
← Units · Cavalry
Dagger-Axe Lancers
By Amya · Updated 2026-07-14
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
Playstyle
- 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
- Takes 1.5s to reach final stance for full charge damage. You have about 10s to push through a blob before 2 ends
- 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 »)
- 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)
- 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
Doctrines
Highest level you can.
Mandatory
Lancer-Last StandEpicWhen unit headcount drops below 60%, damage increases by 40%.
Unit Damage Doctrine VEpicIncreases damage dealt to unit by 120 points,Increases all types of damage by 80 points.
Lancer Charge Doctrine VEpicReduces charge cooldown 14 seconds.Increases piercing damage by 100 points.
Pressure Doctrine VEpicReduces damage taken while charging by 50%.Reduces charge cooldown by 6 seconds.
Top Pick
Filler
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.
