Muisca — Counters & Civilization Overview

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

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Muisca emblem

The Muisca are an Archer and Monk civilization in Age of Empires 2. Their unique units are the Guecha Warrior, Temple Guard. Below: what counters the units they bring, where their tech tree runs out, and the full civilization overview. Jump to the Muisca tech tree.

How to counter the Muisca

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.

Guecha Warrior Castle Age · Castle

Muisca unique Skirmisher that regenerates HP when a nearby Guecha Warrior is defeated.

Countered by

  • Knight hard Melee cavalry closes fast; Guecha has 0 melee armor
  • Elite Skirmisher hard Anti-archer and out-ranges the Guecha
  • Eagle Warrior hard Fast, high pierce armor
  • Huskarl UU hard High pierce armor vs ranged
  • Mangonel hard Splash vs massed low-HP units
  • Scorpion hard Out-ranges the Guecha and mows down its low pierce armor
  • Samurai UU hard Attack bonus vs. unique units (+12)

Temple Guard Castle Age · Barracks

Muisca unique Shock Infantry that attacks faster the longer it remains in combat.

Countered by

Champi Warrior Castle Age · Barracks

All-purpose Infantry for scouting and raiding.

Countered by

Slinger Castle Age · Archery Range

Anti-infantry Skirmisher that cannot attack at close range.

Countered by

What the Muisca 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 Muisca cannot answer

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

Mounted units

  • Stable — The Muisca have no Stable at all — no Scouts, no Knights, no Camels, no raiding cavalry in any age. Every anti-cavalry unit you would normally keep in the mix has nothing to shoot at here.
  • Cavalry Archer — No Cavalry Archer — nothing they build shoots while moving, so your siege and your Skirmishers never get kited out of position.

Gunpowder

  • Hand Cannoneer — No Hand Cannoneer — the Muisca 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.

Melee infantry

  • Militia — The whole Militia line is missing — no Man-at-Arms rush in Feudal, and no Champion to absorb damage in Imperial. Their melee infantry has to come from unique and regional units, all of which cost gold.

Anti-cavalry

  • Halberdier — Their Spearman line stops at the Pikeman — against Paladins and other heavy cavalry they never get the Halberdier's bonus damage. The Temple Guard covers the anti-cavalry role instead: it deals bonus damage to mounted units.

Blacksmith and unit upgrades

  • Ring Archer Armor — No Ring Archer Armor — their archers keep Castle-Age armour, so your own archers and Skirmishers out-trade them in Imperial.
  • Blast Furnace — No Blast Furnace — their melee units never reach the last attack upgrade, so every melee trade goes a little further in your favour.
  • Gambesons — No Gambesons — their infantry stays a pierce armour short, so archers and Skirmishers cut through it faster.
  • Arson — No Arson — their infantry has no bonus damage against buildings, so an infantry push into your base is slow enough to answer.

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.

Defensive buildings

  • 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.
  • Heated Shot — No Heated Shot — their towers and Castles have no bonus damage against ships, so a shore landing stays safe for longer.
  • Architecture — No Architecture — their buildings keep base armour and hit points, so your siege takes them down faster.

Navy

  • Fast Fire Ship — Their Fire Ship line stops before the Fast Fire Ship — slower and weaker in exactly the close-range fights fire ships are built for.
  • 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.
  • Cannon Galleon — No Cannon Galleon — they cannot shell your shore buildings from the water, so a coastal base is safe from their navy.
  • 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.
  • Shipwright — No Shipwright — their warships cost more and build slower in the Imperial Age, so a replaced fleet comes back later than yours.

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

Muisca: Civilization and Team Bonuses

Civilization Bonuses

  • Advancing to the next Age costs -50% gold
  • Settlements cost -33% and heal nearby units
  • Champi Warriors and Archery Range Units +1/2/3 melee armor in Feudal/Castle/Imperial Age
  • Monks regain faith +50% faster
  • Caravan, Guilds free

Team Bonus

Natural gold sources last +15% longer

Unique Units

Unique Technologies

HerbalismArcher-line and Champi Warriors move +15% faster
HuaracasSlingers +1 range; train +50% faster

Muisca Tech Tree

The full Muisca 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 Muisca tech tree.

Barracks

  1. Militia D
  2. Man-at-Arms F
  3. Long Swordsman C
  4. Two-Handed Swordsman I
  5. Champion I
  1. Champi Scout D
  2. Champi Runner F
  3. Champi Warrior C
  4. Elite Champi Warrior I
  1. Spearman F
  2. Pikeman C
  3. Halberdier I
  1. Temple Guard C
  2. Elite Temple Guard 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. Slinger C
  1. Hand Cannoneer I
  1. Thumb Ring C
  1. Parthian Tactics I

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. Guecha Warrior C
  2. Elite Guecha Warrior I
  1. Petard C
  1. Trebuchet I
  1. Herbalism C
  1. Huaracas 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. Catapult 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

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

Settlement

  1. Settlement D
  1. Double-Bit Axe F
  2. Bow Saw C
  3. Two-Man Saw I
  1. Horse Collar F
  2. Heavy Plow C
  3. Crop Rotation I
  1. Gold Mining F
  2. Gold Shaft Mining C
  1. Stone Mining F
  2. Stone Shaft Mining C

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

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Frequently Asked Questions

How do you counter the Muisca?

The Muisca field Guecha Warrior, Temple Guard, Champi Warrior and Slinger. Knight, Mangonel and Samurai counter most of what they build. Their tech tree also leaves out Stable, Cavalry Archer and Hand Cannoneer.

What is the Muisca tech tree missing in AoE2?

The Muisca have no Stable at all — no Scouts, no Knights, no Camels, no raiding cavalry in any age. Every anti-cavalry unit you would normally keep in the mix has nothing to shoot at here. No Cavalry Archer — nothing they build shoots while moving, so your siege and your Skirmishers never get kited out of position. No Hand Cannoneer — the Muisca never get gunpowder infantry, so massed melee infantry keeps working against them deep into the Imperial Age.

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

Guecha Warrior: Muisca unique Skirmisher that regenerates HP when a nearby Guecha Warrior is defeated. Temple Guard: Muisca unique Shock Infantry that attacks faster the longer it remains in combat. Champi Warrior: All-purpose Infantry for scouting and raiding. Slinger: Anti-infantry Skirmisher that cannot attack at close range.

Not sure what counters this unit?

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

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