Elite Dagger-Axe Lancers — 战意兵种攻略
Cavalry with a lance's reach and an axe's cleave.
Quick facts
- Unit type: cavalry
- Tier / era: T4 / heroic
- Weapon type: Lance Cavalry
- Leadership cost: 235
- Role / classification: cavalry, lance, axe, charge, flanker
- Recommended veterancy line: Top line (15/15 points)
- Core doctrines: Pressure Doctrine V, Lancer Charge Doctrine V, Epic Assault Doctrine, Epic Leadership Doctrine, Lancer-Last Stand
- My tier: A
Updated 1 November 2026
My take: A tier

Overview
Cavalry with a lance's reach and an axe's cleave. The charge hits very hard, and Rally to Me makes them strike back automatically when hit. It counts as a charge for doctrines. Big burst, little staying power: hit, get out, line up again.
Strengths
- Very high charge damage
- Good against infantry and shields
- Rally to Me counter-attacks and benefits from charge doctrines
- Fast, with a long charge distance
Weaknesses
- Braced polearms stop them dead
- Ranged AoE on the way in
- No sustain, they can't stay in melee
How to Play
- Charge, and press 2 on impact for Rally to Me.
- Or swing behind the enemy and use Rally there while your team pushes the front.
- Wedge for the charge, Dispersed on the approach against ranged AoE, Line if you have to stay in melee.
- Time the charge with your hero's CC so they can't brace or dodge.
- Braced pikes and spears stop the charge and cost you half the unit.
- Shenji and flamethrowers punish the approach. Take the top veterancy line if ranged pressure is your problem.
Doctrines
- Slot 1 · Pressure Doctrine V
−50% damage taken while charging · −6 s charge cooldown
Safer charges, shorter cooldown.
- Slot 2 · Lancer Charge Doctrine V
−14 s charge cooldown · +100 piercing damage
Charge more often, hit harder.
- Slot 3 · Epic Assault Doctrine
While charging: +6% damage per hit for 3 s
Charges snowball with every hit.
- Slot 4 · Epic Leadership Doctrine
−16% Leadership cost
Room for one more unit.
NEW · 235 → about 197 leadership
- Slot 5 · Lancer-Last Stand
Below 60% men: +40% damage
Hits harder when the unit is thin.

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
- Improved Stamina: 2/2 points · Each level increases the duration of [Charge] and [Rally to Me] by 2 seconds.
Tooltip: Each level increases the duration of [Charge] and [Rally to Me] by 2 seconds.
- 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
- Second Wind: 2/2 points · Each level reduces the cooldown of [Charge] and [Rally to Me] by 3 seconds.
Tooltip: Each level reduces the cooldown of [Charge] and [Rally to Me] by 3 seconds.
- Fear Nothing: 2/2 points · Each level increases charge damage by 7%.
Tooltip: Each level increases charge damage by 7%.
- Anti-Infantry: 1/1 points · Increases damage dealt to infantry by 15%.
Tooltip: Increases damage dealt to infantry by 15%.
- Charge: 1/1 points · −30% damage taken from firearm units
Per level: Lv 1: −30% damage taken from firearm units
- Iron Will: 1/1 points · −30% ranged damage taken while charging
Per level: Lv 1: −30% ranged damage taken while charging
Bottom line
- The Soldier's Life: 3/3 points · +9% health
Per level: Lv 1: +3% health / Lv 2: +6% health / Lv 3: +9% health
- Reflexes: 2/2 points · −20% ranged damage taken
Per level: Lv 1: −10% ranged damage taken / Lv 2: −20% ranged damage taken
- Toughen Up: 2/2 points · +6% piercing defence
Per level: Lv 1: +3% piercing defence / Lv 2: +6% piercing defence
- Trembling: 0/2 points · Not taken
Per level: Lv 1: −20% damage taken from firearms / Lv 2: −40% damage taken from firearms
- Bloodbath: 0/2 points · Not taken
Per level: Lv 1: +3% slashing defence / Lv 2: +6% slashing defence
- Razor-Sharp: 0/2 points · Not taken
Per level: Lv 1: +2% slashing damage / Lv 2: +4% slashing damage
- Horizontal Blade: 0/1 points · Not taken
Build totals
- +8% · piercing damage
- +15% · armour penetration
- −30% · damage taken from firearm units
- −30% · ranged damage taken while charging
- +9% · health
- −20% · ranged damage taken
- +6% · piercing defence
Values from game files · client 1.10.3721.330067.

Balance history
2026-02-09 · buff
Leadership reduced from 255 to 235.
February 9 Update and Maintenance Log2026-01-28 · buff
Leadership reduced from 275 to 255.
January 29 Live Update Notice2025-07-09 · bugfix
Fixed an issue where Rally to Me could fail to trigger consecutive counterattacks.
July 10 Update Log2025-04-16 · buff
Base Health increased (6724 to 7224), Piercing Armour Penetration increased (1378 to 1478), and Piercing Damage increased (871 to 921). New Mastery nodes added. Skill descriptions and UI prompts optimized.
Unit Mastery and Balance Adjustments2025-04-16 · bugfix
Fixed the issue where the [Improved Stamina] veterancy node was not effective.
Unit Mastery and Balance Adjustments2024-02-01 · bugfix
Fixed the issue of unit models floating in the air after death.
Feb 1st UPDATE LOG2023-12-07 · bugfix
Fixes the issue where some Units couldn't face the enemy while using their skills.
December 7th Update Notice2023-12-07 · bugfix
Fixed the issue where changing units might cause skill locking with a certain probability.
December 7th Update Notice2023-12-07 · bugfix
Fixed the issue where the Unit's head model would behave abnormally when changing Unit Attire.
December 7th Update Notice2023-09-26 · other
Removed Sprinters trait and added Long-distance Charge characteristic.
Patch Notes: Update Log Sep 272023-08-16 · nerf
Leadership cost increased from 240 to 245.
Update Log for August 172023-03-22 · buff
Improved the hitbox of charge skills for melee cavalry and Coutiliers, reducing chance of missing.
MAR 23 UPDATE LOG2023-03-16 · nerf
Reduced [Rally to Me]’s damage by 4.5% and armor penetration by 10% when counter-attacking. The charge damage remained unchanged.
March 16 Balance Changes2023-01-16 · rework
Made balance changes. Specifics in separate balance notice.
JAN 17 UPDATE LOG2023-01-13 · nerf
[Follow Charge] counterattack interval increased to 6s (was 3s) and max speed-based damage bonus reduced to 80% (was 120%).
Jan 17 Balance Changes2022-09-29 · rework
Received balance adjustments (details in separate notice).
SEP 29 UPDATE LOG2022-09-29 · buff
[Rally to Me] no longer requires veterancy unlock, cooldown reduced to 45s, and performance improved. New mechanic: launch counterattacks if hit during [Rally to Me]. Veterancy node changed to reduce damage from firearm infantry.
Sept. 29 Balance Changes2022-09-23 · other
Scheduled for balance changes in the September 29 update. Details to be announced.
Preview | September 29 Balance Changes
Questions about Elite Dagger-Axe Lancers
Which veterancy line do I use for Elite Dagger-Axe Lancers?
My imported build puts the most points in Top line: 15/15 points.
Which doctrines are in the Elite Dagger-Axe Lancers guide?
Pressure Doctrine V, Lancer Charge Doctrine V, Epic Assault Doctrine, Epic Leadership Doctrine, Lancer-Last Stand
How much leadership does Elite Dagger-Axe Lancers cost?
Elite Dagger-Axe Lancers costs 235 leadership.
What is the latest recorded balance change for Elite Dagger-Axe Lancers?
2026-02-09 · buff: Leadership reduced from 255 to 235.
Related units
All Conqueror's Blade units · Best units for beginners · All doctrines