Age of Empires 2 Counter Chart and Beginner's Guide

The AoE2 counter chart: what beats what, and why, from your first game on.

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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.

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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 facingBuild this (hard counter)Why it worksAlso works
Archer, Crossbowman, ArbalestElite Skirmisher4 pierce armor vs. their 6 attack; +4 vs. the archer classMangonel, Onager, Elite Huskarl
SkirmisherChampion, Knight0 melee armor, 30–35 HP — 3 hitsHussar, Mangonel
Hand Cannoneer, JanissaryKnight, Mangonel40 HP, 0 pierce armor, 3.4s reloadElite Skirmisher
Champion, Two-Handed SwordsmanHand Cannoneer, Onager+10 vs. infantry = 26 per hit; 50 area damageElite Cataphract, Scorpion
Spearman, Pikeman, HalberdierArbalest, Hand Cannoneer0 pierce armor; Arbalest has +3 vs. the spear lineElite Skirmisher (+4), Onager
Eagle WarriorChampion+8 vs. the Eagle class = 22 per hit, 3 hitsHand Cannoneer, Mangonel
Knight, Cavalier, PaladinHalberdier+32 vs. cavalry = 36 per hit, 3–5 hitsHeavy Camel Rider, Monk, Mameluke
Scout Cavalry, Light Cavalry, HussarSpearman → Halberdier+15 to +32 vs. cavalry; 2 hits per HussarHeavy Camel Rider
Camel Rider, Heavy Camel RiderChampion, HalberdierCamels have no infantry bonus; Halberdier has +26 vs. camelsMonk, Arbalest
Cavalry Archer, MangudaiHalberdier, Heavy Camel RiderThey carry the cavalry class — +32 and +18 applyElite Skirmisher, Mangonel
War WagonHalberdier, Mangonel150 HP but 0 melee armor; pierce damage failsHeavy Camel Rider
Mangonel, Onager, ScorpionHussar, Knight0 melee armor, 0.6 speed, 3-tile minimum rangeMonk, Elite Eagle Warrior
Battering Ram, Siege RamChampion, MangonelNegative melee armor (−3 to −1); 180+ pierce armorKnight, Monk
Trebuchet, Bombard CannonHussar, Light Cavalry, Monk0.6–0.7 speed, 4–5 tile minimum rangeBombard Cannon (+20 vs. siege)
Battle Elephant, War ElephantHalberdier, Monk+28 vs. elephants = 33 per hitPikeman, Kamayuk, Mangonel
MonkHussar, Light Cavalry+12 vs. the Monk class; 30 HP, 0.7 speedScout Cavalry, Crossbowman
Galley, War Galley, GalleonFire Ship, Fast Fire Ship4–7 pierce armor, 0.2s reload ≈ 10 damage/secondDemolition Ship
Fire ShipGalleon7 range vs. 2.5; +9 vs. ships = 14 per hitDemolition Ship, Fast Fire Ship
Demolition ShipGalleon, War Galley50 HP, 0 pierce armor — 3 to 5 hitsSpread 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 TypeBeatsLoses To
Cavalry (Knights)Archers, Siege, MonksSpearman line, Camels
ArchersInfantry, Spearman lineSkirmishers, Mangonels, Cavalry
SkirmishersArchersMelee infantry, Cavalry
Spearman lineCavalry, Elephants, CamelsArchers, Siege, Hand Cannoneers
Infantry (Champions)Skirmishers, Eagle Warriors, RamsHand Cannoneers, Siege, Cataphracts
Siege (Trebuchet, Mangonel)Buildings, massed unitsFast cavalry, Monks
MonksExpensive 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:

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

Castle Age

The 5 units every beginner must know

UnitWhat it countersThe number that matters
Elite SkirmisherAll archers, including Hand Cannoneers4 pierce armor: an Arbalest deals 2 damage per shot
HalberdierAll cavalry, camels and elephants+32 vs. cavalry, +26 vs. camels, +28 vs. elephants
MangonelGrouped infantry, archers, Rams40 melee-type damage — ignores pierce armor
MonkAnything expensive100 gold converts a 400-resource Trebuchet
HussarSiege weapons, Monks, raids1.5 speed vs. 0.6; no gold cost

Common beginner mistakes

MistakeWhat to do instead
Spearmen against archersBuild Skirmishers — the Spearman line has 0 pierce armor and takes +3 from Arbalests
Halberdiers against everythingThey only counter cavalry, camels and elephants; against archers they have no armor at all
Ignoring MonksA Paladin costs 60 food + 75 gold; a Monk costs 100 gold and takes it from you
One unit type onlyAlways add siege for area damage plus something fast to protect it
Archers against ChampionsAn Arbalest deals 5 damage per hit — 14 hits. Use a Hand Cannoneer (3 hits) or an Onager
Knights against massed Arbalests2 pierce armor is not resistance: 4 damage per arrow, 25 shots per Knight
Fighting Rams with ScorpionsPierce 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 →