Small Description: Claymores are elite Tier 4 two-handed sword infantry, masters of sweeping strikes and battlefield control. Clad in reinforced half-plate, they wield massive claymores to deliver wide arcs that cleave through enemy ranks. Their blend of high damage, moderate defense, and crowd-control orders makes them perfect for breaking shield walls and anchoring frontline pushes.


Unit Acquire Method

Unlock by completing Season XXII “Highland Rebellion” seasonal challenges. No honour tree or signaculum required.


Traits

1. Defense Stack Passive:Each time a Claymore warrior attacks and hits an enemy, all defences are increased by 40 points. Stackable up to 5 times.

2. Bagpiper Synergy:When Bagpipers use Segue, some negative effects of „For Freedom!“ on Claymores will be cleared, leaving only these effects:Damage dealt reduced by 40%.Damage taken increased by 40%.Movement speed reduced by 50%.

3. Fearless Heart Passive:When the unit uses any skill other than [For Freedom!], it gains the [Fearless Heart] effect: for 5 seconds, it receives an additional 10% damage reduction.Each attack restores 150 health (up to 5 stacks) and reduces melee damage taken by the unit and nearby allies by 20% for 2 seconds.This effect is enhanced after using [For Freedom!]:

Health restoration increases to 300Melee damage taken is reduced by 35%.


Formations & Orders

Formations

  • Dispersed – Reduces incoming ranged damage by spreading formation.
  • Line – Two-row formation that boosts two-handed weapon reach and damage.

Orders

Highland Charge
The unit charges as directed, inflicting damage to enemies along the way (with ‚For Freedom!‘, the charge inflicts greater damage to Blocking). After the charge ends, the unit gains the ‚Fearless Heart‘ effect.


For Freedom!
The Claymore warriors roar and stir themselves up for battle, boosting their skills for 15 seconds: Fearless Heart is enhanced, movement speed is increased 30%, damage is strengthened by 40%, and Maximum Health is increased by 2000.
After the skill ends, the Claymores will be exhausted and their movement speed and attack rate will fall by 50%, damage dealt will fall by 40%, and damage taken will increase by 40% for 10 seconds.


Tips & Tricks

  • Engage as second or third in the fight, try to use them like prefecture guards or man at arms, flank use skills pull out before skill run out.
  • easy to use, once you got a hang on the „when to pull out“ 😉

Pros / Cons

Pros: • Exceptional crowd damage and tank potential • Balance of heavy aoe slashes and exhaustion debuff, high potential while skills up, almost none once on Cool down

Cons: • Vulnerable to concentrated ranged fire before closing distance • Relies on correct sequencing of orders • Leadership cost is high, limiting army composition