have about 10s to push through a blob before 2 ends
- 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 »)
- 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)
- 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.