Steed Charge

Steed Charge is a Utility skill.

In-game
While active, increases movement speed by +150% (normally to 250-275%), but prevents from using any other active skills for 0.4 seconds. Using any skill after 0.4 seconds will cancel Steed Charge prematurely.

The warhorse can carry the Crusader through enemies and most objects (including Waller barriers), and frees from all kind of Crowd Control effects, but cannot carry through the impassable terrain, including closed doors.

Note that the Crusader stays vulnerable to attack and fully targetable by enemies while mounted.

Runes

 * Spiked Barding: also deals 500% of the Crusader's damage per tick (not per hit) to enemies through which the warhorse charges.
 * Nightmare: the warhorse also leaves a trail of fire that deals 550% damage per tick as Fire and lasts 4 seconds.
 * Rejuvenation: while active, also heals the Crusader for 7.5% of maximum Life per second.
 * Endurance: increases the duration to 3 seconds.
 * Draw and Quarter: up to 5 enemies within 15 yards of the Crusader are bound with chains when the Steed Charge is activated, being paralyzed and dragged with the Crusader for the entire duration, dealing 185% damage as Holy per second to each. Does not affect enemies immune to Knockback, and counts as Knockback for the duration.

Non-rune enhancements

 * Swiftmount (Legendary Flail): doubles the duration of Steed Charge, including all secondary effects of skill runes.
 * Norvald's Fervor Set (Set Bonus for 2 items): increases duration by 2 seconds, increases all damage done by 400% while Steed Charge is active (and 5 seconds after it ends), and reduces remaining cooldown by 1 second for each enemy killed.

Passives

 * Lord Commander: reduces cooldown by 25%.

Development
The Steed Charge ability was conceptualized in sync with the Crusader's "knight in battle-scarred armor" ethos.

Trivia

 * In World of Warcraft: Legion, Paladins have an identical ability, inspired by Steed Charge.