Shenji Grenadiers — 战意兵种攻略
Musket troops with precise flintlocks and belts of iron grenades.
Quick facts
- Unit type: ranged
- Tier / era: T5 / golden
- Weapon type: Arquebus
- Leadership cost: 320
- Role / classification: grenades, musket, aoe, siege, area-denial, ranged
- Recommended veterancy line: Bottom line (21/21 points)
- Core doctrines: Unit Damage Doctrine V, Hero Damage Doctrine V, Epic Blunt Damage Doctrine, Shenji Doctrine I, Epic Leadership Doctrine
- My tier: A
Updated 1 November 2026
My take: A tier

Overview
Musket troops with precise flintlocks and belts of iron grenades. Accurate sustained fire plus explosives lobbed over walls and obstacles. Fragile, and frightening when screened and set up in advance.
Strengths
- Grenades over walls and obstacles, followed by 5 buffed volleys with more accuracy and fire rate
- Fire-resistant armour
- Attack Area: targeted musket fire on a spot
- From high ground, bombs enemies who can't see or reach you
- Punishes anything stacked in a choke or on an objective
Weaknesses
- Soft
- Reduced damage against heroes
- Cavalry and hero dives when exposed
- Limited grenades, long cooldown
- Has to be set up in advance and protected
How to Play
- They are siege ordnance, not line muskets. Grenades crack the bunkered infantry, the buffed volleys finish the survivors.
- Open with Throw Grenades on a dense blob: shield walls, pike clumps, units hugging a wall.
- Aim slightly behind the front row so the blast takes the whole formation.
- After the grenades land, let the automatic volleys run. Those five volleys are the peak damage. Don't move them unless you have to.
- Dispersed when moving, Three Ranks when firing.
- Behind cover near a choke point, always with a front line or heroes in front.
- Grenades are limited and the cooldown is long. Save them for key pushes and defences. Never throw at scattered targets.
- Take the high ground over a choke point. Grenades arc better from height, and many spots let you bomb enemies who can't see or reach you.
- Best in sieges and Territory Wars, wherever enemies bunch up on objectives or hide behind cover.
Doctrines
- Slot 1 · Unit Damage Doctrine V
+120 vs units · +80 all damage
Main damage slot.
- Slot 2 · Hero Damage Doctrine V
+115 vs heroes · +110 all armour penetration
Hunt heroes, pierce armour.
- Slot 3 · Epic Blunt Damage Doctrine
+90 blunt damage
More blunt punch.
- Slot 4 · Shenji Doctrine I
−2 s On Watch cooldown
On Watch comes back sooner.
- Slot 5 · Epic Leadership Doctrine
−16% Leadership cost
Room for one more unit.
NEW · 320 → about 268 leadership

Veterancy
Start
- Cold Blood: 1/1 points · +3% piercing damage
Per level: Lv 1: +3% piercing damage
Top line
- Force: 3/3 points · +15% piercing armour penetration
Per level: Lv 1: +5% piercing armour penetration / Lv 2: +10% piercing armour penetration / Lv 3: +15% piercing armour penetration
- Move as One: 1/1 points · +3% movement speed
Per level: Lv 1: +3% movement speed
- Like Clockwork: 3/3 points · +18% rate of fire
Per level: Lv 1: +6% rate of fire / Lv 2: +12% rate of fire / Lv 3: +18% rate of fire
UNVERIFIED
- Sharp Shot: 0/2 points · Not taken
Per level: Lv 1: +15% accuracy / Lv 2: +30% accuracy
MISMATCH
- Cold Blood: 0/3 points · Not taken
Per level: Lv 1: +3% piercing damage / Lv 2: +6% piercing damage / Lv 3: +9% piercing damage
- Fire by Ranks: 0/2 points · Not taken
Per level: Lv 1: +3% health / Lv 2: +6% health
- A Hundred Paces: 0/3 points · Not taken
- Improved Supplies: 0/3 points · Not taken
Per level: Lv 1: +5% ammo / Lv 2: +10% ammo / Lv 3: +15% ammo
- Cold Blood: 0/3 points · Not taken
Per level: Lv 1: +3% piercing damage / Lv 2: +6% piercing damage / Lv 3: +9% piercing damage
- Mighty: 0/1 points · Not taken
Bottom line
- Bloodbath: 3/3 points · +9% piercing defence
Per level: Lv 1: +3% piercing defence / Lv 2: +6% piercing defence / Lv 3: +9% piercing defence
- Reflexes: 1/1 points · −10% ranged damage taken
Per level: Lv 1: −10% ranged damage taken
- Butcher's Bill: 3/3 points · +18% blunt damage
Per level: Lv 1: +6% blunt damage / Lv 2: +12% blunt damage / Lv 3: +18% blunt damage
- Toughen Up: 2/2 points · Every level reduces Throw Grenades' charge cooldown by 2 seconds.
Tooltip: Every level reduces Throw Grenades' charge cooldown by 2 seconds.
- Wind Thunder: 3/3 points · +6% all defences
Per level: Lv 1: +2% all defences / Lv 2: +4% all defences / Lv 3: +6% all defences
- Thunderous Power: 3/3 points · Every level increases Throw Grenades damage by 5%.
Tooltip: Every level increases Throw Grenades damage by 5%.
- The Soldier's Life: 1/1 points · +3% movement speed
Per level: Lv 1: +3% movement speed
- Thunderous Exertion: 2/2 points · +6% health
Per level: Lv 1: +3% health / Lv 2: +6% health
- Rushing Thunder: 2/2 points · Every level increases Throw Grenade's range by 3 metres.
Tooltip: Every level increases Throw Grenade's range by 3 metres.
- Imperial: 1/1 points · Every level reduces Throw Grenades' cooldown by 6 seconds.
Tooltip: Every level reduces Throw Grenades' cooldown by 6 seconds.
Build totals
- +3% · piercing damage
- +15% · piercing armour penetration
- +6% · movement speed
- +18% · rate of fire
- +9% · piercing defence
- −10% · ranged damage taken
- +18% · blunt damage
- +6% · all defences
- +6% · health
Values from game files · client 1.10.3721.330067.

Balance history
2026-02-09 · buff
Added 'Startle the Horses' trait: Ranged attacks stop charging cavalry/cause deviation, +26% damage against cavalry, and -60% cavalry speed for 2s.
February 9 Update and Maintenance Log2025-12-18 · nerf
Leadership cost increased from 315 to 320.
Roses: Ash and Bloom Season Update - Part 22025-12-17 · buff
New Doctrine 'Firearm - Steel Core' added: +50 ranged Block Break, +100 Piercing Damage, but -20% Ammo.
[Roses: Ash and Bloom] Season Events and Maintenance Announcement2025-10-23 · bugfix
Fixed an issue where the Full Quiver Rune could cause the unit to be unable to use Throw Grenades.
October 23 Update and Maintenance Log2025-10-15 · bugfix
Fixed an issue where the sound effect volume for Throw Grenades was too loud when using the Illusion Orb.
October 16 Online Update Log2025-10-15 · bugfix
Fixed an issue where Illusion Orbs and Attire could not be equipped together (Meteor/Crimson Mist can now be equipped with other parts).
October 16 Online Update Log2025-06-27 · buff
Throw Grenades cooldown reduced to 30s, ammo increased to 3. Explosion area, Blunt Damage, and Blunt AP coefficients increased.
June 26 Balance Update Annoucement2024-02-01 · bugfix
Fixed the issue of unit models floating in the air after death.
Feb 1st UPDATE LOG2023-12-07 · bugfix
Fixed the issue where the Unit's head model would behave abnormally when changing Unit Attire.
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
Fixes the issue where some Units couldn't face the enemy while using their skills.
December 7th Update Notice2023-09-20 · buff
Soldier count increased from 15 to 17.
September 21st Update Log2023-09-19 · buff
Soldier count increased to 17.
BALANCE CHANGES2022-12-07 · nerf
Increased skill cooldown.
DEC 8 UPDATE LOG
Questions about Shenji Grenadiers
Which veterancy line do I use for Shenji Grenadiers?
My imported build puts the most points in Bottom line: 21/21 points.
Which doctrines are in the Shenji Grenadiers guide?
Unit Damage Doctrine V, Hero Damage Doctrine V, Epic Blunt Damage Doctrine, Shenji Doctrine I, Epic Leadership Doctrine
How much leadership does Shenji Grenadiers cost?
Shenji Grenadiers costs 320 leadership.
What is the latest recorded balance change for Shenji Grenadiers?
2026-02-09 · buff: Added 'Startle the Horses' trait: Ranged attacks stop charging cavalry/cause deviation, +26% damage against cavalry, and -60% cavalry speed for 2s.
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All Conqueror's Blade units · Best units for beginners · All doctrines