Did you miss the man-at-arms? You shouldn’t have. This footman subclass is Chivalry 2’s quintessential duelist—fast, scrappy, and armed to thrive in one-on-one combat. Though it lacks the brute force of a Vanguard or the tankiness of a Knight, the man-at-arms makes up for it with superior footwork, clever mechanics, and a well-rounded kit that can frustrate and overwhelm unprepared opponents.

This guide breaks down everything you need to know about this slippery brawler—from weapon choices to kit management to optimal battlefield positioning.


Core Class Stats and Identity

As a Footman, the man-at-arms occupies the middle ground:

  • Armor: Higher than Vanguard, lower than Knight.
  • Speed: Faster than Knight, slower than Vanguard.
  • Stamina: Solid baseline with excellent regeneration via counters.

You’re resistant to light blades, kicks, and jabs, but vulnerable to chop and blunt damage. This makes positioning and awareness crucial to your survival.

You’re built to pick your fights carefully, excel in skirmishes, and harass distracted enemies—especially when flanking or dueling in the backline.


Primary Weapons: Fast, Focused, and Technical

The man-at-arms uses quick, low-range variants of existing weapons. Each one favors players who rely on timing, finesse, and adaptability.

  • Sword – Balanced and dependable. Solid combos, decent reach, and no glaring weaknesses.
  • Morning Star – A punchy alternative with solid hitstop and a satisfying special. It trades some range for high one-handed damage.
  • Falchion – Shorter and slower than the sword but hits much harder. It’s underrated and great for surprise heavy strikes.
  • One-Handed Spear – Your strongest option in most scenarios. High speed, good range, and an overpowered special. Pair with a shield and you become a dueling nightmare.
  • Rapier – The most annoying weapon in the game. Its speed and animation trickery make it lethal in duels, though weak in scrums.
  • Heavy Cavalry Sword – Surprisingly long reach and great drags make it excellent in team fights. Viable on horseback too.

Secondary Weapons: Underrated Backups

Unlike many other classes, the man-at-arms gets powerful sidearms that feel like second primaries:

  • Knife – Weak, but better than being disarmed.
  • Axe – Fast and solid, a nimble version of the battle axe.
  • Short Sword – Lightning quick and pairs well with heavier primaries.
  • Mace – Nearly a clone of the Morning Star, with minor stat adjustments.

These let you mix up your toolkit based on enemy armor or to complement your main weapon’s weaknesses.


Shields: Mobility and Defense

You get two shield options:

  • Medium Shield – High stamina block power and projectile resistance. Has 350 durability and will break once depleted.
  • Light Shield – Trades durability for faster movement and increased jab damage.

Shield Tips:

  • Counters preserve shield durability.
  • Shields block projectiles even on your back.
  • You can swap the shield out at will—keep it holstered until you need it.
  • Think of your shield as a temporary buff—a “bubble” for difficult fights or multi-enemy encounters.

Class Item: The Bandage Kit

The man-at-arms supports teammates with a multi-charge bandage kit:

  • Heals over time.
  • Can revive downed allies and continue healing them afterward.
  • Max of 3 stored kits.

Use it wisely:

  • Don’t stack heals on already-recovering allies.
  • Prioritize low-health teammates or revives.
  • Kits can be earned faster by healing or reviving, thanks to your Passive Medic perk.

While not flashy, the bandage kit provides sustained healing and can shift the tide of extended skirmishes or hold objectives longer.


Sprint Charge and Movement Passives

  • Sprint Charge: Your forward dash attack that builds while running. High damage when it lands, but not as strong as the Poleman’s version.
  • Passive Medic: Earns bandage kits through revives and healing.
  • 10% Increased Strafing Speed + 50% Reduced Dodge Cooldown: These passives make you an absolute nightmare to track in 1v1s. Combined with footwork, you become a blur.

How to Play the Man-at-Arms: Tips and Tactics

  1. Avoid the front line. You lack range and area control. Stick to the edges and isolate targets.
  2. Shred in 1v1s. Use dodging, shields, and speed to control space. You out-stamina and out-position most classes.
  3. Conserve shield durability. Keep it on your back until needed. Use counters, not spam blocks.
  4. Be the revive hero. Sprint in, bandage, and get out. Your class rewards helping others.
  5. Use your secondaries. Swap to faster or armor-piercing weapons depending on your matchup.
  6. Don’t be afraid to retreat. You’re faster than most. Re-engage smarter.

Final Verdict

The man-at-arms isn’t a flashy frontliner or an objective brute—but it is a masterclass in finesse. For players who value timing, positioning, and footwork, this subclass is a dream.

Its dueling potential is top-tier, its support utility is underrated, and its mobility lets you dance around enemies while throwing off their rhythm. With the right hands, the man-at-arms becomes a 1vX monster and a reliable cleanup specialist.

Offensive Tier: B | Defensive Tier: C

So go forth, duelist. Revive your teammates, dominate your 1v1s, and if all else fails—remember to dodge, jab, and never stop moving. The yard is yours.


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