Unique Units are civilization-specific and often break the standard counter rules. A Cataphract ignores Halberdier bonus damage. A Huskarl laughs at Arbalests. A Shrivamsha Rider dodges projectiles entirely. This guide covers the unique units you’ll face most in ranked play and exactly what counters them.
Cataphract (Byzantines)
The Cataphract is the most rule-breaking unique unit in the game. It resists bonus damage from anti-cavalry infantry (Halberdiers, Pikemen), deals a damage bonus vs. infantry via trample, AND has high melee armor. Standard cavalry counters work at reduced efficiency.
- Cataphracts cost 70 food + 75 gold. Converting one is a devastating resource swing. Cataphracts resist Halberdier bonus damage but not conversion — Monks are the safest answer.
- Camel bonus vs. cavalry still applies in full. Heavy Camels are one of the most reliable counters because they bypass the infantry trample damage Cataphracts deal.
- Pierce damage — Cataphracts have limited pierce armor. Not as efficient as vs. normal cavalry but consistently deals damage.
- Reduced bonus damage (Cataphracts resist anti-cavalry bonus) but still better than melee alternatives. Use in numbers — 5+ Halbs still beat Cataphracts despite the reduction.
Huskarl (Goths)
Huskarls have extreme pierce armor — 6 base, 8 with Elite upgrade and all armor techs. They are specifically designed to destroy archer armies. Arbalests barely dent them.
- Melee attack vs. melee — Huskarls have poor melee armor (1/0). Champions deal full melee damage. The cleanest counter if you can force melee engagement.
- High melee damage, Huskarls can't take melee hits well. Goths often lack strong anti-cavalry options — Knights can punish a Huskarl mass hard.
- Even Huskarls take pierce damage in volume from Scorpions. High fire rate pierces through the armor over time. Expensive trade but works.
- Huskarls are cheap (80F/40G) so conversions are lower value, but they come in large numbers (Gothic infantry production bonus) — converting the lead units disrupts formations.
Mameluke (Saracens)
The Mameluke is a ranged cavalry unit with a bonus vs. all cavalry — including other camels. An unusual class unit that counters its own counter type. It fights at range, making melee counters harder to land.
- Mamelukes have low pierce armor. Arbalests deal full pierce damage at range — the fight is won from distance where Mameluke's melee cavalry class is irrelevant.
- Mamelukes are a ranged unit — Skirmisher attack bonus vs. archers applies. Efficient trade at range.
- Mamelukes don't want melee engagement — high melee damage wins if you can close the distance. Champions are cheap and plentiful.
- Fast enough to close range. Once in melee, Hussars win. Problem is Mamelukes also deal bonus vs. cavalry — it's a close trade. Use in numbers.
Conquistador (Spanish)
A mounted Hand Cannoneer — fast, mobile, deals blast damage at range. Extremely powerful vs. infantry and can kite most units. Treats like a cavalry archer with gunpowder damage.
- Gunpowder bonus from Skirmisher applies. Elite Skirms in mass can trade efficiently. Their pierce armor also resists the blast damage well.
- Conquistadors are cavalry class — Halberdier attack bonus applies. They need to close the distance but once in melee, Halbs win.
- Conquistadors cost 60F + 70G — very high value to convert. Spanish often skip Faith. Multiple Monks can chain-convert if unprotected.
Jaguar Warrior (Aztecs)
The best infantry-vs-infantry unit in the game — +11 attack bonus vs. infantry. They destroy Champions, Halberdiers, and anything in the infantry class. The counter must avoid melee infantry entirely.
- Jaguar Warriors have standard infantry pierce armor — low. Arbalests shred them from range before they can reach anything.
- Jaguar Warriors are infantry — no cavalry bonus damage but no anti-cavalry bonus either. Cavalry wins the melee engagement cleanly.
- Area pierce damage. Jaguar Warriors often group up — Scorpion bolts pass through multiple units.
Obuch (Poles)
The Obuch reduces enemy armor on each hit — stacking with allies. It transforms any armored unit (Paladins, Champions) into easier targets for the rest of your army. The counter focuses on preventing the armor shred.
- Obuchs have standard infantry pierce armor — pierce damage from range before they close is the cleanest answer.
- Kites Obuchs from range so they never land an armor-reducing hit. Pierce damage while staying out of melee reach.
Summary — Unique Unit Counter Cheat Sheet
| Unique Unit | Civilization | Hard Counter | Soft Counter |
|---|---|---|---|
| Cataphract | Byzantines | Monk, Heavy Camel Rider | Arbalest, Halberdier |
| Huskarl | Goths | Champion, Knight | Scorpion, Monk |
| Mameluke | Saracens | Arbalest, Elite Skirmisher | Hussar, Champion |
| Conquistador | Spanish | Elite Skirmisher, Halberdier | Monk |
| Jaguar Warrior | Aztecs | Arbalest, Knight | Scorpion |
| War Wagon | Koreans | Heavy Camel Rider, Mangonel | Monk, Elite Skirmisher |
| Mangudai | Mongols | Elite Genitour, Skirm+Onager | Hussar mass, Monk |
Every unique unit is in the interactive app — search by name to see the full counter list with bonus damage values.
Open the Interactive Counter App →