I don't know why you would use these when you could just bring Ironcap Swordsmen, unless you want to make a charger deck for some reason.
Increases damage inflicted in sieges by 100. The difference between siege damage and field damage is based on the map regardless of matchmaking or territory war modes.
Reduces charge cooldown by 24%. Increases the number of charge targets by 1.
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.
100 points of ranged damage taken is converted to continuous bleeding. While bleeding, damage dealt and movement speed are increased by 15%.
10/10/2025