Ballista Elephant
Monks
Converting Ballista Elephants is the most efficient counter; their high HP and gold cost makes each conversion devastating for the opponent.
Halberdier
Anti-cavalry and anti-elephant bonus damage; requires large numbers but is the primary non-monk counter.
Onager
AOE damage punishes the slow-moving Elephants and their support units simultaneously.
Trebuchet
Outranges Ballista Elephants and can destroy them before they enter effective range in siege scenarios.
Berserk
Hussar
Cavalry exploits the lack of anti-cavalry bonus; Berserks' self-healing is negated by sustained cavalry pressure.
Arbalest
Ranged fire from distance; Berserks have moderate pierce armor but arbalests are still efficient.
Mangonel
AOE punishes the tight infantry formations Berserks are typically massed in.
Boyar
Halberdier
Anti-cavalry bonus is the primary counter; Boyars have high melee armor but Halbs' bonus damage still applies.
Arbalest
Ranged fire is efficient; Boyars have low pierce armor despite high melee armor.
Monks
High gold cost makes conversion extremely efficient; Boyars are one of the best conversion targets.
Camel Archer
Elite Skirmisher
High pierce armor makes Skirmishers the standard efficient counter to Camel Archers, who deal only pierce damage.
Hussar
Speed allows closure before sustained fire; Camel Archers are expensive and lose in melee quickly.
Onager
AOE damage punishes grouped Camel Archers and forces micro that breaks their formation.
Cataphract
Halberdier
Despite the anti-infantry bonus, Halbs still win with numbers due to their anti-cavalry bonus; requires more units than usual.
Arbalest
Ranged fire is the cleanest counter; Cataphracts have low pierce armor and die efficiently to massed archers.
Monks
High gold cost makes conversion extremely efficient; Cataphracts are one of the best conversion targets in the game.
Centurion
Halberdier
Anti-cavalry bonus is the primary counter; the Centurion's infantry-buffing aura is neutralized when the cavalry is killed quickly before it can rally nearby Legionaries.
Arbalest
Ranged fire from distance picks off Centurions before they can position to buff surrounding infantry; they have moderate pierce armor but massed arbalests win the trade.
Monks
Converting a Centurion is extremely efficient — you deny the opponent their infantry-boosting support unit and gain a powerful cavalry piece yourself.
Onager
AOE damage kills the Centurion and the infantry it is buffing simultaneously, collapsing the Roman formation in one volley.
Chakram Thrower
Elite Skirmisher
Pierce armor absorbs the chakram projectile damage; Skirmishers are cost-efficient against Chakram Throwers.
Hussar
Fast cavalry closes the gap before sustained fire accumulates; Chakram Throwers have low melee armor.
Onager
AOE damage punishes the tight formations Chakram Throwers are typically massed in.
Chu Ko Nu
Elite Skirmisher
High pierce armor absorbs the multi-bolt fire efficiently; Skirmishers are the standard counter to this unit.
Hussar
Fast cavalry closes the gap before sustained fire accumulates; Chu Ko Nu have low melee armor.
Onager
AOE damage punishes the tight formations Chu Ko Nu are typically massed in.
Composite Bowman
Elite Skirmisher
High pierce armor absorbs the Composite Bowman's fire efficiently; the standard cost-efficient counter to this powerful archer.
Hussar
Fast cavalry closes the gap before sustained fire accumulates; Composite Bowmen have low melee armor and die quickly in melee.
Onager
AOE damage punishes the tight formations Composite Bowmen are typically massed in, forcing costly micro.
Heavy Camel
Camels absorb the pierce damage efficiently and can close the gap; useful when cavalry archers are mixed in.
Condottiero
Hussar
Cavalry exploits the lack of anti-cavalry bonus; Condottieri are primarily anti-gunpowder units.
Arbalest
Ranged fire is efficient against Condottieri who have no ranged attack.
Knight / Cavalier
Heavy cavalry wins the melee trade cleanly against this infantry unit.
Conquistador
Halberdier
Anti-cavalry bonus is the primary counter; Conquistadors have high attack but moderate HP.
Elite Skirmisher
Pierce armor absorbs the gunpowder projectile damage; Skirmishers are cost-efficient against Conquistadors.
Heavy Camel
Camel bonus damage and high HP makes for an efficient trade against Conquistadors.
Coustillier
Halberdier
Anti-cavalry bonus is the primary counter; the charge attack is devastating but Halbs can absorb it with numbers.
Arbalest
Ranged fire before the charge activates is the safest counter; force the Coustillier to charge into a wall of arrows.
Heavy Camel
Camel bonus damage and high HP absorbs the charge; effective in open-field engagements.
Monks
Converting a charged Coustillier gives you the most powerful cavalry unit in the game; high-risk, high-reward.
Dromon
Cannon Galleon
Outranges the Dromon and deals massive damage; the primary naval counter in Imperial Age.
Fast Fire Ship
Closes the gap quickly and deals bonus damage to galleys; cost-efficient counter in Castle Age.
Trebuchet
Shore-based Trebuchets can destroy Dromons before they enter effective range in coastal scenarios.
Eagle Warrior
Arbalest
Eagle Warriors have moderate pierce armor but arbalests are still strongly cost-efficient against them at range before they can engage.
Knight / Cavalier
Cavalry wins the trade with no bonus damage taken; Eagles lack an anti-cavalry bonus.
Mangonel
AOE siege punishes massed Eagles, countering the swarm strategy Meso civs rely on.
Throwing Axeman
Infantry bonus damage makes Throwing Axemen unusually cost-efficient vs Eagle Warriors in the Feudal-Castle age window.
Elephant Archer
Monks
Converting Elephant Archers is highly efficient given their massive gold cost; denies the opponent their investment.
Halberdier
Anti-cavalry and anti-elephant bonus damage; requires large numbers but is the primary non-monk counter.
Onager
AOE damage punishes the slow-moving Elephant Archers and their support units.
Fire Lancer
Elite Skirmisher
Pierce armor absorbs the gunpowder projectile damage; Skirmishers are the standard cost-efficient counter.
Halberdier
Anti-cavalry bonus applies; Fire Lancers have low melee armor and fold quickly in sustained melee.
Hussar
Fast cavalry can close the gap before the charge activates; Fire Lancers are vulnerable in melee.
Onager
AOE damage punishes grouped Fire Lancers and forces micro that breaks their charge formation.
Flaming Camel
Arbalest
Ranged fire kills Flaming Camels before they can detonate near your cavalry; they have very low HP.
Elite Skirmisher
Pierce armor absorbs the projectile damage; Skirmishers can kill Flaming Camels efficiently at range.
Halberdier
Melee infantry can intercept Flaming Camels before they reach cavalry targets.
Flemish Militia
Hussar
Fast cavalry exploits the Flemish Militia's lack of anti-cavalry bonus; they are created from villagers and have no cavalry counter built in — cavalry shreds them before they can mass.
Arbalest
Flemish Militia have moderate melee armor but low pierce armor; massed arbalests are highly cost-efficient and prevent them from closing the distance.
Mangonel
AOE splash punishes the large swarms of Flemish Militia that Flemish Revolution produces; one Onager volley can devastate an entire converted villager army.
Knight / Cavalier
Heavy cavalry wins the melee trade cleanly; Flemish Militia have no anti-cavalry bonus and their moderate stats cannot match a Knight in a one-on-one exchange.
Gbeto
Elite Skirmisher
Pierce armor absorbs the thrown javelin damage; Skirmishers are cost-efficient against Gbeto.
Hussar
Fast cavalry closes the gap before sustained fire accumulates; Gbeto have low melee armor.
Arbalest
Outranges Gbeto and deals pierce damage efficiently.
Genitour
Elite Skirmisher
Pierce armor and anti-archer bonus make Skirmishers decisively cost-efficient against this skirmisher-type cavalry archer.
Hussar
Cheap fast cavalry closes the gap and wins in melee; Genitours have low melee armor and fold quickly.
Arbalest
Outranges and out-damages Genitours in a straight archer fight due to superior attack stats and range.
Knight / Cavalier
Heavy cavalry wins the melee trade decisively; Genitours are not cost-efficient enough to trade against Knights.
Ghulam
Hussar
Cavalry avoids the anti-archer bonus; Ghulams have no anti-cavalry bonus and lose in melee.
Knight / Cavalier
Heavy cavalry wins the cost-efficiency trade; Ghulams' anti-archer bonus is irrelevant against cavalry.
Halberdier
Melee infantry with spear bonus; Ghulams have no bonus vs spearmen and lose the sustained fight.
Houfnice
Hussar
Fast cavalry closes the gap before the Houfnice can reposition; it has extremely poor melee armor and folds instantly in melee — the single most reliable counter.
Halberdier
Melee infantry with bonus damage vs siege units; Houfnice have no melee defense and die in seconds once infantry close the distance.
Onager / Siege Onager
Siege vs siege — Onagers can match or outrange the Houfnice and deal massive AOE damage; forces the Bohemian player to protect it with an escort.
Trebuchet
Outranges the Houfnice entirely in static siege scenarios; forces it to move and exposes it to cavalry flanks.
Huskarl
Hussar
Cavalry exploits the lack of anti-cavalry bonus; Huskarls' extreme pierce armor is irrelevant against melee cavalry.
Knight / Cavalier
Heavy cavalry wins the melee trade cleanly; Huskarls have low melee armor despite high pierce armor.
Halberdier
Melee infantry with spear bonus; Huskarls' low melee armor means they lose to Halbs in sustained fights.
Hussite Wagon
Onager / Siege Onager
Siege vs siege — Onagers outrange and deal massive damage to the slow-moving Wagons before they can respond.
Halberdier
Melee infantry can close quickly and deal bonus damage to siege units; Wagons have poor melee armor.
Trebuchet
Outranges Wagons entirely and can destroy them before they enter effective range.
Iron Clad
Hussar
Cavalry avoids the armor-stripping effect by staying mobile; Iron Clads have no anti-cavalry bonus.
Arbalest
Ranged fire from distance avoids the armor reduction; Iron Clads have low pierce armor despite high melee armor.
Mangonel
AOE punishes the tight infantry formations Iron Clads are typically massed in.
Monks
Converting Iron Clads denies the opponent their armor-stripping threat and gives you a powerful melee unit.
Jaguar Warrior
Hussar
Fast cavalry exploits Jaguar Warrior's zero anti-cavalry bonus and can disengage before taking meaningful melee damage.
Knight / Cavalier
Heavy cavalry wins the cost-efficiency exchange cleanly with no bonus damage taken from Jaguar Warriors.
Arbalest
Deals pierce damage from range before Jaguar Warriors can close, denying the strong melee bonus vs infantry.
Mangonel
AOE splash punishes the tight infantry formations Jaguar Warriors are trained in, invalidating their melee-mass advantage.
Janissary
Elite Skirmisher
Pierce armor absorbs the gunpowder projectile damage; Skirmishers are cost-efficient against Janissaries.
Hussar
Fast cavalry closes the gap before sustained fire accumulates; Janissaries have low melee armor.
Halberdier
Melee infantry can close quickly; Janissaries have poor melee combat stats.
Jiangdong Warrior
Hussar
Cavalry exploits the lack of anti-cavalry bonus; Jiangdong Warriors are versatile but lose to cavalry in open field.
Arbalest
Ranged fire is efficient; Jiangdong Warriors have moderate pierce armor but arbalests are still cost-efficient.
Mangonel
AOE punishes the tight infantry formations Jiangdong Warriors are typically massed in.
Knight / Cavalier
Heavy cavalry wins the melee trade cleanly; Jiangdong Warriors have no anti-cavalry bonus to punish the engagement.
Jurchen Lancer
Halberdier
Anti-cavalry bonus is the primary counter; Jurchen Lancers have high HP but Halbs' bonus damage applies in sustained fights.
Elite Skirmisher
Pierce armor absorbs the Jurchen Lancer's ranged bonus attacks; Skirmishers are cost-efficient against this cavalry.
Heavy Camel
Camel bonus damage and high HP makes for an efficient trade; effective in open-field engagements.
Monks
High gold cost makes conversion extremely efficient; denies the opponent their powerful cavalry investment.
Kamayuk
Arbalest
Ranged fire from distance avoids the anti-cavalry spear; Kamayuks have low pierce armor.
Hussar
Fast cavalry can disengage before taking the anti-cavalry bonus damage; hit-and-run tactics are effective.
Onager
AOE punishes the tight infantry formations Kamayuks are typically massed in.
Karambit Warrior
Hussar
Cavalry exploits the lack of anti-cavalry bonus; Karambit Warriors' low cost means they need to overwhelm with numbers.
Arbalest
Low HP means Karambit Warriors die quickly to ranged fire despite their cheap cost.
Mangonel
AOE punishes the massive swarms of Karambit Warriors that Malay players rely on.
Keshik
Halberdier
Anti-cavalry bonus is the primary counter; Keshiks generate gold but are still vulnerable to spearmen.
Arbalest
Ranged fire is efficient; Keshiks have moderate pierce armor.
Heavy Camel
Camel bonus damage handles Keshiks efficiently in open-field engagements.
Khitan Lancer
Halberdier
Anti-cavalry bonus is the primary counter; Khitan Lancers are fast but Halbs' bonus damage applies reliably.
Arbalest
Ranged fire is efficient; Khitan Lancers have moderate pierce armor but massed arbalests win the trade.
Heavy Camel
Camel bonus damage handles Khitan Lancers efficiently in open-field engagements.
Khitan Raider
Elite Skirmisher
High pierce armor absorbs the Khitan Raider's fire efficiently; the standard cost-efficient counter to cavalry archers.
Hussar
Speed matches Khitan Raiders' mobility; can chase and engage in melee where they are weak.
Onager
AOE damage punishes grouped Khitan Raiders and forces micro that breaks their kiting pattern.
Halberdier
Anti-cavalry bonus applies once Khitan Raiders are caught; pairs well with Skirmishers for a complete counter.
Kipchak
Elite Skirmisher
Pierce armor counters the multi-arrow fire; Skirmishers are cost-efficient against Kipchaks despite their speed.
Hussar
Speed matches Kipchaks' mobility; can chase and engage in melee where Kipchaks are weak.
Onager
AOE punishes the grouped Kipchak formations and forces micro that breaks their kiting pattern.
Konnik
Halberdier
Anti-cavalry bonus handles both the mounted and dismounted form; must be prepared to fight the dismounted Konnik too.
Arbalest
Ranged fire kills the mounted form efficiently; the dismounted form has lower HP and can be mopped up.
Heavy Camel
Camel bonus damage applies to both forms; cost-efficient trade especially in Imperial Age.
Legionary
Hussar
Fast cavalry exploits the Legionary's lack of anti-cavalry bonus; cavalry can disengage before taking significant melee damage.
Arbalest
Legionaries have moderate pierce armor but massed arbalests are still cost-efficient; ranged fire prevents them from closing.
Mangonel
AOE splash punishes the tight Roman infantry formations and negates their high melee armor advantage.
Knight / Cavalier
Heavy cavalry wins the cost-efficiency exchange; Legionaries have no anti-cavalry bonus to punish the engagement.
Leitis
Halberdier
Anti-cavalry bonus is the primary counter; Leitis ignore armor but Halbs' bonus damage still applies.
Arbalest
Ranged fire before engagement; Leitis have moderate pierce armor but massed arbalests are still efficient.
Monks
High gold cost makes conversion extremely efficient; Leitis are one of the best conversion targets.
Longbowman
Hussar / Light Cavalry
Fast cavalry can close the extreme range gap if not kited; Longbowmen have low melee armor and die instantly in melee.
Onager
AOE splash punishes the tight Longbow formations and outranges them when upgraded to Siege Onager.
Skirmisher
High pierce armor absorbs Longbow fire efficiently; the counter is cost-effective but requires large numbers.
Trebuchet
Outranges even Elite Longbowmen and forces them to move, breaking their formation advantage.
Magyar Huszar
Halberdier
Anti-cavalry bonus is the primary counter; Magyar Huszars are fast but have moderate HP.
Arbalest
Ranged fire is efficient; Magyar Huszars have low pierce armor.
Heavy Camel
Camel bonus damage handles Magyar Huszars efficiently in open-field engagements.
Mameluke
Arbalest
Ranged fire is the cleanest counter; Mamelukes have low pierce armor and die efficiently to massed archers.
Elite Skirmisher
Pierce armor absorbs the thrown scimitar damage; Skirmishers are cost-efficient against Mamelukes.
Monks
High gold cost makes conversion extremely efficient; Mamelukes are one of the best conversion targets.
Mangudai
Elite Skirmisher
Pierce armor counters the Mangudai's fire arrow damage; the primary cost-efficient counter.
Hussar
Speed can match Mangudai mobility; forces engagement in melee where Mangudai are weak.
Onager
AOE punishes the grouped Mangudai formations and forces micro that breaks their kiting pattern.
Heavy Camel
Camel bonus damage applies; Heavy Camels can absorb Mangudai fire and close the gap effectively.
Missionary
Hussar
Fast cavalry runs down Missionaries trivially — they have 30 HP, zero attack, and no anti-cavalry bonus; a single Hussar kills one instantly before it can convert or heal anything.
Arbalest
Ranged fire kills Missionaries at range before they can reach your units; their low HP means a single volley is enough to delete them.
Monks
Counter-converting a Missionary is extremely efficient — you deny the opponent their mounted healer/converter and gain a unit that can immediately convert back into the Spanish army.
Elite Skirmisher
Cheap ranged units can pick off Missionaries at the edge of a battle; their low HP makes them easy targets for any ranged unit that can reach them.
Monaspa
Halberdier
Anti-cavalry bonus is the primary counter; Monaspa gain stacking attack bonuses as nearby units die, so burst them down fast.
Arbalest
Ranged fire from distance; Monaspa have moderate pierce armor but massed arbalests are efficient before the attack bonus stacks.
Monks
Converting Monaspa denies the opponent their gold investment and the dangerous attack-bonus stacking mechanic entirely.
Onager
AOE damage kills Monaspa quickly before they can accumulate attack stacks from nearby deaths.
Obuch
Hussar
Cavalry avoids the armor-shredding effect by staying mobile; Obuch have no anti-cavalry bonus.
Arbalest
Ranged fire from distance avoids the armor reduction; Obuch have low pierce armor.
Mangonel
AOE punishes the tight infantry formations Obuch are typically massed in.
Organ Gun
Hussar
Fast cavalry closes the gap before sustained fire accumulates; Organ Guns have poor melee armor.
Halberdier
Melee infantry can close quickly and deal bonus damage to siege units.
Onager
Siege vs siege — Onagers outrange and deal massive damage to Organ Guns.
Plumed Archer
Elite Skirmisher
High pierce armor absorbs Plumed Archer fire efficiently; the standard counter to this high-speed archer.
Hussar
Speed matches Plumed Archers' mobility; can chase and engage in melee where they are weak.
Onager
AOE damage punishes the tight formations Plumed Archers are typically massed in.
Ratha
Halberdier
Covers the dominant melee mode with full anti-cavalry bonus; paired with Skirmishers is the only complete counter set.
Elite Skirmisher
High pierce armor absorbs the ranged-mode Ratha's projectile damage efficiently.
Heavy Camel
Anti-cavalry bulk handles melee mode but is vulnerable when the Ratha switches to ranged — requires paired ranged support.
Monks
Converting Rathas is highly efficient given their gold cost and versatility; denies the opponent the mode-switching threat entirely.
Rattan Archer
Hussar
Fast cavalry closes the gap; Rattan Archers have extremely high pierce armor but low melee armor.
Halberdier
Melee infantry can close quickly; Rattan Archers' high pierce armor is irrelevant against melee attacks.
Onager
AOE damage bypasses the high pierce armor and punishes grouped Rattan Archers.
Samurai
Hussar
Cavalry avoids the anti-unique-unit bonus; Samurai have no anti-cavalry bonus.
Arbalest
Ranged fire from distance; Samurai have moderate pierce armor but arbalests are still efficient.
Mangonel
AOE punishes the tight infantry formations Samurai are typically massed in.
Savar
Halberdier
Anti-cavalry bonus is the primary counter; Savars are powerful but vulnerable to spearmen in sustained fights.
Arbalest
Ranged fire is efficient; Savars have moderate pierce armor and die to massed archer fire.
Heavy Camel
Camel bonus damage and high HP makes for an efficient trade against Savars in open-field engagements.
Serjeant
Hussar
Cavalry exploits the lack of anti-cavalry bonus; Serjeants are tanky but slow.
Arbalest
Ranged fire is efficient; Serjeants have moderate pierce armor but arbalests are still cost-efficient.
Mangonel
AOE punishes the tight infantry formations Serjeants are typically massed in.
Shotel Warrior
Hussar
Cavalry exploits the lack of anti-cavalry bonus; Shotel Warriors' high attack is offset by their very low HP.
Arbalest
Low HP means Shotel Warriors die quickly to ranged fire before they can engage in melee.
Halberdier
Tanky infantry with spear bonus; Shotel Warriors' low HP means they lose the sustained fight.
Shrivamsha Rider
Arbalest
Depletes the dodge shield quickly with multiple arrows; once the shield is gone, Shrivamsha Riders die to ranged fire.
Halberdier
Anti-cavalry bonus applies after the shield is depleted; Halbs are the standard melee counter.
Onager
AOE damage depletes shields on multiple Riders simultaneously, making the follow-up engagement much easier.
Shu Crossbowman
Elite Skirmisher
High pierce armor absorbs the Shu Crossbowman's fire efficiently; the standard counter to this long-range archer.
Hussar
Fast cavalry closes the gap before sustained fire accumulates; Shu Crossbowmen have low melee armor.
Onager
AOE damage punishes the tight formations Shu Crossbowmen are typically massed in.
Monks
Converting Shu Crossbowmen is efficient given their gold cost and long range; denies the opponent their ranged advantage.
Slinger
Hussar
Fast cavalry closes the gap before sustained fire accumulates; Slingers have very low HP and no anti-cavalry bonus, making them trivial to run down in melee.
Elite Skirmisher
High pierce armor absorbs the Slinger's projectile damage efficiently; Skirmishers are cost-efficient and outclass Slingers in the ranged exchange.
Knight / Cavalier
Heavy cavalry wins the melee trade decisively; Slingers have no anti-cavalry bonus and fold instantly in melee.
Arbalest
Outranges and out-damages Slingers in a straight ranged fight; Slingers' low HP means they die quickly to sustained archer fire.
Tarkan
Halberdier
Anti-cavalry bonus is the primary counter; Tarkans have high pierce armor but low melee armor.
Arbalest
Despite high pierce armor, massed arbalests are still cost-efficient against Tarkans.
Heavy Camel
Camel bonus damage and high HP makes for an efficient trade against Tarkans.
Teutonic Knight
Arbalest
Ranged fire from distance is the only reliable counter; Teutonic Knights have extremely high melee armor but low pierce armor.
Onager
AOE damage punishes the slow-moving Teutonic Knights and their support units.
Hussar
Fast cavalry can kite Teutonic Knights indefinitely due to their extremely slow movement speed.
Monks
Converting Teutonic Knights gives you the most powerful melee infantry unit in the game.
Thirisadai
Cannon Galleon
Outranges the Thirisadai and deals massive single-target damage; the primary Imperial Age naval counter — the Thirisadai's multi-projectile fire is devastating but Cannon Galleons can kite it.
Fast Fire Ship
Closes the gap quickly and deals bonus damage to warships; cost-efficient in Castle Age before the Thirisadai reaches its full Imperial upgrade.
Trebuchet
Shore-based Trebuchets outrange the Thirisadai entirely in coastal scenarios; forces it to advance into range and exposes it to other naval units.
Monks
Converting a Thirisadai is the single most efficient play in the game given its enormous gold cost; denies the opponent their flagship warship and gives you an unstoppable naval unit.
Throwing Axeman
Hussar
Cavalry avoids the thrown axe projectile with mobility; no anti-cavalry bonus on Throwing Axemen.
Elite Skirmisher
Pierce armor absorbs the thrown axe damage; Skirmishers are cost-efficient against this unit.
Arbalest
Outranges Throwing Axemen and deals pierce damage efficiently.
Tiger Warrior
Hussar
Fast cavalry exploits the Tiger Warrior's anti-cavalry bonus being offset by cavalry's superior mobility and disengagement.
Arbalest
Ranged fire from distance prevents Tiger Warriors from closing; they have moderate pierce armor but arbalests are still efficient.
Mangonel
AOE splash punishes the tight infantry formations Tiger Warriors are trained in.
Knight / Cavalier
Heavy cavalry wins the cost-efficiency exchange; Tiger Warriors' anti-cavalry bonus is partially offset by cavalry's high HP.
Turtle Ship
Cannon Galleon
Outranges Turtle Ships and deals massive damage; the only reliable naval counter in most matchups.
Trebuchet
Shore-based Trebuchets can destroy Turtle Ships before they enter effective range in coastal scenarios.
Bombard Cannon
Shore-based artillery deals high damage to Turtle Ships; effective in river/coastal map scenarios.
Urumi Swordsman
Hussar
Cavalry avoids the whip AOE by staying mobile; Urumi Swordsmen have no anti-cavalry bonus.
Arbalest
Ranged fire from distance avoids the AOE whip attack entirely; Urumi have low pierce armor.
Mangonel
AOE siege punishes the tight infantry formations Urumi are typically massed in.
War Elephant
Monks
The definitive counter — converting a War Elephant gives you the most powerful unit in the game and denies the opponent their investment.
Halberdier
Anti-cavalry and anti-elephant bonus; requires 20+ Halbs to reliably kill a War Elephant but is the only non-monk mass counter.
Onager
AOE splash damages the Elephant and its support; forces the Persian player to micro and split their army.
Scorpion
Passthrough bolts deal massive damage to War Elephants' large hitbox; cost-efficient in defensive positions.
War Wagon
Halberdier
Anti-cavalry bonus applies to War Wagons; melee infantry can close the gap and deal bonus damage.
Onager
AOE damage punishes the grouped War Wagons and forces micro that breaks their formation.
Heavy Camel
Camel bonus damage and high HP makes for an efficient trade against War Wagons.
Warrior Monk
Hussar
Fast cavalry exploits the Warrior Monk's lack of anti-cavalry bonus; cavalry can disengage before taking significant damage.
Arbalest
Ranged fire from distance prevents the Warrior Monk from using its healing aura effectively; low pierce armor makes them vulnerable.
Onager
AOE damage disrupts the clustered formation Warrior Monks rely on for their healing aura to be effective.
Monks
Converting Warrior Monks is highly efficient — you gain a powerful unit and deny the opponent their healing support.
Warrior Priest
Hussar
Fast cavalry exploits the Warrior Priest's lack of anti-cavalry bonus; cavalry can disengage before taking significant damage and denies the healing aura from supporting nearby units.
Arbalest
Ranged fire from distance prevents the Warrior Priest from using its healing aura effectively; low pierce armor makes them highly vulnerable to sustained archer fire.
Monks
Converting a Warrior Priest is extremely efficient — you gain a powerful hybrid fighter-healer and deny the opponent their frontline healing support entirely.
Onager
AOE damage disrupts the clustered formation Warrior Priests rely on for their healing aura to be effective, killing the support role before it can sustain the Armenian army.
Wei Cavalry
Halberdier
Anti-cavalry bonus is the primary counter; Wei Cavalry have a powerful charge but Halbs' bonus damage applies in sustained fights.
Arbalest
Ranged fire before the charge activates is the safest counter; force Wei Cavalry to charge into a wall of arrows.
Heavy Camel
Camel bonus damage and high HP absorbs the charge; effective in open-field engagements.
Monks
High gold cost makes conversion extremely efficient; Wei Cavalry are one of the best conversion targets in the game.
Winged Hussar
Halberdier
Anti-cavalry bonus is the primary counter; Winged Hussars are fast but Halbs' bonus damage applies.
Arbalest
Ranged fire is efficient; Winged Hussars have moderate pierce armor.
Heavy Camel
Camel bonus damage and high HP makes for an efficient trade against Winged Hussars.
Woad Raider

Hussar
Cavalry exploits the lack of anti-cavalry bonus; Woad Raiders' speed advantage is negated by cavalry's superior mobility.
Arbalest
Pierce damage from range before Woad Raiders can close; their speed makes kiting essential.
Mangonel
AOE punishes the tight formations Woad Raiders naturally form when rushing.
Wu Junk
Cannon Galleon
Outranges Wu Junks and deals massive damage; the primary naval counter in Imperial Age.
Fast Fire Ship
Closes the gap quickly and deals bonus damage to galleys; cost-efficient counter in Castle Age.
Trebuchet
Shore-based Trebuchets can destroy Wu Junks before they enter effective range in coastal scenarios.