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Imperial Pike Guards portrait

← Units · Infantry

Imperial Pike Guards

By Amya · Updated 2026-07-14

AT4 · MasteryInfantryPolearm
Where this unit shines, by fight type
Blob7/10
Flank3/10
Skirmish6/10
Duelling4/10
220Base Leadership
Leadership Doctrine
Standard-16% leadership184
Premium-10% leadership198

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

Recommended veterancy- Full Top for DPS (Recommended) - Full Bot for Tankier

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 damage while advancing by 4%Max level 2
Cannot be stunned by ordinary attacks while advancingMax level 1
Each level increases critical value by 4%Max level 2
Each level reduces damage taken when advancing by 4%Max level 2
Increases advancing speed by 8%Max level 2
Increases the number of enemies each soldier can attack with a single strike by 1Max level 1
Each level increases piercing defence by 3%Max level 3
Unit cannot be stunned by ordinary attacks while bracingMax level 1
Each level increases slashing defence by 3%Max level 3
Each level reduces ranged damage taken by 10%Max level 2
Reduces damage taken by 6%Max level 1
Each level increases health by 3%Max level 3
Increases all types of defence by 20%Max level 1

Counters

  • Loses to: CCi Units like liaos, iron reapers, spartans
  • Struggles vs: Any units that can bait your advance and then go in
  • This unit counters: Cavs, Units with block, units comming at high speed to you

Skills & Formations

Stand FirmStand FirmThe pikemen brace themselves against oncoming enemies. In this state, they deal additional damage to cavalry and charging infantry. This skill can be activated manually in any formation, and triggers automatically when the unit enters Line or Block formation.AdvanceAdvanceThe unit advances to the designated position, knocking down enemies along the way. Every hit will increase the enemy's damage taken by 2%, up to 16%. Loyal StrikeLoyal StrikeAdvance will instantly end and an all-out attack will be launched. The more damage dealt by Advance, the more damage Loyal Strike deals.
DispersedDispersedThe unit spreads out a little to lessen the damage from ranged attacks. LineLineThe unit form two staggered rows. Effective when advancing. SchiltronSchiltronThe unit forms a circle for all-round defence. Vulnerable to artillery.

Playstyle

  1. Charge in / X-move in
  2. AdvanceAdvanceThe unit advances to the designated position, knocking down enemies along the way. Every hit will increase the enemy's damage taken by 2%, up to 16%. when near melee range, wait until your hits stack up and then press 3
  3. Depending on the amount of kills you do, your advance CD will be reduced (sometimes to 0) so you can advance again
  4. Don’t hesitate to dis-engage from your initial CC/advance if you can save your unit

Doctrines

Highest level you can.

Don’t put

  • Anti-cav doctrines, bleed on hit,..

Brace Damage on Imperial Pike affects AdvanceAdvanceThe unit advances to the designated position, knocking down enemies along the way. Every hit will increase the enemy's damage taken by 2%, up to 16%. and is a flat amount, which is why it’s a top pick. The unit struggles with Pen, that’s why Hero Damage Doctrine is added (works well with Charge and Press 3). You can replace Brace DMG or AdvanceAdvanceThe unit advances to the designated position, knocking down enemies along the way. Every hit will increase the enemy's damage taken by 2%, up to 16%. CD doctrine with Epic Bloodthirsty Doctrine (lifesteal + 12% dmg) if you need more sustain.

Tips & Tricks

  • You do more dmg the faster the enemy is, so if enemy charge at you, you will oneshot it, it also apply to your speed, when you charge into advance the first tick of advance can be “bugged” and do insane dmg.

Attributes

Lvl 1 & 24

Basic

Health
7,464
Strength
28
Speed
5
Labour
4.48

Attack

Piercing damage
1,469
Blunt damage
688
Piercing armour pen.
1,550

Defence

Piercing defence
596
Slashing defence
490
Blunt defence
288
Block
320
Block recovery
21

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.

18 changes
  1. Source ↗
    • Base [Piercing Damage]: 1360 → 1470.
    • [Advance] Piercing damage multiplier: 0.8 → 1.
    • When [Loyal Strike] hits an enemy, it now applies the damage boost effect of [Advance]; following a [Loyal Strike] attack, the unit gains the defensive buff of [Advance] for 5 seconds.
  2. Source ↗
    • Leadership 225 → 220.
  3. Source ↗
    • Fixed an abnormal skill activation issue of the garrison [Imperial Pike Guards] unit in Territory War.
  4. Source ↗
    • Leadership 240 → 225.
  5. Source ↗
    • Brace attack range remains unchanged, but now initiates attacks early as enemies approach the attack range.
    • Brace attack's speed boost damage cap increased by 300%. Minimum speed affected by speed boost increases from 4m/s to 9m/s.
    • Initial health increased from 6884 to 7247.
    • [Advance] Piercing Damage coefficient increased from 62% to 80%.
    • [Advance] cooldown reduced from 50 seconds to 35 seconds, with a 30% increase to all defenses during the skill duration.
  6. Source ↗
    • [Dispersed Formation] replaced with [Column Formation].
    • Base piercing armour penetration: 1455 → 1505.
    • Base piercing damage: 1110 → 1360.
  7. Source ↗
    • Unit Movement Speed: 4 → 5.
  8. Source ↗
    • Mastery node 1: Increases piercing damage.
    • Mastery node 2: Increases piercing defense.
    • Mastery node 3: Increases piercing damage.
    • Mastery node 4: Increases piercing defense.
    • Mastery node 5: Gains a new skill, [Imperial Edict], during [Advance]. [Imperial Edict]: Ends Advance and assails the enemy. Kill each enemy unit will reduce 2 secs cooldown for [Advance].
    • Mastery node 6: Increases [Advance]'s damage dealt to cavalry.
    • Mastery node 7: Reduces melee damage taken from infantry during [Advance].
    • Mastery node 8: Becomes immune to crowd-control effects when causing damage for the first 3 times with [Advance]. The more damage to enemies dealt by [Advance], the higher damage [Imperial Edict] will have.
  9. Source ↗
    • The Pike Militia, Imperial Pike Guards and Fortebraccio Pikemen now have [Brace] at a higher priority while the formation orders have a lower priority.
  10. Source ↗
    • Their advance can't effectively inflict crowd control on high-block units. This means that most heavy shield units can simply enter formation to counter them. To remedy this, we've increased advance's effect on block. The Imperial Pike Guards will shove at the enemy with their pikes if they're blocked during [Advance], knocking the enemy down. This attack can't be blocked.
  11. Source ↗
    • Increase [Advance]'s base armor penetration by 12% and base damage by 10%.
  12. Source ↗
    • Increasing [Advance]'s base damage by 12%, and it will deal an extra 30% damage against units moving at high speed.
    • Enemies hit by [Advance] take 2% increased damage (includes damage caused by all allies) per attack for a maximum of 16%.
  13. Source ↗
    • Piercing damage increased by 22.
  14. Source ↗
    • Resolved an issue where some of the [Imperial Pike Guards] units would change direction on their own while running into obstacles during [Advance].
  15. Source ↗
    • Initial Health 6232 → 6684
    • Health/level 186 → 200
    • Piercing Armour Penetration 1431 → 1455
    • Piercing Damage 1018 → 1088
  16. Source ↗
    • When in Brace formation, the minimum distance required equals the size of around two people, and they no longer attack and deal damage within this range.
  17. Source ↗
    • The advancing of Imperial Pike Guards now have a bonus to damage. They will cause more damage when advancing into relatively low movement speed units. Greater speed difference will bring higher damage.
    • The advancing of Imperial Pike Guards now give extra damage to charging units.
    • Health growth for each level has been increased by 42 points.
    • Increased the distance of damage dealt by 0.8 meters when advancing.
    • Basic Piercing Defence has increased from 566 to 596.
    • Basic Slashing Defence has increased from 470 to 490.
    • Base HP has increased from 5377 to 6232.
    • Health increase per level is increased from 176 to 187.
  18. Source ↗
    • Fixed some bugs with the movement of the Imperial Pike Guards, the unit can now move more fluently after formation is completed.

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