Age of Empires 2 is a complex game where each military unit has a role to play in battle; each military unit is a counter for another unit and may be countered by another unit. See our counter guide below to understand the strengths and weaknesses of each unit and how each unit functions as another unit’s counter.
How to counter every unit in AoE2
Infantry
Militia / Man-at-Arms / Long Swordsman / Two-Handed Swordsman / Champion Available from Dark Age
Melee infantry from the Barracks. Costs food and gold, trains fast, and does bonus damage to buildings.
Upgrades: Man-at-Arms (Feudal) → Long Swordsman (Castle) → Two-Handed Swordsman (Imperial) → Champion (Imperial)
Strong against
- Skirmishers
- Spearman line
- Scouts / Hussars
- Eagle Warriors
Countered by
- Archers
- Knights
- Cavalry Archers
- Hand Cannoneers
- Scorpions (massed)
Tip: Knights beat the Militia line at every stage, including Champions against Paladins. Archers counter them in Feudal and Castle Age; in Imperial Age, Hand Cannoneers do bonus damage to them. They win against trash units: Skirmishers, Spearmen and Scouts.
Spearman / Pikeman / Halberdier Available from Feudal Age
Cheap infantry (food and wood) with bonus damage against cavalry. Low attack against anything else.
Upgrades: Pikeman (Castle) → Halberdier (Imperial)
Strong against
- Scout line
- Knight line
- Camels
- Battle Elephants
- Siege
Countered by
- Archer line
- Cavalry Archers
- Skirmishers
- Militia line
- Hand Cannoneers
Tip: Spearmen do bonus damage to cavalry from Feudal Age, but one Spearman still loses to one Knight. Pikemen (Castle Age) and Halberdiers (Imperial Age) carry enough bonus damage to win those fights for less resources. Against archers and infantry they lose.
Cavalry
Scout Cavalry / Light Cavalry / Hussar Available from Feudal Age
Fast cavalry from the Stable that costs only food. Used for scouting, raiding villagers and killing Monks.
Upgrades: Light Cavalry (Castle) → Hussar (Imperial)
Strong against
- Monks
- Skirmishers
- Villagers
- Siege
- Archers (Feudal / equal numbers)
Countered by
- Spearmen / Pikemen / Halbs
- Militia line
- Knights
- Camels
- Massed archers (late game)
Tip: Scouts do bonus damage to Monks and resist conversion. Spearmen and the Militia line beat them. In Imperial Age, Hussars cost no gold, so they are often kept in the army to absorb arrows and chase down Monks and siege.
Knight / Cavalier / Paladin Available from Castle Age
Heavy cavalry from Castle Age. High HP, high armour and good attack, at a high food and gold cost.
Upgrades: Cavalier (Imperial) → Paladin (Imperial)
Strong against
- Militia line
- Skirmishers
- Scouts
- Siege
- Eagle Warriors
- Archers (equal or smaller numbers)
Countered by
- Monks
- Spearmen / Pikemen / Halbs
- Camels
- Archers (in larger numbers, usually Crossbow+)
Tip: Knights win most even fights against units without anti-cavalry bonuses. Monks convert them from range, and each conversion swaps a 135-resource unit to the other side. Pikemen and Halberdiers cost far less and have bonus damage against them. Archers only beat Knights once they outnumber them, usually as Crossbowmen or Arbalesters.
Camel Rider / Heavy Camel Rider Available from Castle Age
Cavalry with bonus damage against other cavalry. Available to Middle Eastern, African and some Asian civs.
Upgrades: Heavy Camel Rider (Imperial)
Strong against
- Knight line
- Scout line
- Cavalry Archers
- Skirmishers
Countered by
- Spearmen / Halbs
- Monks
- Archer line
Tip: Camels are built in response to enemy cavalry. Their bonus damage applies to Knights, Scouts and Cavalry Archers. Against infantry and archers they have no bonus and lose to the standard counters.
Archers
Archer / Crossbowman / Arbalester Available from Feudal Age
Foot archers from the Archery Range (wood and gold). Upgrades to Crossbowman in Castle Age and Arbalester in Imperial Age.
Upgrades: Crossbowman (Castle) → Arbalester (Imperial)
Strong against
- Militia line
- Spearman line
- Knights (in larger numbers, usually Crossbow+)
- Battle Elephants (kiting)
- Camels
Countered by
- Skirmishers
- Knights (equal numbers)
- Eagle Warriors
- Siege
Tip: Skirmishers do bonus damage to archers and have high pierce armour, so archers lose to them. In small numbers, Knights reach archers quickly and kill them. In larger groups — usually as Crossbowmen or Arbalesters — archers beat Knights before they connect.
Skirmisher / Elite Skirmisher Available from Feudal Age
Ranged trash unit (food and wood) with bonus damage against archers and high pierce armour.
Upgrades: Elite Skirmisher (Castle)
Strong against
- Archer line
- Cavalry Archers
- Hand Cannoneers
- Spearman line (trash triangle)
Countered by
- Militia line
- Knight line
- Scout line
- Eagle Warriors
- Camels
- Siege
Tip: Skirmishers are trained when the enemy has archers. They have a minimum range and no melee armour, so cavalry and infantry that reach them win easily. In late-game trash fights they beat Spearmen and lose to Scouts.
Cavalry Archer / Heavy Cavalry Archer Available from Castle Age
Mounted archers from Castle Age. Faster than foot archers and able to shoot and retreat.
Upgrades: Heavy Cavalry Archer (Imperial)
Strong against
- Militia line
- Spearman line (with hit-and-run)
- Knights (when massed)
- Trade units
Countered by
- Skirmishers
- Elite Skirmishers
- Eagle Warriors
- Monks (before massed)
Tip: Skirmishers counter Cavalry Archers whatever the numbers. Spearmen have bonus damage against them but are slow, so Cavalry Archers can keep their distance while shooting. They cost wood and gold and train slowly, so they take time to mass.
Gunpowder
Hand Cannoneer Available from Imperial Age
Imperial Age gunpowder unit from the Archery Range. High attack with bonus damage against infantry, but low accuracy.
Strong against
- Militia line
- Spearman line
- Eagle Warriors
- Camels
- Scout line
Countered by
- Skirmishers
- Knight line
- Siege (Onagers, Scorpions)
- Condottiero
Tip: Low accuracy means a few Hand Cannoneers miss often; they work in groups. Skirmishers have bonus damage against them and cost no gold. Cavalry also beats them once it reaches them.
Siege
Battering Ram / Capped Ram / Siege Ram Available from Castle Age
Siege unit that attacks buildings. High pierce armour, low melee armour, and no attack against units.
Upgrades: Capped Ram (Imperial) → Siege Ram (Imperial)
Strong against
- Buildings
- Towers
- Walls
- Archer line (as a damage sponge)
Countered by
- Infantry (melee)
- Cavalry
- Onager line
- Bombard Cannons
- Villagers (in numbers)
Tip: Rams have -3 melee armour, so any melee unit damages them quickly. Arrows do almost nothing to them, so archers that target a Ram are not shooting your army. Infantry garrisoned inside make them faster.
Mangonel / Onager / Siege Onager Available from Castle Age
Siege unit that fires a shot with splash damage. Splash also hits your own units.
Upgrades: Onager (Imperial) → Siege Onager (Imperial)
Strong against
- Massed archers
- Massed infantry
- Rams
- Scorpions
- Buildings
Countered by
- Scout line / Hussars
- Knight line
- Bombard Cannons
- Monks (with Redemption)
Tip: Mangonels do most damage when the enemy army is grouped together, so spreading out reduces their effect. Scouts and Hussars reach them quickly and they are weak in melee. Bombard Cannons outrange them in Imperial Age.
Scorpion / Heavy Scorpion Available from Castle Age
Siege unit that fires a bolt through every unit in a line.
Upgrades: Heavy Scorpion (Imperial)
Strong against
- Packed infantry
- Halberdiers
- Eagle Warriors
- Spearman line
Countered by
- Cavalry
- Hussars
- Onager line
Tip: Scorpions do the most damage when infantry is lined up or packed close. Cavalry moves out of the line of fire and closes the gap quickly, so Scorpions need melee units in front of them.
Bombard Cannon Available from Imperial Age
Imperial Age siege unit with long range and high damage against buildings and other siege.
Strong against
- Onager line
- Mangonels
- Scorpions
- Trebuchets
- Buildings
- Towers
- Castles
Countered by
- Scout line / Hussars
- Knight line
- Monks (with Redemption)
Tip: Bombard Cannons outrange Onagers and Scorpions and do bonus damage to them. Like other siege, they are slow and weak up close, so Hussars and cavalry are the counter. They move faster than Trebuchets and don’t need to pack up.
Support
Monk Available from Castle Age
Support unit from the Monastery. Converts enemy units and heals your own.
Strong against
- Knight line
- Battle Elephants
- Camels
- Siege (with Redemption tech)
Countered by
- Scout line / Hussars (bonus damage vs Monks)
- Eagle Warriors
- Archer line
- Skirmishers
- Spearman line
Tip: Monks convert one unit at a time from range, so they trade best against expensive units such as Knights and Elephants. Scouts do bonus damage to them and resist conversion. With Redemption researched, Monks can also convert siege weapons.
Regional units
Shared by a group of civs, not all of them. Each card lists who gets it.
Eagle Scout / Eagle Warrior / Elite Eagle Warrior Available from Feudal Age Regional
Fast infantry that replaces the Scout line for Meso civs. Resists conversion and has high pierce armour.
Upgrades: Eagle Warrior (Castle) → Elite Eagle Warrior (Imperial)
Available to: Aztecs, Mayans — replaces the Scout cavalry line
Strong against
- Archers (Eagle Warrior+)
- Skirmishers (Eagle Warrior+)
- Monks
- Siege
- Scout line
Countered by
- Knight line
- Militia line
- Hand Cannoneers
Tip: Eagle Scouts are weak early on. The Eagle Warrior upgrade in Castle Age adds HP and attack, and from then on they win against archers, Monks and siege. Knights and the Militia line beat them in melee.
Fire Lancer / Elite Fire Lancer Available from Castle Age Regional
Infantry with bonus damage against cavalry and a ranged blast that ignores armour, recharging every 30 seconds.
Upgrades: Elite Fire Lancer (Imperial)
Available to: Chinese, Jurchens, Khitans, Koreans, Vietnamese
Strong against
- Knight line
- Camels
- Battle Elephants
- Rams (charged blast)
- Scouts
Countered by
- Archer line
- Hand Cannoneers
- Militia line
Tip: Unlike Spearmen, Fire Lancers take no bonus damage from archers, but their pierce armour is low, so archers and Hand Cannoneers still beat them. The blast fires before melee starts. They cost wood and gold.
Champi Scout / Champi Runner / Champi Warrior / Elite Champi Warrior Available from Dark Age Regional
Fast infantry that replaces the Militia line for South American civs. Higher pierce armour than Militia and bonus damage against siege.
Upgrades: Champi Runner (Feudal) → Champi Warrior (Castle) → Elite Champi Warrior (Imperial)
Available to: Incas, Mapuche, Muisca, Tupi — replaces the Militia line
Strong against
- Archers
- Skirmishers
- Monks
- Siege
Countered by
- Knight line
- Champion-equivalent infantry
- Cavalry
Tip: Champi Runners are weak early, like Eagle Scouts. The Warrior and Elite upgrades add HP and attack, and their speed and siege bonus suit raiding and attacking siege. Knights and heavy infantry beat them in straight fights.
Condottiero Available from Imperial Age Regional
Imperial Age infantry from the Barracks, similar to a Champion, with extra armour and bonus damage against gunpowder units.
Available to: Italians — plus Italian allies (trained at the Barracks)
Strong against
- Hand Cannoneers
- Janissaries
- Bombard Cannons
- Huskarls
- Trash units
Countered by
- Archer line
- Cavalry Archers
- Knight line
- Siege
Tip: Condottieri need no upgrade chain and train quickly, so they are a fast answer to Hand Cannoneers and other gunpowder units. Archers and cavalry still beat them.
Varangian Guard / Elite Varangian Guard Available from Castle Age Regional
Infantry from the Barracks that earns gold while it fights.
Upgrades: Elite Varangian Guard (Imperial)
Available to: Byzantines, Danes, Saxons, Varangians, Vikings
Strong against
- Spearman line
- Skirmishers
- Eagle Warriors
- Buildings
- Villagers (raiding)
Countered by
- Archer line
- Hand Cannoneers
- Knight line
- Cavalry Archers
Tip: The gold it earns in fights offsets its cost. It is still infantry, so archers, Hand Cannoneers and heavy cavalry beat it. Varangians get extra bonuses for it, including thrown axes.
Battle Elephant / Elite Battle Elephant Available from Castle Age Regional
Heavy elephant cavalry. More HP and attack than a Knight, but slow and expensive.
Upgrades: Elite Battle Elephant (Imperial)
Available to: Bengalis, Burmese, Dravidians, Khmer, Malay, Vietnamese — Dravidians can’t upgrade to Elite
Strong against
- Knight line
- Militia line
- Siege
- Scouts
Tip: Battle Elephants win most one-on-one fights, including against single Spearmen. Being slow, they can be kited by archers and can’t chase. Monks convert them, Faith (which slows conversion) is expensive, and most elephant civs don’t get Heresy. Pikemen and Halberdiers trade well against them for the cost.
Steppe Lancer / Elite Steppe Lancer Available from Castle Age Regional
Light cavalry with a lance that reaches slightly further than other melee units.
Upgrades: Elite Steppe Lancer (Imperial)
Available to: Cumans, Jurchens, Khitans, Mongols, Tatars
Strong against
- Villagers (raiding)
- Archers (with micro)
- Skirmishers
Countered by
- Spearmen / Halbs
- Massed Knights
- Onagers / AoE siege
Tip: One Steppe Lancer loses to one Knight. Their extra reach lets several Lancers attack the same target at once, so they do best in a group. Pikemen and Halberdiers beat them, and splash damage from siege hits them hard when bunched.
Winged Hussar Available from Imperial Age Regional
Replaces the Hussar upgrade in Imperial Age. Attacks faster than a Hussar and costs mostly food.
Available to: Lithuanians, Poles — replaces the Hussar upgrade
Strong against
- Archer line
- Skirmishers
- Monks
- Siege
- Hand Cannoneers
Countered by
- Halberdiers
- Camels
- Knight line
- Heavy melee infantry
Tip: It plays the same role as a Hussar: raiding, killing Monks and siege, and soaking arrows. Halberdiers are the cheapest counter. Neither civ gets every upgrade for it — Poles lack the last cavalry armour, Lithuanians the last melee attack.
Hei Guang Cavalry / Heavy Hei Guang Cavalry Available from Castle Age Regional
Heavy cavalry that replaces the Knight line for the Three Kingdoms civs.
Upgrades: Heavy Hei Guang Cavalry (Imperial)
Available to: Shu, Wei, Wu — replaces the Knight line
Strong against
- Militia line
- Skirmishers
- Archers (small numbers)
- Siege
- Scouts
Countered by
- Monks
- Spearmen / Pikemen / Halbs
- Camels
- Massed archers
Tip: It fills the Knight’s role and the same counters apply: Pikemen and Halberdiers for the cost, and Monks against an expensive unit. Its stats differ from Knights, and each of the three civs has its own bonuses for it.
Slinger Available from Castle Age Regional
Ranged infantry with bonus damage against infantry, siege and Monks. Costs no gold.
Available to: Incas, Mapuche, Muisca, Tupi
Strong against
- Infantry
- Spearman line
- Eagle Warriors
- Siege
- Hand Cannoneers
- Monks
Countered by
- Cavalry
- Knight line
- Skirmishers (mirror matchup)
Tip: Slingers fill the same slot as Skirmishers but target infantry rather than archers. They have no melee armour, so cavalry beats them. Keep melee units in front of them.
Imperial Skirmisher Available from Imperial Age Regional
A further upgrade to the Elite Skirmisher: more attack, more pierce armour and more bonus damage against archers. Costs no gold.
Available to: Vietnamese — plus all allies (except Turks) — researched at the Archery Range
Strong against
- Archer line
- Cavalry Archers
- Elephant Archers
- Hand Cannoneers
Countered by
- Militia line
- Knight line
- Scout line
- Cavalry
- Siege
Tip: It has the same weaknesses as other Skirmishers — minimum range and no melee armour. Because it costs no gold, it matters most late in the game, when gold is running out.
Elephant Archer / Elite Elephant Archer Available from Castle Age Regional
Archers mounted on elephants. Much more HP and pierce armour than foot archers, but slow and expensive.
Upgrades: Elite Elephant Archer (Imperial)
Available to: Bengalis, Dravidians, Gurjaras
Strong against
- Infantry
- Cavalry (when massed)
- Buildings
Countered by
- Skirmishers (bonus damage)
- Monks
- Spearman / Halbs (anti-cavalry bonus)
- Cavalry Archers (kiting)
Tip: Skirmishers have large bonus damage against Elephant Archers and cost far less. Monks convert them, and most elephant civs don’t get Heresy. They hold up better on closed maps, where they are harder to kite.
Genitour / Elite Genitour Available from Castle Age Regional
Mounted skirmisher with bonus damage against archers. Costs no gold.
Upgrades: Elite Genitour (Imperial)
Available to: Berbers — plus Berber allies
Strong against
- Archer line
- Cavalry Archers
- Spearman line
Countered by
- Cavalry
- Knight line
- Militia line
- Siege
Tip: Genitours are faster than foot Skirmishers, so they can follow archers and pull back from cavalry. They have slightly less range and attack than the Elite Skirmisher.
Mounted Crossbowman / Heavy Mounted Crossbowman Available from Castle Age Regional
Crossbow cavalry from the Archery Range. Hits harder than a Cavalry Archer but fires more slowly.
Upgrades: Heavy Mounted Crossbowman (Imperial)
Available to: Bohemians, Britons, Burgundians, Celts, Danes, Franks, Italians, Poles, Portuguese, Saxons, Sicilians, Spanish, Teutons, Varangians, Vikings — replaces Cavalry Archers; only some can upgrade to Heavy
Strong against
- Militia line
- Spearman line
- Slow units (kiting)
- Villagers (raiding)
Countered by
- Skirmishers
- Camels
- Eagle Warriors
- Light Cavalry / Hussars
Tip: It is used like a Cavalry Archer: shoot, move, shoot again. Skirmishers counter it. Not every civ that gets it can upgrade to Heavy Mounted Crossbowman.
Armored Elephant / Siege Elephant Available from Castle Age Regional
Replaces the Ram line for South Asian civs. Attacks buildings, with higher HP and pierce armour than a Ram.
Upgrades: Siege Elephant (Imperial)
Available to: Bengalis, Dravidians, Gurjaras, Hindustanis — replaces the Ram line
Strong against
- Buildings
- Towers
- Walls
- Archer fire (high pierce armour)
Countered by
- Monks
- Spearman / Halbs (anti-cavalry bonus)
- Melee units generally
Tip: Unlike Rams, they count as cavalry, so Pikemen and Halberdiers do bonus damage to them and Monks can convert them. Escort them with melee units.
Rocket Cart / Heavy Rocket Cart Available from Castle Age Regional
Gunpowder siege that fires a blast which ignores armour. Smaller splash area than a Siege Onager.
Upgrades: Heavy Rocket Cart (Imperial)
Available to: Chinese, Jurchens, Khitans, Koreans
Strong against
- Massed infantry
- Massed archers
- Buildings
- High-armour units (armour-ignoring damage)
Countered by
- Scout line / Hussars
- Fast melee units
- Monks (with Redemption)
Tip: Because the damage ignores armour, Rocket Carts suit heavily armoured, grouped units. Hussars and other fast units close the gap, as with any siege. They are available from Castle Age, earlier than Bombard Cannons.
Last checked against the game data: 2026-10-20.
Unique Unit Counters
Want to learn all about the unique units Age of Empires 2 has to offer, what their strengths and weaknesses are, and how to counter each unique unit?
See our Unique Unit Counter Guide.