Battering Ram — Counters, Stats & Civ Bonuses

Anti-building Siege Weapon.

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The Battering Ram is countered by Knight, Champion and Two-Handed Swordsman. It is a siege unit of the Rams.

Battering Ram
Class
Siege
Line
Rams
Available to
All civilizations
Cost
Wood 160 Gold 75

Battering Ram stats

Hit points 175
Melee attack 2 / 5s
Pierce attack 0
Range 0
Melee armour -3
Pierce armour 180
Speed 0.6
Line of sight 3
Training time 36s

What counters the Battering Ram?

The Battering Ram is weak against melee units.

Hard counters deal bonus damage against this unit — they beat the Battering Ram even at a cost disadvantage. Soft counters win the fight through cost-efficiency or mobility, without a dedicated bonus.

CounterTypeWhy it works
Knight hard Rams have negative melee armor
Champion hard Rams have negative melee armor
Two-Handed Swordsman hard Rams have negative melee armor
Monk hard Conversion – the ram becomes yours
Mangudai hard UU (Mongols) – Attack bonus vs. siege
Mangonel soft Can damage rams

What does the Battering Ram counter?

The Battering Ram is strong against buildings.

Unit lines the Battering Ram has a damage bonus against

Civilizations that improve the Battering Ram

19 civilizations have a bonus or unique technology that affects this unit.

Britons

  • Warwolf (unique tech): Trebuchets deal blast damage and are more accurate

Bulgarians

  • Blacksmith and Siege Workshop technologies cost -50% food

Byzantines

  • Logistica (unique tech): Cataphracts deal trample damage, +6 attack vs. Infantry

Celts

  • Siege Weapons attack +25% faster
  • Furor Celtica (unique tech): Siege Weapons +40% HP

Cumans

  • Siege Workshop and Battering Ram available in Feudal Age; Capped Ram available in Castle Age

Dravidians

  • Siege Weapons cost -33% wood

Ethiopians

  • Torsion Engines (unique tech): Siege Workshop Units' blast radius increased

Huns

  • Trebuchets fire more accurately at units and small targets

Japanese

  • Kataparuto (unique tech): Trebuchets attack and pack/unpack faster

Jurchens

  • Siege Engineers available in Castle Age
  • Siege and Fortification upgrades cost -75% wood and research +100% faster

Mongols

  • Drill (unique tech): Siege Workshop Units move +50% faster

Poles

  • Lechitic Legacy (unique tech): Scout Cavalry-line deals trample damage

Saracens

  • Counterweights (unique tech): Trebuchets and Mangonel-line +15% attack

Shu

  • Siege Weapons and Siege Warships move +10/15% faster in Castle/Imperial Age

Slavs

  • Siege Workshop Units cost -15%
  • Druzhina (unique tech): Infantry deals trample damage

Tatars

  • Timurid Siegecraft (unique tech): Trebuchets +2 range

Teutons

  • Ironclad (unique tech): Siege Weapons +4 melee armor

Wei

  • Traction Trebuchets and Lou Chuans cost -25%

Wu

  • Sitting Tiger (unique tech): Traction Trebuchets and Lou Chuan trebuchet weapons fire additional projectiles

The Rams

For the strategy behind these matchups — when to build counters, how to mix them and which civs do it best — see the Siege Counters guide.

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