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Shortsword and shield class
Take the lead in both attack and defense. Good mobility and protection.
~ In-game Description for the Shortsword & Shield

Shortsword & Shield is a weapon class in Conqueror's Blade.

Overview[ | ]

The shortsword & shield consists of a small sword and rounded buckler, reminiscent of the armaments carried by most buckler shield infantry. Shortsword & shield wielding heroes have extreme amounts of personal defense which allows them to survive attacks that would kill most every other hero. They also have good capabilities for inflicting control effects and passable mobility for a heavy armour weapon class. However, the shortsword & shield has lower damage than most other classes and shortsword & shield equipped heroes may struggle to kill enemy heroes and units in a timely manner.

Acquisition[ | ]

The shortsword & shield can be unlocked in the skills page of the Character tab (default key P, top right) for 5 skill points once the player reaches level 15. Once unlocked, the level 1 versions of all shortsword & shield skills will become available and can then be upgraded further for more skill points. Shortsword & shield weapon skills can be used simply by equipping any shortsword & shield, but like all weapons only 4 skills including up to 1 paragon (yellow-coloured) skill can be used at a time, customizable through the skills page.

The shortsword & shield is classed for heavy armour. This means that shortsword & shield users can wear any mix of light, medium, or heavy armour and still be allowed to use a shortsword & shield. However, it is recommended for players to use the heaviest armour they can equip for the additional defenses.

Class Skills[ | ]

Barricade[ | ]

Barricade I

Cooldown: 8s

basic

Bash your enemy with your shield to cause 134% of your base blunt damage plus 652 points of blunt damage. This also reduces the enemy's block value.

Extra Effect: This attack reduces a struck enemy's attack power by 30% for 4 seconds.

Extra Effect 2: Removes "Dazed" and "Knocked Down" effects.

Dreadnought

Bonus Effect / Skill Point Cost: 50

Duration: +1 second(s)

Barricade II

Cooldown: 8s / Skill Point Cost: 200

basic

Bash your enemy with your shield to cause 134% of your base blunt damage plus 746 points of blunt damage. This also reduces the enemy's block value.

Press twice: Add a second shield bash to cause a further 134% of your base blunt damage plus 746 points of blunt damage.

Extra Effect: This attack reduces a struck enemy's attack power by 40% for 5 seconds.

Extra Effect 2: Removes "Dazed" and "Knocked Down" effects.

Resolute

Bonus Effect / Skill Point Cost: 200

Duration: +1 second(s)

Barricade III

Cooldown: 8s / Skill Point Cost: 600

basic

Bash your enemy with your shield to cause 134% of your base blunt damage plus 844 points of blunt damage. This also reduces the enemy's block value.

Press twice: Add a second shield bash to cause a further 134% of your base blunt damage plus 844 points of blunt damage.

Extra Effect: This attack reduces a struck enemy's attack power by 50% for 6 seconds.

Extra Effect 2: Removes "Dazed" and "Knocked Down" effects.

Ironsides[ | ]

Ironsides I

Cooldown: 30s

basic

You inflict 67% of your base blunt damage plus 391 points of blunt damage on nearby enemies.

Extra Effect: Removes "Dazed", "Knocked Down" and "Concussed" effects.

Extra Effect 2: Increases your defences by 75% for 6 seconds.

Extra Effect 3: After the defence boost ends, your defences are reduced by 15% for 4 seconds.

Hardened

Bonus Effect / Skill Point Cost: 600

Duration: +1 second(s)

Ironsides II

Cooldown: 27s / Skill Point Cost: 800

basic

You inflict 67% of your base blunt damage plus 391 points of blunt damage on nearby enemies.

Extra Effect: Removes "Dazed", "Knocked Down" and "Concussed" effects.

Extra Effect 2: Increases your defences by 100% for 7 seconds.

Extra Effect 3: After the defence boost ends, your defences are reduced by 15% for 4 seconds.

Ironclad

Bonus Effect / Skill Point Cost: 800

Duration: +1 second(s)

Ironsides III

Cooldown: 24s / Skill Point Cost: 1000

basic

You inflict 67% of your base blunt damage plus 391 points of blunt damage on nearby enemies.

Extra Effect: Removes "Dazed", "Knocked Down" and "Concussed" effects.

Extra Effect 2: Increases your defences by 125% for 8 seconds.

Extra Effect 3: After the defence boost ends, your defences are reduced by 15% for 4 seconds.

Kick[ | ]

Kick I

Cooldown: 12s

basic

Kick your opponent to inflict 130% of your base blunt damage plus 806 points of blunt damage. This reduces the target's block value.

Press twice: Add a roundhouse kick that causes 154% of your base blunt damage plus 842 points of blunt damage.

Knockback

Bonus Effect / Skill Point Cost: 50

Blunt Strike Damage Multiplier: +3%

Kick II

Cooldown: 12s / Skill Point Cost: 600

basic

Kick your opponent to inflict 140% of your base blunt damage plus 954 points of blunt damage. This reduces the target's block value.

Press twice: Add a roundhouse kick that causes 159% of your base blunt damage plus 1034 points of blunt damage.

Persistence

Bonus Effect / Skill Point Cost: 600

Blunt Strike Damage Multiplier: +3%

Kick III

Cooldown: 12s / Skill Point Cost: 800

basic

Kick your opponent to inflict 160% of your base blunt damage plus 964 points of blunt damage. This reduces the target's block value.

Press twice: Add a roundhouse kick that causes 172% of your base blunt damage plus 1084 points of blunt damage.

Press three times: A powerful kick that deals 186% of your base blunt damage plus 1107 points of blunt damage, and knocks your opponent down.

Shield Bash[ | ]

Shield Bash I

Cooldown: 14s

basic

Bash the enemy 2 times with your shield, each hit dealing 188% of your base blunt damage and 1248 points of blunt damage. If both strikes hit the same enemy, a "Concussed" effect is inflicted on them.

Step Forward

Bonus Effect / Skill Point Cost: 50

Blunt Strike Damage Multiplier: +5%

Shield Bash II

Cooldown: 14s / Skill Point Cost: 200

basic

Bash the enemy 2 times with your shield, each hit dealing 188% of your base blunt damage and 1489 points of blunt damage. If both strikes hit the same enemy, a "Concussed" effect is inflicted on them.

Press twice: Strike at the enemy 2 more times, each hit inflicting 103% of your base slashing damage plus 875 points of slashing damage.

Giant Step

Bonus Effect / Skill Point Cost: 200

Blunt Strike Damage Multiplier: +5%

Shield Bash III

Cooldown: 14s / Skill Point Cost: 600

basic

Bash the enemy 2 times with your shield, each hit dealing 193% of your base blunt damage and 1607 points of blunt damage. If both strikes hit the same enemy, a "Concussed" effect is inflicted on them.

Press twice: Strike at the enemy 2 more times, each hit inflicting 103% of your base slashing damage plus 996 points of slashing damage.

Press three times: Finish with a vertical strike from below which causes 125% of your base slashing damage plus 1228 points of slashing damage.

Shielded Charge[ | ]

Shielded Charge I

Cooldown: 24s

basic

Raise your shield and charge into your foe, causing 134% of your base blunt damage plus 687 points of blunt damage, and knocking them down.
After that, hit your enemy with your shield, dealing 77% of your base blunt damage plus 395 points of blunt damage.
Finish the attack by smashing your enemy with your sword, dealing 268% of your base blunt damage plus 1374 points of blunt damage.

Extra effect: During the charge, Defence values are increased by 50%.

Battering Ram

Bonus Effect / Skill Point Cost: 50

Cooldown: -1 second(s)

Shielded Charge II

Cooldown: 22s / Skill Point Cost: 600

basic

Raise your shield and charge into your foe, causing 134% of your base blunt damage plus 805 points of blunt damage, and knocking them down.
After that, hit your enemy with your shield, dealing 77% of your base blunt damage plus 463 points of blunt damage.
Finish the attack by smashing your enemy with your sword, dealing 268% of your base blunt damage plus 1610 points of blunt damage.

Extra effect: During the charge, Defence values are increased by 50%.

Headlong

Bonus Effect / Skill Point Cost: 600

Cooldown: -1 second(s)

Shielded Charge III

Cooldown: 20s / Skill Point Cost: 900

basic

Raise your shield and charge into your foe, causing 134% of your base blunt damage plus 923 points of blunt damage, and knocking them down.
After that, hit your enemy with your shield, dealing 77% of your base blunt damage plus 531 points of blunt damage.
Finish the attack by smashing your enemy with your sword, dealing 268% of your base blunt damage plus 1846 points of blunt damage.

Extra effect: During the charge, Defence values are increased by 50%.

Throw Shield[ | ]

Throw Shield I

Cooldown: 8s

basic

Throw your shield at a foe to deal 80% of your base blunt damage plus 459 points of blunt damage. The shield returns, dealing damage to enemies it strikes on the way back.

Extra Effect: Increases your movement speed by 15% for 3 seconds.

Extra Effect 2: Reduces the speed of struck enemies by 30% for 3 seconds.

Forward Defence

Bonus Effect / Skill Point Cost: 600

Duration: +1 second(s)

Throw Shield II

Cooldown: 8s / Skill Point Cost: 800

basic

Throw your shield at a foe to deal 80% of your base blunt damage plus 518 points of blunt damage. The shield returns, dealing damage to enemies it strikes on the way back.

Extra Effect: Increases your movement speed by 15% for 4 seconds.

Extra Effect 2: Reduces the speed of struck enemies by 40% for 3 seconds.

Forewarned

Bonus Effect / Skill Point Cost: 800

Duration: +1 second(s)

Throw Shield III

Cooldown: 8s / Skill Point Cost: 1000

basic

Throw your shield at a foe to deal 80% of your base blunt damage plus 577 points of blunt damage. The shield returns, dealing damage to enemies it strikes on the way back.

Extra Effect: Increases your movement speed by 15% for 5 seconds.

Extra Effect 2: Reduces the speed of struck enemies by 50% for 3 seconds.

Centurion's Battle Drill[ | ]

Centurion's Battle Drill I

Cooldown: 60s

basic

Attack 5 times in a row, each hit dealing 50% of your base slashing damage plus 729 points of slashing damage.

Maniple

Bonus Effect / Skill Point Cost: 1000

Bonus Slashing Damage: +50 points

Centurion's Battle Drill II

Cooldown: 55s / Skill Point Cost: 3000

basic

Attack 5 times in a row, each hit dealing 50% of your base slashing damage plus 938 points of slashing damage.

Cohort

Bonus Effect / Skill Point Cost: 1000

Bonus Slashing Damage: +50 points

Centurion's Battle Drill III

Cooldown: 45s / Skill Point Cost: 4000

basic

Attack 5 times in a row, each hit dealing 50% of your base slashing damage plus 944 points of slashing damage.

Thunderstruck[ | ]

Thunderstruck I

Cooldown: 60s

basic

Leap forward and smash the ground with your shield, inflicting 281% of your base blunt damage plus 4024 points of blunt damage on all nearby enemies.

Extra Effect: Removes "Dazed" and "Knocked Down" effects.

Extra Effect 2: Sends enemies flying.

Extra Effect 3: Increases Defence by 10% for 3 seconds.

Great Impact

Bonus Effect / Skill Point Cost: 1000

Duration: +1 second(s)

Thunderstruck II

Cooldown: 55s / Skill Point Cost: 3000

basic

Leap forward and smash the ground with your shield, inflicting 281% of your base blunt damage plus 4540 points of blunt damage on all nearby enemies.

Extra Effect: Removes "Dazed" and "Knocked Down" effects.

Extra Effect 2: Sends enemies flying.

Extra Effect 3: Increases Defence by 15% for 3 seconds.

Earthshaker

Bonus Effect / Skill Point Cost: 1000

Duration: +1 second(s)

Thunderstruck III

Cooldown: 45s / Skill Point Cost: 4000

basic

Leap forward and smash the ground with your shield, inflicting 281% of your base blunt damage plus 4954 points of blunt damage on all nearby enemies.

Extra Effect: Removes "Dazed" and "Knocked Down" effects.

Extra Effect 2: Sends enemies flying.

Extra Effect 3: Increases Defence by 20% for 4 seconds.

Tips[ | ]

Skill Selection[ | ]

  • The usual skill selection for Shortsword & Shield uses Ironsides, Shielded Charge, Throw Shield, and Thunderstruck.
    • Ironsides is the essential skill which enables Shortsword & Shield users to stand against overwhelming burst damage.
    • Shielded Charge grants mobility and a knockdown which is useful against enemy heroes.
    • Throw Shield is good for chasing down retreating troops and heroes.
    • Thunderstruck is a very strong area of effect skill which can be used to throw heroes and disrupt enemy units.
  • The rest of the possible Shortsword & Shield skills are generally considered to be suboptimal choices compared to the above selection.
    • Barricade has low impact and shortsword & shield users have other skills to remove control effects.
    • Kick is easily interruptable and/or dodgeable by enemy heroes, and otherwise has little impact against enemy units.
    • Shield Bash has low applicability against units and is generally considered inferior to Throw Shield.
    • Centurion's Battle Drill has very low impact, no special effects, and is easily dodgeable and interruptable by enemy heroes.
  • As with all other weapons, players should take into account the current season's runes which may change the relative strengths of weapon skills.

Equipment & Attribute Builds[ | ]

  • It's advised to go with a mix of armour and toughness when allocating attribute points, to accentuate the shortsword & shield's strong defensive abilities. Alternatively, players can build shortsword & shield into a damage dealing class by putting all attribute points into agility.
  • When reforging a shortsword & shield, it's advised to go for slashing armour penetration as well as extra agility, armour, and toughness.
  • The Guardsman's Armour is the standard choice of armour for shortsword & shield users, being the heavy armour set that uses the Rare Armour Schematic. Those looking to commit to playing shortsword & shield long term should look into the Officer's Armour as the epic armour set for shortsword & shield users - it offers a good set bonus which removes the weakened defenses after Ironsides expires among other bonuses.

Gameplay[ | ]

  • Shortsword & shield excels at disrupting enemies and soaking up damage. However as Ironsides has a fairly long cooldown its protection is not unlimited. Players should aim to retreat before Ironsides expires to avoid taking damage with weakened defenses.
  • Shortsword & shield is often compared to Longsword & Shield. The difference is that longsword & shield is focused on soaking sustained damage with Mercy of Heaven while shortsword & shield excels at taking burst damage with Ironsides.
  • During battle, a shortsword & shield user who has run out of units can still provide great help to the team by getting onto and blocking enemy supply points.
  • When defending in siege battles, there are occasionally instances where players can switch from other weapons to the shortsword & shield if the situation has become desperate and they are spawning in as the attackers are taking a flag. Even with lighter armour, temporarily equipping a shortsword & shield still grants great defenses and can help hold the flag for a few seconds longer.
  • Shortsword & shield is also a good choice in Deathmatch where there are no units around to deal overwhelming damage and break through Ironsides.

Playing Against Shortsword & Shield[ | ]

  • When dueling a Shortsword & Shield hero, players should avoid using long cooldown skills until Ironsides has expired.
  • Attacks which inflict bleeding, poison, or fire damage can bypass a shortsword & shield user's protection.
Hero Weapon Classes
Light Armour Chain Dart & ScimitarDual BladesBowShort Bow
Medium Armour MusketNodachiPikeSpear
Heavy Armour Longsword & ShieldMaulPoleaxeShortsword & ShieldGlaive


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