Strengths
- High health lets it stay relevant in long trades.
- Armor profile makes it harder to remove with basic damage.
- Mobility gives it good engage and repositioning windows.
- High listed damage threatens priority targets when it gets uptime.
Unit page
Lancer variants, lore, stats, special effects, upgrades, strengths, and weaknesses.

| Faction | Unit | Class | Cost | HP | Damage | Type | Atk/s | Range | Pierce | Cut | Crush | Magic | Speed |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Dwarves | Lancer | Cavalry | 200 | 350 | 60 | Pierce | 0.333 | 3 | 50 | 50 | 50 | 0 | 5 |
| Orcs | Lancer | Cavalry | 200 | 300 | 60 | Pierce | 0.333 | 4 | 0 | 0 | 0 | 0 | 5 |
| Western Kingdoms | Lancer | Cavalry | 250 | 300 | 60 | Pierce | 0.333 | 4 | 0 | 0 | 0 | 0 | 5 |
| Wood Elves | Lancer | Cavalry | 200 | 300 | 60 | Pierce | 0.333 | 4 | 0 | 0 | 0 | 0 | 5 |
| Faction | Availability |
|---|---|
| Undead | - |
| Barbarians | - |
| High Elves | - |
| Night Elves | - |
| Western Kingdoms | Base |
| Dwarves | Base |
| Orcs | Base |
| Undead (Alt Slot) | - |
| Wood Elves | Base |
| Tidescale | - |
Dwarves
Dwarves fields the Lancer as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights up close, with 350 health, 60 listed damage, and 3 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 60 | Pierce | 0-3 | 0.333 | 1 | Projectile |
All units gain a solid boost to maximum health.
The whole army resists crowd control and slows, refusing to be moved.
Grinding attacks: all units gain attack damage but the army moves even slower.
A free elite Knight shipment and army-wide health and damage reduction turn the line into a fortress.
Transforms the whole spear line into Heavy Cavalry battering rams with fortress-grade armor.
The entire army takes 20% less damage and cannot be slowed or controlled.
Orcs
Orcs fields the Lancer as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights up close, with 300 health, 60 listed damage, and 4 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 60 | Pierce | 0-4 | 0.333 | 1 | Projectile, 40 armor pen |
Cavalry gallop faster into the fray.
The scent of battle quickens every attack across the horde.
Infantry and cavalry alike smash with devastating force.
Your Light Cavalry mount ferocious wolves, becoming Heavy Cavalry shock troops.
Whipped into a killing rage, the horde attacks faster and fears nothing.
Pounding drums drive the whole army onward, hardening it against pain.
The entire army becomes an unrelenting juggernaut, tougher and unshakeable.

Western Kingdoms
Western Kingdoms fields the Lancer as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights up close, with 300 health, 60 listed damage, and 4 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 60 | Pierce | 0-4 | 0.333 | 1 | Projectile, 40 armor pen |
Rigorous drilling toughens the whole army against the first shock of battle.
Battlefield priests steady the ranks, hardening every soldier against wounds.
Well-drilled movement lets your army reach and hold the center faster.
Master smiths sharpen every blade and lance in the kingdom's service.
Your knights are anointed as paladins, gaining holy resilience and crushing power.
United under one banner, the entire army fights harder, tougher, and unbroken.
Wood Elves
Wood Elves fields the Lancer as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights up close, with 300 health, 60 listed damage, and 4 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 60 | Pierce | 0-4 | 0.333 | 1 | Projectile, 40 armor pen |
The whole army moves faster, letting you dictate every engagement.
Skirmishers resist slows, keeping their speed advantage against snares.
Cavalry surge in speed for devastating hit-and-run raids.
Every Knight becomes a Cavalry Archer, and the whole horde rides faster.
The army shrugs off a portion of all incoming damage while keeping its speed.