Typically a flanking unit that will wipe a lot, go toe-to-toe when on 1v1 situations, or if you see your team not having a good current roster for damage. Their mastery is all focused on their charging ability, so top veterancy line is preferred in order to maximize more uptimes. Plus, if you have the Stamina V doctrine, this will even be more prioritized to go top veterancy with them since now you want to spam prefecture drill & cover commander for that +1 extra target hit during their mastery charge. All of their doctrines are about damage, they don't need survivability and will just be wasted on them if you do cause they are rather prone to attacks and CC (and fire).
Reduces charge cooldown by 24%. Increases the number of charge targets by 1.
Increases damage dealt to unit by 120 points. Increases all types of damage by 80 points.
Unlocks Ironsides: increases piercing, slashing, and blunt defence by 175 points for 12 seconds. Also, while skill is in effect all types of damage are increased by 120 points.
Increases charge damage by 250 points. Increases charge's block break by 450 points.
Increases damage dealt to infantry by 200 points. Increases block by 250 points.
07/10/2025