Elite Monastic Knights Guide – Conqueror's Blade

Plate cavalry that builds power on a long charge: up to three Chargers stacks of speed and damage.

Quick facts

Updated 1 November 2026

Cavalry units · Tier 5 units

My take: B tier

Elite Monastic Knights – Conqueror's Blade T5 cavalry unit

Overview

Plate cavalry that builds power on a long charge: up to three Chargers stacks of speed and damage. Heavy armour, fire-resistant. One big, well-prepared charge, then they stay in and grind. Forgiving, and a good unit to learn cavalry on.

Strengths

  • Chargers: up to 3 stacks of speed and damage during the charge
  • Massive armour, resists fire
  • Very forgiving
  • Wedge breaks soft targets and shield walls
  • Keeps dealing damage in melee after the charge

Weaknesses

  • Slow to turn, needs planning
  • Less charge damage against isolated heroes
  • Needs a long, straight lane for full stacks
  • Poor at hit-and-run
  • Braced pikes stop the charge

How to Play

  • Take distance before every charge. The stacks grow with the run-up.
  • Narrow Wedge for the hit.
  • Aim at unbraced infantry blobs and shield walls, from the side or behind if you can.
  • After impact, stay in melee. This is not a hit-and-run unit. The armour takes the return damage.
  • A charge that isn't perfect is fine. They survive it and keep fighting.

Doctrines

Elite Monastic Knights doctrines – Conqueror's Blade

Veterancy

Start

  • Cold Blood: 1/1 points · +2% piercing damage

    Per level: Lv 1: +2% piercing damage

Top line

  • Force: 3/3 points · +15% armour penetration

    Per level: Lv 1: +5% armour penetration / Lv 2: +10% armour penetration / Lv 3: +15% armour penetration

  • Thick Armour: 3/3 points · +6% all defences

    Per level: Lv 1: +2% all defences / Lv 2: +4% all defences / Lv 3: +6% all defences

  • Fear Nothing: 2/2 points · Each level increases charge damage by 5%.

    Tooltip: Each level increases charge damage by 5%.

  • Cold Blood: 3/3 points · +6% piercing damage

    Per level: Lv 1: +2% piercing damage / Lv 2: +4% piercing damage / Lv 3: +6% piercing damage

  • Fear Nothing: 3/3 points · Each level increases charge damage by 5%.

    Tooltip: Each level increases charge damage by 5%.

  • Second Wind: 2/2 points · Each level reduces charge cooldown by 3 seconds.

    Tooltip: Each level reduces charge cooldown by 3 seconds.

  • Fear Nothing: 1/1 points · Increases charge damage by 5%. Unit identification changed to: Elite Monastic Knights

    Tooltip: Increases charge damage by 5%. Unit identification changed to: Elite Monastic Knights

Bottom line

  • Toughen Up: 3/3 points · +9% piercing defence

    Per level: Lv 1: +3% piercing defence / Lv 2: +6% piercing defence / Lv 3: +9% piercing defence

  • Thick Armour: 3/3 points · +6% all defences

    Per level: Lv 1: +2% all defences / Lv 2: +4% all defences / Lv 3: +6% all defences

  • Reflexes: 1/1 points · −4% ranged damage taken

    Per level: Lv 1: −4% ranged damage taken

    MISMATCH

  • Bloodbath: 3/3 points · +9% slashing defence

    Per level: Lv 1: +3% slashing defence / Lv 2: +6% slashing defence / Lv 3: +9% slashing defence

  • Close Quarters: 1/1 points · −20% melee damage taken

    Per level: Lv 1: −20% melee damage taken

    MISMATCH

  • The Soldier's Life: 0/3 points · Not taken

    Per level: Lv 1: +3% health / Lv 2: +6% health / Lv 3: +9% health

  • Unswerving: 0/1 points · Not taken

    Per level: Lv 1: +12% blunt defence

Build totals

  • +8% · piercing damage
  • +15% · armour penetration
  • +12% · all defences
  • +9% · piercing defence
  • −4% · ranged damage taken
  • +9% · slashing defence
  • −20% · melee damage taken

Values from game files · client 1.10.3721.330067.

Elite Monastic Knights veterancy line – Conqueror's Blade

Balance history

  1. 2025-12-18 · nerf

    Leadership cost increased from 295 to 300.

    Roses: Ash and Bloom Season Update - Part 2
  2. 2025-11-20 · buff

    Increased base Piercing Armour Penetration and Piercing Damage; Charge cooldown reduced and duration increased; Added 'Judgement Thrust' when Charge is interrupted; Very Heavy Armour tag now grants stacking movement speed when attacked.

    November 20 Balance Adjustment Announcement
  3. 2025-04-16 · buff

    Piercing armour penetration increased (1674 to 1874) and piercing damage increased (908 to 1008).

    Unit Mastery and Balance Adjustments
  4. 2024-02-01 · bugfix

    Fixed the issue of unit models floating in the air after death.

    Feb 1st UPDATE LOG
  5. 2023-12-07 · bugfix

    Fixes the issue where some Units couldn't face the enemy while using their skills.

    December 7th Update Notice
  6. 2023-12-07 · bugfix

    Fixed the issue where changing units might cause skill locking with a certain probability.

    December 7th Update Notice
  7. 2023-12-07 · bugfix

    Fixed the issue where the Unit's head model would behave abnormally when changing Unit Attire.

    December 7th Update Notice
  8. 2023-07-12 · rework

    Very Heavy Armor updated: Gain immunity to Dazed while attacking. Grants initial 48% damage reduction, decreasing by 2.5% per hit taken down to 18%.

    July 13 Update Log
  9. 2023-06-28 · buff

    Leadership cost reduced from 305 to 295.

    JUN 29 UPDATE LOG
  10. 2023-05-30 · other

    New exclusive doctrine 'Zealous Knight' added: converts 100 ranged damage taken into bleed damage over 3s, while increasing damage and movement speed by 15% during the effect.

    Sengoku: Blazing Katana Season Notice
  11. 2023-03-22 · buff

    Improved the hitbox of charge skills for melee cavalry and Coutiliers, reducing chance of missing.

    MAR 23 UPDATE LOG
  12. 2023-01-09 · rework

    Adjusted the cooldown reduction effect: When [Judgment Rush] is interrupted by the Crowd Control of hero skills, the cooldown reduction can only be triggered up to 3 times.

    Hotfixes
  13. 2023-01-09 · bugfix

    Fixed an issue where the cooldown reduction of [Judgment Rush] could be triggered erroneously when interrupted by a wall.

    Hotfixes
  14. 2023-01-09 · bugfix

    Fixed an issue where the cooldown reduction might be triggered when arriving at the aiming area for [Judgment Rush].

    Hotfixes
  15. 2022-10-26 · buff

    First part of [Judgment Rush] immune to CC. Cooldown reduced by 6s for every knight interrupted during the charge.

    10.27 Unit Balance Changes
  16. 2022-09-29 · rework

    Received balance adjustments (details in separate notice).

    SEP 29 UPDATE LOG
  17. 2022-09-29 · buff

    When [Charge] is interrupted, enemy heroes and units before them will be concussed and take 30% increased damage.

    Sept. 29 Balance Changes
  18. 2022-09-23 · other

    Scheduled for balance changes in the September 29 update. Details to be announced.

    Preview | September 29 Balance Changes

Questions about Elite Monastic Knights

Which veterancy line do I use for Elite Monastic Knights?

My imported build puts the most points in Top line: 17/17 points.

Which doctrines are in the Elite Monastic Knights guide?

Epic Lance Doctrine I, Lancer-Last Stand, Attack Doctrine V, Mobility Doctrine V, Epic Leadership Doctrine

How much leadership does Elite Monastic Knights cost?

Elite Monastic Knights costs 300 leadership.

What is the latest recorded balance change for Elite Monastic Knights?

2025-12-18 · nerf: Leadership cost increased from 295 to 300.

Related units

All Conqueror's Blade units · Best units for beginners · All doctrines