Specialty Unit Strategies

By: Foghladha

 

Master the Battlefield: The Ultimate Guide to Conqueror’s Blade Specialty Units & Tactical Domination

When it comes to the world of specialty units, there is a diverse selection to choose from. Most of these units have a unique gimmick that makes them viable. These are not be all end all units that are gods among men. 

These are the scalpel made for surgical precision and specific tasks on the battlefield. Most of them are high damage and low defense, so having protection is essential. Never leave them unattended and always escort them to their destination. If they are caught in the open, they will usually be targeted.

In territory wars, you will often find them targeted by the enemy for removal via siege and ranged units, so be prepared to move often with your protection. Becoming. A great specialty unit player takes a lot of practice and intuition. 

Let's dive in and check out some of the most common roles the most popular specialty units fill those roles.

Unit Healing

There are very few units that really offer large-scale healing in Conqueror's Blade. Several units can heal themselves, but very few can heal other units. These units can find their way onto the battlefield occasionally when shot callers ask for them. 

These are not units that can survive on their own, and they certainly do not do damage enough to hurt much of anything. They are, in my opinion, strike and move units. 

They can provide a burst of healing, but have no survival power and usually will be targeted pretty rapidly. 

Alchemists - Close Range

These units can be helpful to mend and run between the breech and door, providing heals to units after countering pushes, but they offer little by way of self-preservation ability, so keeping them away from hostile players is important. 

They have a mind of their own and will often run off to heal the warrior being murdered on the front lines, leading them to an early grave.

Schutzdieners - Long Range

These ranged units perform best with high inaccuracy. Do not under any circumstances try to improve their accuracy. 

These archers fire arrows that create AOE healing fields. If the fields overlap, they do not stack, so the goal is to make the arrows fly as far apart from each other as possible, creating a massive AOE healing field. With more accuracy, the field becomes smaller and more concise, but does not offer any better healing, just healing to a smaller area.

These are by far the best healing units in the game, and oftentimes, there will be one of these on the battlefield at a time in most territory wars and ranked battles. It is pointless to have more than one, as the AOE healing fields do not stack.

The hardest part of playing these is predicting where the healing will be needed. There is a delay from when you aim them to when the arrows land, depending on the distance, so you always want to lead the deathball and have them walk into the healing rather than walk out of it.

Disruption Fields

These units cause panic to enemy units, disrupting their skills and ceasing their advance. Many times, it makes it hard for them to move or even see. They stun units in place and provide your team with an edge to drive the deathball forward.

Siphonarioi - Close Range

Nothing says "Surprise!" like Siphonarioi tucked behind a shield wall at the mouth of a breech. These units are a high priority on the removal list when encountered on the battlefield. Their napalm welding blowtorches can put an end to even the strongest units. 

It is highly recommended to target them with ranged units to remove them from the battlefield as quickly as they are discovered. This, in turn, means that a stationary Siphonarioi is a dead Siphonarioi, so keep them moving to keep them alive. Make sure you have protection.

Zykalian Militia - Mid Range

These grenade welding boys bring the heat to the front lines as they love their Molotov Cocktails at the enemy forces, creating burning fields at a mid-range distance. They are the fastest of the Disruption field units and can often push with deathballs effectively. 

One of the major advantages of the Zykalian Militia is that they are superior when fighting above targets on walls and lifted areas. If they have the high ground, they can rain grenades safely on the enemies below. 

Additionally, most players never learn that you don't need to place a "ground" target when throwing grenades; you can aim at the sky, and they will lob grenades blindly in that direction to rain fire upon those below. This is exceptionally useful for tossing grenades over nearby buildings or walls. Once you learn the range, you can essentially use them like a portable Scorpio.

Lastly, this is a highly vulnerable unit with little to no self-preservation ability. It is essential that you stay protected, or you will be targeted and eliminated with ease.

Incendiary Archers - Long Range

Out of all the many archers you have to choose from, Incendiary Archers offer a unique ability that creates fields of spreading fire that drive panic into the hearts of your foes. While an enemy is panicking, they can't use abilities or fight, giving your team an absolute edge.

Their downfall is the fact that you have 3 volleys of fire arrows if you've mastered and given them the tier 3 ammo doctrines. Then you'll need to resupply them. They do tremendous damage during the earlier parts of the season and can even stop a Chariot dead in its tracks. Overall, they are an area denial unit that can be effective at long range.

Debuffing Fields

These units can debuff entire deathballs quickly, reducing their damage output and giving your team an edge.

Rattan Pikemen - Close Range

There's always that moment of realization that some newbie over there is using green pikes and I've got iron reapers, let's eat! While this intrusive thought might enter your mind, resist the urge. Those little green pikes are one of the best damage mitigation units in the game and can make Iron Reapers look like Flaccid Reapers. 

You might not get the kills when using these guys, but you certainly will be the reason your teammates were able to kill. These are unspoken heroes of all tiers of play and one of the lowest leadership units to bring with you into gold and ranked season battles.

Rattan Vipers - Long Range

These mostly forgotten about archers were living in the shadow of Namkins for so long that many forgot they existed. They even received a much-needed buff and a mastery that turns them into a ranged version of the Rattan Pikemen. 

Their debuff from their poison cloud can halt even the sturdiest deathball in its tracks, reducing its damage output to that of a pool noodle. 

The best part is, most players haven't seen these guys and don't know what to look for. You can many times have people just treat them as another archer unit and prioritize other units instead.

Explosive Force

These units can damage large siege equipment and break walls and doors quickly. They can also melt units with great velocity, decimating ranks. These typically will be dealt with by ranged units or cavalry. They have low health, which makes them easy to kill. Their high-damage output is their primary strength.

Lionroar Crew - Close Range

These have tremendous power at close range and decent power at medium ranges. They can decimate a door or wall in just a few shots and can vaporize a Frontline rapidly, making them a key unit to remove from the battlefield before making any major pushes. These units will be targeted with siege and ranged units as soon as they are spotted. Expect it. 

Shenji Grenadiers - Mid Range

Shenjis are a very fun unit to play. They have a grenade toss that can throw 3 times per resupply that absolutely destroys front lines, and right after they toss their grenades, they fire three quick bursts of amplified damage. 

Many players make the mistake of tossing the grenades and running, which completely misses their seriously good burst damage grand finale. It's like ordering a birthday cake to blow out the candle and not eat the cake. Stick around for the cake!

Another fun part of this unit is when you use their focused fire ability; they will home in on the closest target in the direction you are asking them to shoot, and then delete it from existence.

One of my personal pastimes is catching an unsuspecting hero with Rough justice and while the animation plays, I aim my Shenji at myself and pow, before he can get off the ground, the corpse wagon is already on its way. 

Whichever way you use them, keep a close eye on them because they are a target that heroes will sacrifice themselves to remove them from the board.

Falconetti Gunners - Long Range

These highly inaccurate cannoneers will always overshoot their mark. If you aim just before where you want them to hit, they will overshoot their mark and hit what you truly want to shoot at. They are exceptional at blowing holes in shield walls and breaking large sieges from afar. They have the longest range, and you can get creative to get them to shoot even further. Try aiming at the peaks of rooftops from the ground floor, and your falconetti will send cannonballs raining from the sky. I've used this trick to hit siege towers from a distance. 

These loud warriors attract a lot of attention, and you can almost always bait a warrior or two to come die trying to kill your unit. If you get into trouble, tell your falcos to aim at the ground below them. The AOE splash might be enough for you to save them.

Unique Cavalry

Order of the Dragon

This unit is essentially a drone and can be remotely controlled. It is exceptionally good in cities and tight spaces, but has a limited battery life before the unit needs to return to its controller. 

Empire Chariot 

This used to be the most hated unit on the battlefield. After years of therapy and some much-needed nerfs, this unit no longer traumatizes heroes in the same way. A lot of units, such as pikes, guns, crossbows, and cavalry, now stop it dead in its tracks. It's mostly used for getting around the map quickly and hitting from the back lines and flanks. They still can be viable, but the driver needs to be fast and skilled to pull off surgical strikes.

Camel Lancers

This unit is both a fast, movable pike wall and a shock troop. It can fear other cavalry and, when using its second ability "Charge", can send units flying into the air, creating a widespread disruption field. This is a must-have in any cavalry team to help counter enemy cavalry. They also have the highest health in the game for non-vehicle units and have a native health regen. Placing an epic combat doctrine on them makes them even harder to kill, as they will regenerate about 4,252 health every 6 times they hit something.

Yorkist Household Knights

This is the first cavalry that can dismount and go places where normal cavalry can not. It is recommended to only use the Dismount ability "Grand Descent" to traverse past a No Cav area or to finish a unit with their destructive knockdown dismount.

Typically, while using this unit, you will use the third ability "Knight's Resolve"; be sure not to move away from it for 2 seconds, or it will cancel.  Then roam around looking for flanks that you can strike. Use the second ability "Iron Trample" to charge over unsuspecting units. It's essentially like hitting nitrous and can also be used to quickly get them out of the way of something you want no part of, like slow walking pikes.

They can also heal themselves when dismounting and remounting. So when you find a quiet place, feel free to dismount and remount for some health.

Written By: Foghladha of Gaiscioch | Last Update:


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