Strengths
- High health lets it stay relevant in long trades.
- Mobility gives it good engage and repositioning windows.
- High listed damage threatens priority targets when it gets uptime.
Unit page
Heavy Cavalry variants, lore, stats, special effects, upgrades, strengths, and weaknesses.

| Faction | Unit | Class | Cost | HP | Damage | Type | Atk/s | Range | Pierce | Cut | Crush | Magic | Speed |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Barbarians | Heavy Cavalry | Cavalry | 200 | 300 | 60 | Pierce | 0.333 | 4 | 0 | 0 | 0 | 0 | 5 |
| Dwarves | Heavy Cavalry | Cavalry | 200 | 400 | 30 | Crush | 0.333 | 2 | 50 | 50 | 50 | 0 | 5 |
| High Elves | Heavy Cavalry | Cavalry | 200 | 300 | 60 | Pierce | 0.333 | 4 | 0 | 0 | 0 | 0 | 5 |
| Night Elves | Heavy Cavalry | Cavalry | 200 | 300 | 60 | Pierce | 0.333 | 4 | 0 | 0 | 0 | 0 | 5 |
| Orcs | Heavy Cavalry | Cavalry | 200 | 300 | 60 | Pierce | 0.333 | 4 | 0 | 0 | 0 | 0 | 5 |
| Undead | Heavy Cavalry | Cavalry | 200 | 300 | 60 | Pierce | 0.333 | 4 | 0 | 0 | 0 | 0 | 5 |
| Undead (Alt Slot) | Heavy Cavalry | Cavalry | 200 | 300 | 60 | Pierce | 0.333 | 4 | 0 | 0 | 0 | 0 | 5 |
| Western Kingdoms | Heavy Cavalry | Cavalry | 200 | 300 | 60 | Pierce | 0.333 | 4 | 0 | 0 | 0 | 0 | 5 |
| Wood Elves | Heavy Cavalry | Cavalry | 200 | 300 | 60 | Pierce | 0.333 | 4 | 0 | 0 | 0 | 0 | 5 |
| Faction | Availability |
|---|---|
| Undead | Base |
| Barbarians | Base |
| High Elves | Base |
| Night Elves | Base |
| Western Kingdoms | Base |
| Dwarves | Base |
| Orcs | Base |
| Undead (Alt Slot) | Base |
| Wood Elves | Base |
| Tidescale | - |
Barbarians
Barbarians fields the Heavy Cavalry 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 gain move speed to slam into the enemy first.
The whole army swings faster but shrugs off less punishment.
Tougher bodies help fragile berserkers survive the opening clashes.
Cavalry charge in faster and hit far harder on impact.
Army-wide frenzy: everyone attacks and moves faster, damage soaring but hides thinning.
Two elite Heavy Cavalry ride with your army every round.
Transform your Swordsmen into Heavy Cavalry and pump their charge damage.
Dwarves
Dwarves fields the Heavy Cavalry 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 400 health, 30 listed damage, and 2 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 30 | Crush | 0-2 | 0.333 | 2 | Projectile, 25 armor pen |
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.
Upgrades your Knights into thundering Heavy Cavalry and unlocks buyable Cavalry Archers to grind from range.
High Elves
High Elves fields the Heavy Cavalry 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 |
Enchanted vestments grant every soldier flat magic armor against enemy spellcasters.
Fragile bodies are shielded by warding mist, granting army-wide magic armor and damage reduction.
Light Cavalry are drilled into disciplined Cavalry Archers for mobile precision fire.
A radiant ward blankets the army with heavy magic armor, damage reduction, and tenacity.
Night Elves
Night Elves fields the Heavy Cavalry 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 |
All units move faster, letting your army dictate every engagement.
Cavalry shrug off slows, keeping their kiting speed under fire.
Woven shadow grants every unit magic armor to survive the first exchange.
Your cavalry radiate cold, and their own move speed climbs to press the slow.
Spearmen abandon the line and ride out as fast Light Cavalry raiders.
The whole army becomes untouchable, gaining army-wide damage reduction and speed.
Ranged fire chills the enemy while your own army resists their counter-slows.
Light Cavalry ascend into Heavy Cavalry shock riders that hit and vanish.
Orcs
Orcs fields the Heavy Cavalry 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.
Undead
Undead fields the Heavy Cavalry 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 dead feel no fear: all units gain tenacity and shrug off crowd control.
Frozen sinews resist slows, keeping the horde marching forward.
The whole army takes reduced damage, grinding down anything that stands its ground.
Cavalry become life-draining raiders, gaining attack and bulk to outlast foes.
Bloated undead bodies gain massive health, though they stay slow to fall.
Army-wide tenacity and damage reduction make the horde nearly impossible to break.
Light cavalry are reforged into death knights, elite heavy horsemen of the grave.
Consecrated bones shore up the horde's fatal weakness, granting magic armor across the army.
Undead (Alt Slot)
Undead (Alt Slot) fields the Heavy Cavalry 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 dead feel no fear: all units gain tenacity and shrug off crowd control.
Frozen sinews resist slows, keeping the horde marching forward.
The whole army takes reduced damage, grinding down anything that stands its ground.
Cavalry become life-draining raiders, gaining attack and bulk to outlast foes.
Bloated undead bodies gain massive health, though they stay slow to fall.
Army-wide tenacity and damage reduction make the horde nearly impossible to break.
Light cavalry are reforged into death knights, elite heavy horsemen of the grave.
Consecrated bones shore up the horde's fatal weakness, granting magic armor across the army.

Western Kingdoms
Western Kingdoms fields the Heavy Cavalry 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.
Foot spearmen take up horse and lance, converting your line into heavy cavalry.
The crown fields its finest: a shipment of paladin-grade heavy cavalry each round.
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 Heavy Cavalry 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.