Magyars — Counters & Civilization Overview

How to play against the Magyars — plus bonuses, unique units, unique techs and the full tech tree.

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Magyars emblem

The Magyars are a Cavalry civilization in Age of Empires 2. Their unique unit is the Magyar Huszar. Below: what counters the units they bring, where their tech tree runs out, and the full civilization overview. Jump to the Magyars tech tree.

How to counter the Magyars

Their unique and regional units are the part of the matchup a generic army does not prepare you for. Hard counters beat the unit decisively and win even at a cost disadvantage — usually through bonus damage, area damage, conversion or a speed advantage it cannot escape. Soft counters win the fight too, but only with good numbers and positioning.

Magyar Huszar Castle Age · Castle

Magyar unique Cavalry.

Countered by

What the Magyars are strong against

The other side of the matchup: these are the fights their own units are built to win. Walking one of these into them plays to their strengths.

What the Magyars cannot answer

Every civilization is missing something. What matters in a match is which of those gaps you can actually attack. Below are the Magyars gaps that change how a fight plays out — the economic ones are left out on purpose.

Gunpowder

  • Hand Cannoneer — No Hand Cannoneer — the Magyars never get gunpowder infantry, so massed melee infantry keeps working against them deep into the Imperial Age.
  • Bombard Cannon — No Bombard Cannon — they have no gunpowder siege at all. Your own Bombard Cannons out-range every siege unit they can field except the Trebuchet.

Blacksmith and unit upgrades

  • Plate Mail Armor — No Plate Mail Armor — their infantry stays short on armour in the Imperial Age, so massed archers keep working against it.
  • Gambesons — No Gambesons — their infantry stays a pierce armour short, so archers and Skirmishers cut through it faster.
  • Squires — No Squires — their infantry moves at base speed, so it is easier to kite with archers and slower to reach your siege.

Siege

  • Siege Ram — Their rams stop at the Capped Ram — fewer hit points and fewer garrison slots, so your Castle and your own siege kill them faster.
  • Siege Onager — Their Onagers never become Siege Onagers — no single shot that clears a whole group of your units, and no felling of your walls from range.

Monastery and conversion

  • Redemption — No Redemption — their Monks cannot convert your siege or your buildings, so a Trebuchet parked outside their base is safe from the Monastery.
  • Atonement — No Atonement — their Monks cannot convert yours, so your Monks win the Monastery duel by default.
  • Faith — No Faith — their units stay fully open to conversion, so your Monks can pick apart the expensive ones.

Defensive buildings

  • Keep — No Keep — their towers stay at Guard Tower strength, so your siege takes a tower line down noticeably faster.
  • Fortified Wall — No Fortified Wall — their walls stay at Stone Wall strength, so rams and Petards get through faster.
  • Bombard Tower — No Bombard Tower — their towers never become gunpowder towers, so your siege can set up against a tower line instead of being shelled off it.
  • Arrowslits — No Arrowslits — their towers hit softer at close range, so rams and infantry clear them with fewer losses.
  • Architecture — No Architecture — their buildings keep base armour and hit points, so your siege takes them down faster.

Navy

  • Siphons — No Siphons — their Fire Ships never gain the explosive charge attack, so they close on your fleet with nothing but their standard attack.
  • Incendiaries — No Incendiaries — their Fire Ships simply sink instead of detonating, so killing one costs your fleet nothing extra.
  • Heavy Demo Ship — Their Demolition Ships stay at the base tier — no Heavy Demo Ship, so one detonation no longer wipes a group of your warships.
  • Elite Cannon Galleon — Their Cannon Galleons stay at the base tier — less range and damage than the Elite version.
  • Carvel Hull — No Carvel Hull — their ships move at base speed, so they cannot disengage from your fleet or reach a landing before you do.

Everything the Magyars do and do not have, unit by unit, is in the Magyars tech tree further down.

Magyars: Civilization and Team Bonuses

Civilization Bonuses

  • Villagers defeat wolves with one strike
  • Scout Cavalry-line costs -15%
  • Melee attack upgrades free

Team Bonus

Mounted Archers train +25% faster

Unique Units

Unique Technologies

Corvinian ArmyMagyar Huszar gold cost is replaced by additional food cost
Recurve BowMounted Archers +1 attack, +1 range

Magyars Tech Tree

The full Magyars tech tree in Age of Empires 2 — every unit, upgrade and technology they can research, and everything they cannot. Units are shown as their upgrade lines, followed by the technologies available at each building. Greyed-out entries are missing from the Magyars tech tree.

Barracks

  1. Militia D
  2. Man-at-Arms F
  3. Long Swordsman C
  4. Two-Handed Swordsman I
  5. Champion I
  1. Spearman F
  2. Pikeman C
  3. Halberdier I
  1. Arson F
  1. Gambesons C
  1. Squires C

Archery Range

  1. Archer F
  2. Crossbowman C
  3. Arbalester I
  1. Skirmisher F
  2. Elite Skirmisher C
  1. Cavalry Archer C
  2. Heavy Cavalry Archer I
  1. Hand Cannoneer I
  1. Thumb Ring C
  1. Parthian Tactics I

Stable

  1. Scout Cavalry F
  2. Light Cavalry C
  3. Hussar I
  1. Knight C
  2. Cavalier I
  3. Paladin I
  1. Bloodlines F
  1. Husbandry C

Siege Workshop

  1. Battering Ram C
  2. Capped Ram I
  3. Siege Ram I
  1. Mangonel C
  2. Onager I
  3. Siege Onager I
  1. Scorpion C
  2. Heavy Scorpion I
  1. Siege Tower C
  1. Bombard Cannon I

Castle

  1. Magyar Huszar C
  2. Elite Magyar Huszar I
  1. Petard C
  1. Trebuchet I
  1. Corvinian Army C
  1. Recurve Bow I
  1. Hoardings I
  1. Conscription I
  1. Sappers I
  1. Spies/Treason I

Dock

  1. Fishing Ship D
  1. Transport Ship D
  1. Fire Galley F
  2. Fire Ship C
  3. Fast Fire Ship I
  1. Galley F
  2. War Galley C
  3. Galleon I
  1. Hulk F
  2. War Hulk C
  3. Carrack I
  1. Demolition Raft F
  2. Demolition Ship C
  3. Heavy Demo Ship I
  1. Trade Cog F
  1. Cannon Galleon I
  2. Elite Cannon Galleon I
  1. Fishing Lines F
  1. Medium Warships C
  2. Heavy Warships I
  1. Gillnets C

Monastery

  1. Monk C
  1. Devotion C
  2. Faith I
  1. Redemption C
  1. Atonement C
  1. Herbal Medicine C
  1. Heresy C
  1. Sanctity C
  1. Fervor C
  1. Illumination I
  1. Block Printing I
  1. Theocracy I

Blacksmith

  1. Padded Archer Armor F
  2. Leather Archer Armor C
  3. Ring Archer Armor I
  1. Fletching F
  2. Bodkin Arrow C
  3. Bracer I
  1. Forging F
  2. Iron Casting C
  3. Blast Furnace I
  1. Scale Barding Armor F
  2. Chain Barding Armor C
  3. Plate Barding Armor I
  1. Scale Mail Armor F
  2. Chain Mail Armor C
  3. Plate Mail Armor I

University

  1. Masonry C
  2. Architecture I
  1. Fortified Wall C
  1. Ballistics C
  1. Guard Tower C
  2. Keep I
  1. Heated Shot C
  1. Murder Holes C
  1. Careening C
  2. Dry Dock I
  1. Clinker Construction C
  2. Carvel Hull I
  1. Siphons C
  2. Incendiaries I
  1. Treadmill Crane C
  1. Chemistry I
  2. Bombard Tower I
  1. Siege Engineers I
  1. Arrowslits I
  1. Shipwright I

Market

  1. Trade Cart F
  1. Caravan C
  1. Coinage C
  2. Banking I
  1. Guilds I

Mill

  1. Horse Collar F
  2. Heavy Plow C
  3. Crop Rotation I

Lumber Camp

  1. Double-Bit Axe F
  2. Bow Saw C
  3. Two-Man Saw I

Mining Camp

  1. Gold Mining F
  2. Gold Shaft Mining C
  1. Stone Mining F
  2. Stone Shaft Mining C

Town Center

  1. Villager D
  1. Feudal Age D
  2. Castle Age F
  3. Imperial Age C
  1. Loom D
  1. Town Watch F
  2. Town Patrol C
  1. Wheelbarrow F
  2. Hand Cart C

D Dark F Feudal C Castle I Imperial · struck through = not available for the Magyars

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Frequently Asked Questions

How do you counter the Magyars?

The Magyars field Magyar Huszar. Pikeman, Camel Rider and Genoese Crossbowman counter most of what they build. Their tech tree also leaves out Hand Cannoneer, Bombard Cannon and Plate Mail Armor.

What is the Magyars tech tree missing in AoE2?

No Hand Cannoneer — the Magyars never get gunpowder infantry, so massed melee infantry keeps working against them deep into the Imperial Age. No Bombard Cannon — they have no gunpowder siege at all. Your own Bombard Cannons out-range every siege unit they can field except the Trebuchet. No Plate Mail Armor — their infantry stays short on armour in the Imperial Age, so massed archers keep working against it.

Which units do the Magyars have that other civilizations do not?

Magyar Huszar: Magyar unique Cavalry.

Not sure what counters this unit?

Playing against the Magyars? Look up any of their units in the interactive app to see exactly what counters them — with bonus-damage values.

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