Conqueror's Blade Wiki
Advertisement
Chain Dart & Scimitar heroes roam the battlefield, looking for the perfect chance to hack their enemies to bits.
~ In-game Description for the Chain Dart & Scimitar

Chain Dart & Scimitar is a weapon class in Conqueror's Blade.

Overview[ | ]

The chain dart & scimitar consists of a metal throwing dart attached to a chain (the 'chain dart') and a curved middle-eastern style one handed sword (the 'scimitar'). Chain dart & scimitar users have excellent mobility and can easily jump on and kill enemy heroes, but in turn have nearly no applicability against enemy units and are vulnerable to intervention by multiple enemies.

Acquisition[ | ]

The chain dart & scimitar can be unlocked via the Season XIV: Scorpio seasonal challenges. There are no prerequisites for beginning the seasonal challenges for the chain dart & scimitar, but like all seasonal challenges, progress for the chain dart & scimitar seasonal challenges can only be made while its season is selected. Once unlocked, all chain dart & scimitar weapon skills are also unlocked and can be used simply by equipping any chain dart & scimitar. There is no skill customization since chain dart & scimitar has exactly 4 skills available, and like most weapon skills the chain dart & scimitar skills themselves can be upgraded using weapon skill points.

The first stage of the chain dart & scimitar challenges unlocks all 4 weapon skills. The second stage of the chain dart & scimitar challenges enables the ability to use Trap Prey while mounted. Unlike most weapon skills which are upgraded into stronger versions, chain dart & scimitar weapon skill upgrades purely take the form of bonus effects.

The chain dart & scimitar is classed for light armour. This means that chain dart & scimitar users may only equip light armour if they wish to continue using the weapon.

Class Skills[ | ]

Leap and Slash[ | ]

Leap and Slash

Cooldown: 6s

basic

Leap forward and strike with the scimitar, dealing 192% of your base slashing damage plus 1345 points of slashing damage.

Extra Effect: Every time Stinging Strike hits an enemy, cooldown is reduced by 1 second.

After learning Reaper: Concusses enemy on impact for 0.5 seconds.

Cold Moon I

Skill Point Cost: 100

Slashing damage increases by 2%.

Cutting Edge I

Skill Point Cost: 150

Additional slashing damage increases by 20 points.

Cold Moon II

Skill Point Cost: 250

Slashing damage increases by 2%.

Cutting Edge II

Skill Point Cost: 400

Additional slashing damage increases by 20 points.

Cold Moon III

Skill Point Cost: 1000

Slashing damage increases by 2%.

Reaper

Skill Point Cost: 1200

Hitting enemies stuns them for 0.5 seconds.

Sandstorm[ | ]

Sandstorm

Cooldown: 22s

basic

Detonate a smoke bomb and leap back 13 metres, dealing 95% of your base blunt damage plus 720 points of blunt damage to enemies within 3.5 metres. Upon using this skill, you will be invulnerable for 0.4 seconds.

Extra Effect: The explosion slows down enemies by 30% for 3 seconds.

Extra Effect 2: "Dazed", "Knocked Down" and "Concussed" effects are removed.

After learning Agile: Backwards jump distance is increased to 16 metres.

After learning Dazzle: The backwards jump cannot be blocked by enemies.

Blinded I

Skill Point Cost: 100

Increases Slow effect by 5%.

Blinded II

Skill Point Cost: 150

Increases Slow effect by 5%.

Blinded III

Skill Point Cost: 250

Increases Slow effect by 5%.

Agile

Skill Point Cost: 400

Jump backward distance is increased by 25%.

Blinded IV

Skill Point Cost: 1000

Increases Slow effect by 5%.

Dazzle

Skill Point Cost: 1200

When Sandstorm is used it cannot be blocked by the enemy.

Scorpion's Snare[ | ]

Scorpion's Snare

Cooldown: 22s

basic

Jump forward to unleash an attack that inflicts a Winded effect that cannot be blocked on enemy heroes, and deals 155% of your base piercing damage plus 1913 points of piercing damage.

Extra Effect: Upon hitting enemy, reduces slashing defence by 5% for 2 seconds.

Extra Effect 2: Every time Leap and Slash, Sandstorm, or Trap Prey are used, cooldown is reduced by 2 seconds. When Stinging Strike hits an enemy, cooldown is reduced by 1 second.

After learning Bloodletting: The slashing defence reduction effect is increased to 30%.

Killing Strike I

Skill Point Cost: 100

Piercing damage increases by 2%.

Pure Steel I

Skill Point Cost: 150

Additional piercing damage increases by 30 points.

Killing Strike II

Skill Point Cost: 250

Piercing damage increases by 2%.

Pure Steel II

Skill Point Cost: 400

Additional piercing damage increases by 30 points.

Butchery

Skill Point Cost: 1000

Cooldown is reduced by 2 seconds.

Bloodletting

Skill Point Cost: 1200

The slashing defence value of enemies hit by Scorpion's Snare is now reduced by 30%.

Trap Prey[ | ]

Trap Prey

Cooldown: 22s

basic

Take aim and throw your chain dart at the enemy, dealing 86% of your base piercing damage plus 1061 points of piercing damage, and pulling yourself over to the target.

After learning Unseen Threat: Hitting an enemy grants you an "Unseen Threat" effect, increasing all damage by 10% for 5 seconds.

After learning Hooked: Hitting an enemy reduces their movement speed by 40% for 3 seconds.

Unseen Threat

Skill Point Cost: 1200

Upon hitting enemy, all damage dealt is increased by 10% for 5 seconds.

Cold Crescent Edge

Skill Point Cost: 2000

Damage dealt is increased by 10%.

Fatal Sting

Skill Point Cost: 2000

Cooldown is reduced by 3 seconds.

Hooked

Skill Point Cost: 2000

Hitting an enemy reduces their movement speed by 40% for 3 seconds.

Tips[ | ]

Skill Selection[ | ]

As there are only 4 chain dart & scimitar skills, there is only 1 possible skill setup for chain dart & scimitar users which exactly uses all 4 of these skills.

Equipment & Attribute Builds[ | ]

  • It's advised to put all attribute points into strength to boost slashing damage, which improves the damage of normal attacks and the staple damage skill Leap and Slash. Slashing armour penetration is less prioritized since Scorpion's Snare reduces enemy slashing defence.
  • When reforging a chain dart & scimitar, it's recommended to aim for slashing damage and slashing armour penetration, with piercing damage and piercing armour penetration as nice secondary stats.
  • The Rogue's Armour set is the standard set for chain dart & scimitar users, being the light armour set that is crafted with the Rare Armour Schematic. For those wishing to play chain dart & scimitar longterm, the Sand Scorpion Armour is the armour set specifically made for chain dart & scimitar users and is a great choice, granting large amounts of cooldown reduction to chain dart & scimitar weapon skills.

Gameplay[ | ]

  • The chain dart & scimitar places an intense focus on hero dueling. Its weapon skills cannot be blocked, cannot be dodged, and hit faster than most other weapons' abilities. However, chain dart & scimitar users are very vulnerable to outside intervention while executing their skills and if caught either when Sandstorm is on cooldown or by abilities which inflict Winded or Thrown they have little protection and can quickly be beaten down and killed.
  • Chain dart & scimitar users should aim to jump on and kill enemy heroes which stray too far from their allies. Their skills which allow them to dash or blink onto their targets are excellent for this purpose.
  • The usual skill combo is to first engage with Trap Prey, then to immediately use Scorpion's Snare and follow up with Leap and Slash. Then use Sandstorm to disengage if needed, and Stinging Strike to reduce cooldowns and pile on more damage.
  • Chain dart & scimitar users can also serve in an area denial role, protecting vulnerable allied ranged troops from the predations of enemy heroes diving past the frontline to strike at them.

Playing Against Chain Dart & Scimitar[ | ]

  • While chain dart & scimitar users are excellent at killing lone heroes, they are generally terrible at fighting against masses of enemy troops. Heroes who are being targeted can retreat to the cover of allied troops and/or heroes to ward off the threat of a chain dart & scimitar equipped enemy.
  • Players who see their allies being attacked by a chain dart & scimitar hero should immediately help them if at all possible. A chain dart & scimitar hero using their abilities on one hero does not pose much of a threat to other heroes intervening in the fight.
  • Although chain dart & scimitar is very strong at dueling, there is a window for weapon classes with some mobility to retaliate after the chain dart & scimitar user has used Sandstorm, especially if using heavy or medium armour which is enough protection to not be killed or nearly killed in a single combo. If an enemy chain dart & scimitar user steps forward too close after disengaging then it's very possible to push forward and kill them, as Sandstorm is the only ability with grants control effect removal to chain dart & scimitar users and has a fairly sizeable cooldown.
  • Chain dart & scimitar heroes lack any large area of effect abilities to fight enemy units. Units which are ordinarily vulnerable to wide area control effect inflicting skills such as Onna-musha or Men-at-Arms are not threatened by the presence of a chain dart & scimitar user.
Hero Weapon Classes
Light Armour Chain Dart & ScimitarDual BladesBowShort Bow
Medium Armour MusketNodachiPikeSpear
Heavy Armour Longsword & ShieldMaulPoleaxeShortsword & ShieldGlaive


Advertisement