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Imperial Arquebusiers portrait

← Units · Ranged

Imperial Arquebusiers

By Amya · Updated 2026-08-04

DT4RangedArquebusier

WIPBlob, Flank, Skirmish and Duelling ratings coming soon.

230Base Leadership
Leadership Doctrine
Standard-16% leadership193
Premium-10% leadership207

Veterancy Line what to spend your points on. Nodes unlock as the unit levels.

Recommended veterancyJust go the DMG line (standard muskets have only the one real line: more damage)

Hover or focus a node for detail.
Increases piercing damage by 2%Max level 1
Each level increases armour penetration by 5%Max level 3
Each level increases critical value by 4%Max level 3
Each level increases Volley Fire's damage by 8%Max level 3
Each level increases piercing damage by 2%Max level 3
Each level reduces Volley Fire cooldown by 3 secondsMax level 3
Bullets can break enemy's Blocking statusMax level 1
Each level increases health by 3%Max level 3
Each level increases damage dealt in Siege Battles by 5%Max level 3
Reduces resupply cost by 20%Max level 1
Increases damage dealt to cavalry by 15%Max level 1
Increases Volley Fire damage by 10%Max level 1
Increases Volley Fire damage by 10%Max level 1
Upon hitting a cavalry unit with Volley Fire, increases damage they take by 33% for 1 secondMax level 1

Skills & Formations

Attack AreaAttack AreaThe unit fires at a particular spot. Good for blocking breaches in your lines.Volley FireVolley FireThe unit forms three ranks that fire in turn.
DispersedDispersedA loose formation that reduces unit vulnerability to ranged weapons.Three RanksThree RanksThe unit forms three ranks. Good for concentrating fire.

Playstyle

  1. Game pace doesn’t suit standard ranged anymore. Leadership changes and offensive doctrines drive fast, high-pressure engagements. Teams push quickly, engage fast, rotate aggressively. There’s no safe window for traditional ranged to set up and contribute
  2. Ranged DMG numbers are not impact. Even if your muskets show high damage, it doesn’t translate to value. Most damage is chip, healed off, or spread across tanks. Meanwhile your team was short a frontline or cav unit that could have actually broken a phalanx, won a skirmish, or secured a flank. In almost every real scenario, a T4 melee or cav would have done more than a T4 musket
  3. No unique role. In higher lobbies, ranked, TW, or tournaments, non-exotic ranged are either not picked or directly avoided. Seen as a handicap, not a contribution. If the enemy sees your team running regular muskets, it signals an easy push or opening
  4. Appealing trap for new players. Muskets seem simple: no micro, no need to understand matchups, feels “safe” and familiar. But that safety is deceptive. By skipping micro and avoiding positioning, timing, and unit interaction, you’re skipping the real learning curve. You fall behind in skill development and map awareness
  5. Bait effect on teammates. Low-impact ranged forces teammates to play differently: peeling for your low-damage backline or pushing without needed frontline support. You become bait without knowing it, dragging attention and space away from actual win conditions

If you like range, learn the exotic units (Zykalian Militia, Hwarang, Shenji Grenadiers, Flamers, Lionroar Crew). Use them as tools, not a crutch. Still learn rotation, map pressure, and unit interaction. Watch top-tier play to see how impactful range is actually used (rare, specific, intentional).

Final thought: muskets might feel easy, but they teach you nothing and contribute even less. If you’re serious about improving or contributing to wins, step into melee, cav, or exotic range and start learning the real game.

Attributes

Lvl 1 & 24

Basic

Health
3,673
Strength
28
Speed
5
Labour
3.92

Attack

Piercing damage
2,796
Piercing armour pen.
2,678

Defence

Piercing defence
341
Slashing defence
317
Blunt defence
209

WIPMax level stats are not in yet. Switch back to Lvl 1 for the unit's current attributes.

Balance history Official balance changes for this unit, newest first. Each entry's Source opens the real patch notes.

11 changes
  1. Source ↗
    • Adjusted [Volley Fire] skill firing sequence to maintain continuous fire in the specified direction during the skill duration, improving firing efficiency by approximately 35%: after the unit forms up, they first unleash a volley. Then, soldiers in the front, middle, and rear ranks take turns to unleash quick shot. Each rank fires three volleys in sequence; after two volleys, the next rank finishes reloading and begins firing.
    • During the [Volley Fire] skill, units will continue shooting in the specified direction and will not reposition.
    • Leadership 245 → 230.
  2. Source ↗
    • Mastery node 1: Increases HP.
    • Mastery node 2: Increase rate of fire, and additionally increase the rate of Volley Fire.
    • Mastery node 3: Increases HP.
    • Mastery node 4: Increase rate of fire, and additionally increase the rate of Volley Fire.
    • Mastery node 5: Killing enemy reduces Volley Fire's cooldown.
    • Mastery node 6: Increases damage dealt to cavalry.
    • Mastery node 7: Increases damage versus long-handle units.
    • Mastery node 8: When Volley Fire interrupts Cavalry's Charging, it will deal high Bleed damage.
  3. Source ↗
    • Unit size 24 → 28 soldiers.
  4. Source ↗
    • Leadership 255 → 245.
  5. Source ↗
    • Improved [Volley Fire]'s AI: will now launch a volley after forming formation, after which the three rows of Arquebusiers fire in succession.
    • Changed the firing order and interval of [Volley Fire], reducing the gap between shots; this should increase [Volley Fire]'s effectivity by about 40%.
    • Reduced [Volley Fire]'s cooldown to 40 seconds (was 50).
    • Removed the 'reduces piercing damage by 10%' effect from the [Choice] Veterancy Point node.
    • Changed the Veterancy Point node [Skillful Barrels]: cavalry hit by Volley Fire take 33% increased damage for 1 second (previously the node made Volley Fire fire one extra time).
  6. Source ↗
    • Fixed the text description of the [Imperial Arquebusiers]' Veterancy Point node [Kit Repair]. It now displays 'reduces unit resupply cost by 20%' (previously displayed as 5%).
  7. Source ↗
    • Piercing Damage increased by 48.
  8. Source ↗
    • Piercing Damage 2712 → 2748
  9. Source ↗
    • The "Volley Fire" skill will now correctly take effect upon use.
  10. Source ↗
    • Volley Fire's basic firing speed has been reduced by 30%.
    • Basic Piercing Damage has been reduced by 60 points.
  11. Source ↗
    • Greatly increased accuracy of Imperial Arquebusier volley; adjusting the lasting time of volley fire from 40s to 30s.
    • Fixed a bug where Imperial Arquebusier skill cooldown didn't work correctly during training.
    • Fixed a bug that rudimentary sights and alloyed bullets of Imperial Arquebusiers didn't come into effect.
    • Fixed issue where Volley Fire Practice in the Unit Tree worked correctly only for Imperial Arquebusiers.

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