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Imperial Pike Guards
Attributes
Basic
- Health
- 7,464
- Strength
- 28
- Speed
- 5
- Labour
- 4.48
Attack
- Piercing damage
- 1,469
- Blunt damage
- 688
- Piercing armour pen.
- 1,550
Defence
- Piercing defence
- 596
- Slashing defence
- 490
- Blunt defence
- 288
- Block
- 320
- Block recovery
- 21
Strength
Where this unit shines, by fight type
Skill Tree Veterancy nodes unlocked as the unit levels. Hover or focus a node for detail.
Recommended veterancy- Full Top for DPS (Recommended) - Full Bot for Tankier
Hero pairingAny
Filled nodes show the recommended points, out of each node's max.
Skills
Stand Firm
The pikemen brace themselves against oncoming enemies. In this state, they deal additional damage to cavalry and charging infantry. This skill can be activated manually in any formation, and triggers automatically when the unit enters Line or Block formation.
Advance
The unit advances to the designated position, knocking down enemies along the way. Every hit will increase the enemy's damage taken by 2%, up to 16%.
Loyal Strike
Advance will instantly end and an all-out attack will be launched. The more damage dealt by Advance, the more damage Loyal Strike deals.
Formations
Dispersed
The unit spreads out a little to lessen the damage from ranged attacks.
Line
The unit form two staggered rows. Effective when advancing.
Schiltron
The unit forms a circle for all-round defence. Vulnerable to artillery.
Unique doctrines The unit's own doctrine slots from the game data. Amya's picks live in the guide below.
- Imperial Pike Guards Attack DoctrineEpic
- Imperial Pike Guards Doctrine IVEpic
Guide
Counters
- Loses to: CCi Units like liaos, iron reapers, spartans
- Struggles vs: Any units that can bait your advance and then go in
- This unit counters: Cavs, Units with block, units comming at high speed to you
Playstyle
- Charge in / X-move in
- Advance when near melee range, wait until your hits stack up and then press 3
- Depending on the amount of kills you do, your advance CD will be reduced (sometimes to 0) so you can advance again
- Don’t hesitate to dis-engage from your initial CC/advance if you can save your unit
Doctrines
Highest level you can.
Mandatory
- Hero Damage Doctrine V
- Epic Polearm Doctrine (Pike Charge)
- Unit Damage Doctrine V (+115 unit dmg, +70 all-type)
Top Pick
- Imperial Pike Guards Attack Doctrine (-7s Advance CD)
- Rare Polearm Doctrine (+100 dmg while bracing, affects Advance)
- Epic Polearm Doctrine (+80 piercing dmg, +120 piercing AP)
- Epic Bloodthirsty Doctrine (lifesteal + 12% dmg, alt for sustain)
Filler
- DMG reduction doctrines
Don’t put
- Anti-cav doctrines, bleed on hit,..
Brace Damage on Imperial Pike affects Advance and is a flat amount, which is why it’s a top pick. The unit struggles with Pen, that’s why Hero Damage Doctrine is added (works well with Charge and Press 3). You can replace Brace DMG or Advance CD doctrine with Epic Bloodthirsty Doctrine (lifesteal + 12% dmg) if you need more sustain.
Example Build
- Hero Damage Doctrine V
- Epic Polearm Doctrine (Pike Charge)
- Imperial Pike Guards Attack Doctrine (-7s Advance CD)
- Rare Polearm Doctrine (+100 dmg bracing)
- Unit Damage Doctrine V
Tips & Tricks
- You do more dmg the faster the enemy is, so if enemy charge at you, you will oneshot it, it also apply to your speed, when you charge into advance the first tick of advance can be “bugged” and do insane dmg.