
Yorkist Household Knights
Attributes
Basic
- Health
- 9,719
- Strength
- 20
- Speed
- 10
- Labour
- 2.24
Attack
- Piercing damage
- 1,543
- Slashing damage
- 1,687
- Piercing armour pen.
- 1,683
- Slashing armour pen.
- 1,477
Defence
- Piercing defence
- 505
- Slashing defence
- 562
- Blunt defence
- 474
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 veterancyFull Top = good horse play and INSANE ground Yorkist
Filled nodes show the recommended points, out of each node's max.
Skills
Grand Descent
After activation, all knights dismount, ignore block and knock down enemies in an area, dealing heavy damage. Base Cooldown: 21s Shared Cooldown: 5s
Iron Trample
Charges at high speed to the designated point, then immediately charges again toward the Hero's position. Base Cooldown: 40s Base Duration: 24s
Knight's Resolve
Enters a guard stance, ready to meet any foe. In this state, each kill increases Knights' Arrival damage by 10%, up to 10 times. Base Cooldown: 5s
Call to Saddle
Loyal retainers of House York remount, instantly restoring 10% of their Max Health. Base Cooldown: 21s Shared Cooldown: 5s
Bond of Blood
Knights shield the Hero, striking nearby enemies; part of the damage the Hero would take is instead shared by the knights. Base Cooldown: 45s Base Duration: 15s
Formations
Dispersed
A loose formation that reduces unit vulnerability to ranged weapons.
Wedge
The unit forms a wedge-shaped formation to break through enemy lines.
Schiltron
The unit forms a circle for all-round defence. Vulnerable to artillery.
Doctrines
- Yorkist Household Knights-OathboundEpic
- Yorkist Household Knights-SunmirageEpic
Guide
Counters
- Loses to: If on cav: Any pikes, If on ground: Stalwart if CCi
- Struggles vs: Rattan pikes
- This unit counters: Everything (better trade depending on ground or horse obviously)
Playstyle
On horse:
- Multiple spells: 1 = dismount, 2 = charge, 3 = follow-commander charge
- Cover Commander is the main way, play fully around it until they die
- Rare is the dismount situation now (only if you face anti-cav and can disrupt)
- In cav 1v1, charge in (2) into dismount (better success rate than Cover Commander only)
On ground (after dismount):
- They are the absolute goats on ground
- Don’t hesitate to dismount and press 2
- Be careful about hero positioning: frontlane but not far from the unit, or they will stop hitting anything and just run
- Go test in custom to be sure of the range
Doctrines
Highest level you can.
Mandatory
- Yorkist Household Knights: Oathbound (Healing while 2 on ground)
- Unit Damage Doctrine V
- Epic Combat Doctrine (3/6/9)
Top Pick
- Yorkist Household Knights: Sunmirage (Knight’s Resolve +20% movement speed while active)
- Epic Leadership Doctrine
- Hero Damage Doctrine V
Filler
- DMG Reduction Doctrines
- Healing Punisher Doctrine (deal +20% dmg to targets regenerating health)
- Other movement speed doctrines
Don’t put
- Flatland Doctrine V (+15% movement speed)
Lots of possible doc combinations. Pick any from the screenshots and it will have great value as long as you have Unit Damage V and spam movement speed.
Example Build
- Epic Leadership Doctrine
- Unit Damage Doctrine V
- Yorkist Household Knights: Oathbound (Healing while 2 on ground)
- Epic Combat Doctrine (3/6/9)
- Hero Damage Doctrine V
Tips & Tricks
- Sometimes the Cover Commander is a bit bugged at start, don’t spam it. When flanking, have it ON before and see it glowing red
- After you dismount and active 2 they will run at you and give you insane def, don’t X-move or V or you will cancel it (duration 15s), Keep the unit close to you, don’t run too far