Not sure which unit keeps beating you?
Search the unit you lose to most in the interactive AoE2 unit counter app and get its counters ranked, with the exact bonus damage each one deals.
Find your counter →If you’re new to Age of Empires 2, losing feels random — the opponent’s army deleted yours and you don’t know why. The answer is almost always counters. This guide explains the system from zero, with the exact numbers behind each rule, so you can walk into any game knowing what to build and why. All values are base stats from Age of Empires II: Definitive Edition without Blacksmith upgrades.
The AoE2 counter chart — what beats what
Every counter in this chart is either an attack bonus against an armor class or an armor advantage. Find the unit you are facing in the left column and build what is in the middle.
| You are facing | Build this (hard counter) | Why it works | Also works |
|---|---|---|---|
| Archer, Crossbowman, Arbalest | Elite Skirmisher | 4 pierce armor vs. their 6 attack; +4 vs. the archer class | Mangonel, Onager, Elite Huskarl |
| Skirmisher | Champion, Knight | 0 melee armor, 30–35 HP — 3 hits | Hussar, Mangonel |
| Hand Cannoneer, Janissary | Knight, Mangonel | 40 HP, 0 pierce armor, 3.4s reload | Elite Skirmisher |
| Champion, Two-Handed Swordsman | Hand Cannoneer, Onager | +10 vs. infantry = 26 per hit; 50 area damage | Elite Cataphract, Scorpion |
| Spearman, Pikeman, Halberdier | Arbalest, Hand Cannoneer | 0 pierce armor; Arbalest has +3 vs. the spear line | Elite Skirmisher (+4), Onager |
| Eagle Warrior | Champion | +8 vs. the Eagle class = 22 per hit, 3 hits | Hand Cannoneer, Mangonel |
| Knight, Cavalier, Paladin | Halberdier | +32 vs. cavalry = 36 per hit, 3–5 hits | Heavy Camel Rider, Monk, Mameluke |
| Scout Cavalry, Light Cavalry, Hussar | Spearman → Halberdier | +15 to +32 vs. cavalry; 2 hits per Hussar | Heavy Camel Rider |
| Camel Rider, Heavy Camel Rider | Champion, Halberdier | Camels have no infantry bonus; Halberdier has +26 vs. camels | Monk, Arbalest |
| Cavalry Archer, Mangudai | Halberdier, Heavy Camel Rider | They carry the cavalry class — +32 and +18 apply | Elite Skirmisher, Mangonel |
| War Wagon | Halberdier, Mangonel | 150 HP but 0 melee armor; pierce damage fails | Heavy Camel Rider |
| Mangonel, Onager, Scorpion | Hussar, Knight | 0 melee armor, 0.6 speed, 3-tile minimum range | Monk, Elite Eagle Warrior |
| Battering Ram, Siege Ram | Champion, Mangonel | Negative melee armor (−3 to −1); 180+ pierce armor | Knight, Monk |
| Trebuchet, Bombard Cannon | Hussar, Light Cavalry, Monk | 0.6–0.7 speed, 4–5 tile minimum range | Bombard Cannon (+20 vs. siege) |
| Battle Elephant, War Elephant | Halberdier, Monk | +28 vs. elephants = 33 per hit | Pikeman, Kamayuk, Mangonel |
| Monk | Hussar, Light Cavalry | +12 vs. the Monk class; 30 HP, 0.7 speed | Scout Cavalry, Crossbowman |
| Galley, War Galley, Galleon | Fire Ship, Fast Fire Ship | 4–7 pierce armor, 0.2s reload ≈ 10 damage/second | Demolition Ship |
| Fire Ship | Galleon | 7 range vs. 2.5; +9 vs. ships = 14 per hit | Demolition Ship, Fast Fire Ship |
| Demolition Ship | Galleon, War Galley | 50 HP, 0 pierce armor — 3 to 5 hits | Spread your formation |
Why units lose — the rock-paper-scissors principle
Age of Empires 2 has no single best unit. Every powerful unit has a designated weakness, and every cheap unit counters something expensive:
| Unit Type | Beats | Loses To |
|---|---|---|
| Cavalry (Knights) | Archers, Siege, Monks | Spearman line, Camels |
| Archers | Infantry, Spearman line | Skirmishers, Mangonels, Cavalry |
| Skirmishers | Archers | Melee infantry, Cavalry |
| Spearman line | Cavalry, Elephants, Camels | Archers, Siege, Hand Cannoneers |
| Infantry (Champions) | Skirmishers, Eagle Warriors, Rams | Hand Cannoneers, Siege, Cataphracts |
| Siege (Trebuchet, Mangonel) | Buildings, massed units | Fast cavalry, Monks |
| Monks | Expensive units (conversion) | Any cavalry — they have a Monk bonus |
This is why experienced players constantly scout — the moment they see what the opponent is making, they switch to the counter. The counter, not the bigger army, wins most games.
Hard counter vs. soft counter — what’s the difference?
This guide and the interactive app label every counter as either hard or soft:
- Hard counter — a direct attack bonus against the target’s armor class, or armor that resists the target’s damage type. Wins in equal numbers. Example: Halberdier vs. Knight — +32 against the cavalry class gives 36 damage per hit against 100 HP, so 3 hits, and the Halberdier costs no gold.
- Soft counter — wins through speed, positioning or cost, and needs a numbers or micro advantage. Example: Hussar vs. Mangonel — no bonus damage at all, 8 hits needed, but 1.5 speed against 0.6 means it arrives between two shots.
Rule of thumb: in an even game, always build the hard counter first. Soft counters are for when you are ahead and want to convert an advantage, or when the hard counter cannot reach the target.
The 5 rules of countering
1. Scout first
You cannot counter what you don’t see. Stables mean cavalry — start the Spearman line. Archery Ranges mean archers — start Skirmishers. A forward Castle means a unique unit is coming, so look up which one. Check production buildings every 2–3 minutes.
2. Build the counter, not the mirror
If the opponent makes Knights, do not make Knights back. A Halberdier costs 35 food + 25 wood and no gold, and kills a 60 food + 75 gold Knight in 3 hits. Mirroring only works when your version is genuinely better — more upgrades, or a civilization bonus.
3. Produce before you need it
By the time 10 Knights are in your base, 2 Halberdiers will not save you. Hard counters win in equal numbers, which means you need equal numbers. Queue the counter when you see the first threat unit, not when the army arrives.
4. Match the damage type, not the unit name
This is the rule that separates beginners from intermediate players. Rams look armored but have negative melee armor and 180+ pierce armor — so Champions shred them and Scorpions cannot. Huskarls have 6 to 8 pierce armor, so archers fail and any melee unit wins. Elite Eagle Warriors have 4 pierce armor, so Skirmishers do nothing and Champions kill them in 3 hits. Always ask which damage type gets through.
5. Fight siege with cavalry — with two exceptions
Do not try to out-range enemy siege with your own; the Trebuchet’s 16 range beats every other siege unit in the game. Send fast cavalry instead: every siege weapon moves at 0.6 to 0.7, has almost no melee armor, and cannot fire inside its minimum range. The two exceptions are real, though: a Mangonel is one of the best answers to Battering Rams (55 damage per shot, because its damage counts as melee-type and ignores the Ram’s pierce armor), and a Bombard Cannon has +20 against the siege class, which kills a Trebuchet in about three shots.
How to scout and identify threats
Feudal Age
- Barracks only → Man-at-Arms rush → mass Archers behind a palisade; do not build Spearmen, they have no infantry bonus and lose
- Archery Range → archer rush → build Skirmishers immediately, from the Archery Range and not the Barracks
- Stable → Scout rush → build Spearmen immediately; 18 damage per hit, 3 hits per Scout
- Towers going up near your base → tower rush → pull villagers to repair, and remember a Battering Ram carries +150 against buildings
Castle Age
- Multiple Stables → Knight rush → Pikemen now, Halberdiers later, camels if you have them
- Multiple Archery Ranges → Crossbow push → Elite Skirmishers plus a Mangonel
- Forward Castle → unique unit → identify the civilization and check which rule that unit breaks
- Siege Workshop → Mangonels or Rams → keep cavalry near home, and remember Champions beat Rams
The 5 units every beginner must know
| Unit | What it counters | The number that matters |
|---|---|---|
| Elite Skirmisher | All archers, including Hand Cannoneers | 4 pierce armor: an Arbalest deals 2 damage per shot |
| Halberdier | All cavalry, camels and elephants | +32 vs. cavalry, +26 vs. camels, +28 vs. elephants |
| Mangonel | Grouped infantry, archers, Rams | 40 melee-type damage — ignores pierce armor |
| Monk | Anything expensive | 100 gold converts a 400-resource Trebuchet |
| Hussar | Siege weapons, Monks, raids | 1.5 speed vs. 0.6; no gold cost |
Common beginner mistakes
| Mistake | What to do instead |
|---|---|
| Spearmen against archers | Build Skirmishers — the Spearman line has 0 pierce armor and takes +3 from Arbalests |
| Halberdiers against everything | They only counter cavalry, camels and elephants; against archers they have no armor at all |
| Ignoring Monks | A Paladin costs 60 food + 75 gold; a Monk costs 100 gold and takes it from you |
| One unit type only | Always add siege for area damage plus something fast to protect it |
| Archers against Champions | An Arbalest deals 5 damage per hit — 14 hits. Use a Hand Cannoneer (3 hits) or an Onager |
| Knights against massed Arbalests | 2 pierce armor is not resistance: 4 damage per arrow, 25 shots per Knight |
| Fighting Rams with Scorpions | Pierce damage into 180 pierce armor. Champions deal 17 per hit; Mangonels 55 |
Frequently Asked Questions
How does the counter system work in Age of Empires 2?
Almost every counter in the game is one of two things: an attack bonus against an armor class, or an armor value that blunts a damage type. A Halberdier has +32 against the cavalry class, which is why it kills a Knight in 3 hits. An Elite Skirmisher has 4 pierce armor, which is why an Arbalest's 6 attack only deals 2 damage to it. Everything else — speed, minimum range, cost — decides whether the counter can actually be applied.
What is the difference between a hard counter and a soft counter in AoE2?
A hard counter has a direct attack bonus against the target's armor class, or armor that resists the target's damage type, and wins in equal numbers. A Halberdier against a Knight is a hard counter: 36 damage per hit, 3 hits, no gold spent. A soft counter wins through speed, positioning or cost instead, and needs a numbers or micro advantage — a Hussar against a Mangonel is a soft counter, because it needs 8 hits but arrives in time to prevent the shot.
What units should a beginner always make in Age of Empires 2?
Five cover most threats. Elite Skirmisher against every archer (4 pierce armor, +4 vs. the archer class). Halberdier against every cavalry unit (+32, 3 hits per Knight). Mangonel against grouped infantry and archers (40 melee-type area damage). Monk against anything expensive (100 gold converts a 255-resource Elite War Elephant). Hussar to reach siege weapons and raid the economy (1.5 speed, no gold cost).
What is the best counter to siege units in AoE2?
Fast cavalry, but not because of an attack bonus — Hussars and Knights have none against siege. They win because every siege unit moves at 0.6 to 0.7, has almost no melee armor, and cannot fire inside its minimum range. A Hussar needs 8 hits for a Mangonel and 25 for an unpacked Trebuchet, and it gets them because the siege unit cannot escape. Monks are the cost answer: 100 gold against a 400-resource Trebuchet.
Not sure which unit keeps beating you?
Search the unit you lose to most in the interactive AoE2 unit counter app and get its counters ranked, with the exact bonus damage each one deals.
Find your counter →