Steed Charge

Steed Charge

Active Skill · Utility · Crusader

  • 5 Runes
  • From level 13

Effect

Cooldown: 16 seconds

Mount a celestial war horse that allows you to ride through enemies unhindered for 2 seconds.

Runes

5 Runes

  • Spiked Barding

    from level 19 · Physical damage · Proc coefficient 0.1

    The war horse deals 500% of your Thorns every second to enemies through which you ride.
  • Nightmare

    from level 25 · Fire damage · Proc coefficient 0.02

    The war horse is engulfed in righteous fire, scorching all who cross its path for 550% weapon damage per second as Fire.
  • Rejuvenation

    from level 36 · Physical damage · Proc coefficient 0.5

    While riding the war horse, you recover 15% of your maximum Life.
  • Endurance

    from level 42 · Physical damage · Proc coefficient 0.5

    Increase the duration to 3 seconds.
  • Draw and Quarter

    from level 52 · Holy damage · Proc coefficient 0.04

    Bind 5 monsters near you with chains and drag them as you ride, dealing 185% weapon damage as Holy every second.

The proc coefficient scales the chance of on-hit effects (e.g. legendary powers, gems, Life per Hit) for each hit of the skill. Game files, version 2.8.0.

Steed Charge

Steed Charge is the Crusader's core mobility skill. You summon a heavenly mount and ride unhindered through enemies for a short time, which helps you cross chokepoints, escape dangerous spots, or quickly reach the next pack. Thanks to its short cooldown it can be used often and belongs in nearly every setup as a staple tool for positioning and pace.

The right rune depends on your goal. Endurance extends the riding duration and thus the distance you cover in one go, improving pure travel and kiting. If instead you build around Thorns or damage, Spiked Barding turns mobility into an offensive option, because the mount deals Thorns damage to enemies you ride through. That way an escape tool becomes an active attack.

The other three runes

  • Nightmare (level 25): the war horse leaves a trail of fire that deals 550% weapon damage as Fire per second. Handy when you want to damage packs while riding through them.
  • Rejuvenation (level 36): you recover 15% of your maximum Life while riding – a small heal that comes along with every use.
  • Draw and Quarter (level 52): 5 monsters near you are chained and dragged behind you, taking 185% weapon damage as Holy every second while you pull them together to one spot.

In practice, Endurance dominates, followed by Draw and Quarter.

Norvald's Fervor turns the charge into a damage window

The Norvald's Fervor set only needs 2 pieces: the duration rises by 2 seconds, every kill reduces the cooldown by 1 second, and your damage increases by 200% while riding and for 5 seconds afterwards. A travel tool becomes a damage bonus you want to trigger as often as possible.

The flail Swiftmount doubles the duration of Steed Charge. The Vigilante Belt automatically calls down Fist of the Heavens on nearby enemies while you ride, provided the skill is on your action bar; its damage rises with your movement speed.

Typical companions

Steed Charge often appears alongside Akarat's Champion, Iron Skin and Laws of Hope, with the passives Finery, Heavenly Strength and Long Arm of the Law.