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Coutiliers portrait

← Units · Cavalry

Coutiliers

By Amya · Updated 2026-07-14

ST2 · MasteryCavalryLancerMount: Jennet
Where this unit shines, by fight type
Blob7/10
Flank8/10
Skirmish4/10
Duelling5/10
110Base Leadership
Leadership Doctrine
Standard-16% leadership92
Premium-10% leadership99

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

Recommended veterancyTop Line

Recommended, node maxedPartly filledHover or focus a node for detail.
Increases piercing damage by 2%Max level 1
Each level increases armour penetration by 5%Max level 2
Each level increases piercing defence by 3%Max level 2
Unlocks Wedge formationMax level 1
Each level reduces damage taken from ranged units while charging by 20%Max level 2
Each level reduces charge cooldown by 6 secondsMax level 2
Increases critical value by 8%Max level 1
Each level increases charge damage by 7%Max level 2
Increases charge damage by 22%Max level 1
Each level increases health by 3%Max level 3
Adds 2 more soldiers to the unitMax level 1
Each level increases damage dealt in Siege Battles by 5%Max level 3
Each level increases charge damage by 7%Max level 1
Each level increases health by 3%Max level 1
Increases damage dealt to infantry by 10%Max level 1

Skills & Formations

ChargeChargeThe unit charges as directed, causing massive damage to enemies along the way.
DispersedDispersedA loose formation that reduces unit vulnerability to ranged weapons. LineLineThe unit stands in two ranks, making it better at frontal attacks. WedgeWedgeThe unit forms a wedge-shaped formation to break through enemy lines.

Playstyle

  1. With Mastery and the doctrines shown, the unit will have a 0s CD on charge. You’ll be able to literally spam charge and make use of the Mastery
  2. Like any lancer cav, your goal is to start the charge from far away enough to load the “Chargers” trait at its maximum (increases DMG & speed every 1.5s, 0.5s with the boots rune, until 3 levels)
  3. This unit SHINES when equipped with the 2 T5 charge-CD reductions: 0 cooldown on charge, spam X-move and charge again to micro as much as you want

Tips & Tricks

  • Lancer-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.

Attributes

Lvl 1 & 18

Basic

Health
5,999
Strength
18
Speed
7.5
Labour
2.3

Attack

Piercing damage
715
Slashing damage
397
Piercing armour pen.
1,234
Slashing armour pen.
768

Defence

Piercing defence
194
Slashing defence
281
Blunt defence
293

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 ↗
    • Leadership 115 → 110.
  2. Source ↗
    • Node 1: Piercing Armor Penetration +100.
    • Node 2: Piercing Damage +50.
    • Node 3: Piercing Armor Penetration +100.
    • Node 4: Piercing Damage +50.
    • Node 5: Charge Speed +20%, Damage Increase in All Stage +10%.
    • Node 6: Unit Headcount +1.
    • Node 7: Damage to Infantry Unit +300.
    • Node 8: At the end of a charge or when an attack command is issued during a charge, the unit unleashes a forward armor-breaking impact that deals 200% damage. If blocked, it puts the enemy into a block-broken state.
  3. Source ↗
    • The node of "Decrease Unit Losses in the World, Unit Resupply Cost" changed to "Increase Charge Damage, Increase Health" effect.
  4. Source ↗
    • Leadership 130 → 115.
  5. Source ↗
    • Improved the hitbox of melee cavalry and the Coutiliers' charge skills, reducing the chance of these missing completely.
  6. Source ↗
    • Increased piercing armor penetration damage to [Charge]. It now can be increased with movement speed, up to 50%.
    • The max speed of [Charge] now is 20% faster than before. The max benefits gained from movement speed now is increased to 85% (was 50%).
    • The cooldown time of [Charge] now is reduced to 35 secs (was 50).
  7. Source ↗
    • Piercing Armour Penetration increased by 59.
  8. Source ↗
    • Piercing damage increased by 76.
  9. Source ↗
    • Resolved an issue where the Coutiliers' Long Charge didn't take effect.
  10. Source ↗
    • Cavalry rework: Reduced initial speed and acceleration, these units no longer need a duration of time to pass to reach max speed.
    • When cavalry crashes into walls and big objects (such as shelters) at a high speed, they will take some damage, stop charging and get frightened.
    • When cavalry charge is interrupted by brace weapons, muskets, and bolts, the cavalry cannot enter the charge status again.
    • Altered the turning animation to be more smooth and slightly reduced turning rate for all cavalry units.
  11. Source ↗
    • Charge damage has been decreased by 20%.
    • Speed-related main attack damage bonus has been reduced by 33%.
    • Health increase per level is reduced from 118 to 89.

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