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Dagger-Axe Lancers portrait

← Units · Cavalry

Dagger-Axe Lancers

By Amya · Updated 2026-07-14

AAT4 · MasteryCavalryLancerMount: Rouncey
Where this unit shines, by fight type
Blob6/10
Flank7/10
Skirmish7/10
Duelling2/10
235Base Leadership
Leadership Doctrine
Standard-16% leadership197
Premium-10% leadership211

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

Recommended veterancyTop Line

Hero pairingAny

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 3
Each level increases charge duration by 2 secondsMax level 2
Each level increases piercing damage by 2%Max level 3
Each level reduces charge cooldown by 3 secondsMax level 2
Each level increases charge damage by 7%Max level 2
Increases damage dealt to infantry by 15%Max level 1
Reduces damage taken from firearm units by 30%Max level 1
Reduces ranged damage taken while charging by 30%Max level 1
Each level increases health by 3%Max level 3
Each level reduces ranged damage taken by 10%Max level 2
Each level increases piercing defence by 3%Max level 2
Each level reduces damage taken from firearms by 20%Max level 2
Each level increases slashing defence by 3%Max level 2
Each level increases slashing damage by 2%Max level 2
Increases the number of enemies each soldier can attack with a single strike by 1Max level 1

Skills & Formations

ChargeChargeThe unit charges as directed, causing massive damage to enemies along the way.Rally to MeRally to MeThe unit charges directly towards their commander.
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. Their old “short charge” trait (max dmg even with 0 momentum) was removed. New play: press 2 early and maintain the charge if you can wipe in one go
  2. Takes 1.5s to reach final stance for full charge damage. You have about 10s to push through a blob before 2 ends
  3. Most fights, go in / try to go behind the push with your hero, while your daggeraxe stand on the opposite side of the push. X-move or/and press 2 when daggeraxe are 2/3s away from impact, let them go thru the blob (they follow your hero so go « away »)
  4. Avoid charging in first and then pressing 2 like before. If you can’t make good use of the follow-charge, it’s obviously better to still use a normal 1 charge and bring them back with skill 2 (but prio should always be to use 2)
  5. Also better (if you can) to dodge any pikes / enter fight from a better angle when you can charge somewhere and then follow up with 2

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 & 24

Basic

Health
7,324
Strength
18
Speed
7.5
Labour
2.02

Attack

Piercing damage
921
Slashing damage
709
Piercing armour pen.
1,478
Slashing armour pen.
1,074

Defence

Piercing defence
409
Slashing defence
451
Blunt defence
306

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.

17 changes
  1. Source ↗
    • Base Leadership 255 → 235.
  2. Source ↗
    • [Leadership] reduced from 275 → 255.
  3. Source ↗
    • Fixed an issue where [Dagger-Axe Lancers]' [Rally to Me] could sometimes fail to trigger consecutive counterattacks.
  4. Source ↗
    • Leadership 245 → 275.
  5. Source ↗
    • Base Health: 6724 → 7224.
    • Base Piercing Armour Penetration: 1378 → 1478.
    • Base Piercing Damage: 871 → 921.
    • Optimized the prompt for the [Rally to Me] skill, displaying the remaining time of [Rally to Me] in the hero's status. The remaining time will not dynamically change based on the veterancy nodes for now.
    • Optimized the description of the active skill [Rally to Me], adding the missing effects in the description, including the counterattack trigger when being attacked.
    • Fixed the issue where the [Improved Stamina] veterancy node was not effective, and optimized the description of the [Improved Stamina].
    • New Unit Mastery added.
    • Node 1: Health +390.
    • Node 2: Slashing Armour Penetration +100.
    • Node 3: Slashing Defence +50.
    • Node 4: Slashing Damage +100.
    • Node 5: [Like a Pine]: During [Rally to Me], gain 0.5 seconds of control immunity and increase damage by 15% when counterattacking.
    • Node 6: [Thousands March]: Damage to Melee Infantry +300.
    • Node 7: [Banks of the Han River]: Damage to Shield Infantry +300.
    • Node 8: [Ming Banners Flutter]: After dealing damage to a five-star unit, increase movement speed by 40% and damage to units by 25% for 2 seconds.
  6. Source ↗
    • Remove [Sprinters], add [Long-distance Charge].
  7. Source ↗
    • Leadership 240 → 245.
  8. Source ↗
    • Reduced [Rally to Me]'s damage by 4.5%, and armor penetration by 10% when counter-attacking. The charge damage remained unchanged.
  9. Source ↗
    • Increased the minimum interval between counterattacks during [Follow Charge] to 6 seconds (was 3) and reduced the maximum damage increase for counterattacks based on speed to 80% (was 120).
  10. Source ↗
    • [Rally to Me] no longer needs to be unlocked for Veterancy Points; the original Veterancy Point effect is changed to reduce damage taken from firearm infantry by 30%.
    • [Rally to Me]'s cooldown is no longer related to [Charge]; reduced to 45 seconds (was 60).
    • Improved [Rally to Me] so the unit moves and charges better than before.
    • If attacked during [Rally to Me], they will now immediately launch a sweeping counterattack against nearby enemies. This attack can hit many units.
  11. Source ↗
    • Blunt Defence increased by 41.
  12. Source ↗
    • Piercing damage increased by 58 and slashing damage by 64.
  13. Source ↗
    • Blunt defence increased by 44.
  14. Source ↗
    • Resolved an issue where the additional skill for Dagger-Axe Lancers which is unlocked through the veterancy tree would not display when in battle.
  15. 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.
  16. Source ↗
    • Charge and following charge damage has been decreased by 20%.
    • Dagger-Axe Lancers' charge skill and follow charge skill share a cooldown.
    • Speed-related main attack damage bonus has been reduced by 33%.
    • Fear Nothing's charge damage has been reduced from 7% to 5%.
    • Basic Slashing Defence is reduced from 471 to 451.
    • Health increase per level is reduced from 134 to 101.
    • Fixed the incorrect charge animation of Cataphract Lancers and Dagger-Axe Lancers
  17. Source ↗
    • Fixed the charge of Dagger-Axe Lancers couldn't come into effect.

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