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Tiger and Leopard Cavalry portrait

← Units · Cavalry

Tiger and Leopard Cavalry

By Amya · Updated 2026-08-29

ST5 · No masteryCavalryLancer
Where this unit shines, by fight type
Blob7/10
Flank9/10
Skirmish7/10
Duelling6/10
305Base Leadership
Leadership Doctrine
Standard-16% leadership256
Premium-10% leadership274

Playstyle

  1. For Blob Fights: Press 1 to build speed, or if you want to drift the cav, press 3 before impact or wait to be inside with the 1 and press 3 (the swing does the most dmg), which lasts 13s and not 10s because we are playing the Bottom veterancy line. If you want to do the 1 - 3 - 2, you need the Tiger and Leopard Cavalry - Fury doctrine
  2. If you flank or small blob that can be wiped: sImple 1 - 2 - 3, 1 to get speed, 2 once inside, 3 on a opposite direction (usually where you come from to be safe again) so they immune swing

Tips & Tricks

  • Lancer-Last Stand TRICK: always take this unit out FROM SUPPLY, never start the fight with it already out. Taking a unit from supply spawns its models one by one, so every model spawns while the unit is still under 60% headcount and keeps the +40% damage: the whole unit gets the bonus instead of only the last survivors. If you did spawn with it, swap to another unit and swap back to it at supply to get the same effect.

Attributes

Lvl 1 & 30

Basic

Health
7,646
Strength
20
Speed
7.5
Labour
2.24

Attack

Piercing damage
1,190
Slashing damage
1,436
Piercing armour pen.
1,547
Slashing armour pen.
1,592

Defence

Piercing defence
452
Slashing defence
586
Blunt defence
449

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.

1 change
  1. Source ↗
    • Base Leadership 320 → 315, Current Season 310 → 305.
    • Base Health growth 75 → 165.
    • [Leopard's Pursuit]
    • Reining sweep Damage increased by 22%, Guard Break Damage increased by 200 points;
    • Charge maximum target count: 5 → 6. Damage increase based on the relative speed difference with the target boosted by 30%;
    • Bonus Damage against Shield Units increased by 300 points, Guard Break Damage increased by 30%.
    • [Tiger Roar Breakthrough]
    • Reining jump attack Damage increased by 20%, Guard Break Damage increased by 180 points;
    • Charge maximum target count: 5 → 7. Damage increase based on the relative speed difference with the target boosted by 23%;
    • Bonus Damage against Shield Units increased by 600 points, Guard Break Damage increased by 20%.

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