Camel Archer — Counters, Stats & Civ Bonuses

Berber unique Mounted Archer.

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The Camel Archer is countered by Skirmisher and Champion. It is a Camel / Unique unit, available to the Berbers, and it wins against Cavalry Archer, Battle Elephant and Hussar.

Camel Archer
Class
Camel / Unique
Available to
Berbers
Elite upgrade
Elite Camel Archer
Cost
Wood 50 Gold 60

Camel Archer stats

The Elite Camel Archer upgrade changes the values marked below. Everything else — cost, class and the civilization bonuses that apply — stays the same.

Stat Camel Archer Elite
Hit points 55 60
Melee attack 0 0
Pierce attack 7 / 2s 8 / 2s
Range 4 4
Melee armour 0 1
Pierce armour 1 1
Speed 1.4 1.4
Accuracy 95% 95%
Line of sight 5 5
Training time 25s 25s

What counters the Camel Archer?

The Camel Archer is weak against Spearman-line, Skirmishers and Camel Riders.

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

CounterTypeWhy it works
Skirmisher hard Attack bonus vs. archers
Champion hard No camel bonus vs. infantry

What does the Camel Archer counter?

The Camel Archer is strong against Mounted Archers.

One representative per unit line — the whole line behaves the same way in this matchup.

Unique units the Camel Archer beats

Civilizations that improve the Camel Archer

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

Bengalis

  • Cavalry +2 attack vs. Skirmishers

Berbers

  • Stable Units cost -15/20% in Castle/Imperial Age

Bulgarians

  • Stirrups (unique tech): Cavalry attacks +33% faster

Burmese

  • Manipur Cavalry (unique tech): Cavalry +4 attack vs. Ranged Soldiers

Cumans

  • Mounted Units move +5/10/15% faster in Feudal/Castle/Imperial Age

Dravidians

  • Wootz Steel (unique tech): Infantry and Cavalry attacks ignore armor

Franks

  • Mounted Units +20% HP starting in Feudal Age

Georgians

  • Mounted Units regenerate 2/8/14 HP per minute in Feudal/Castle/Imperial Age
  • Aznauri Cavalry (unique tech): Mounted Units take -20% population space

Gurjaras

  • Mounted Units deal +20/30/40% bonus damage in Feudal/Castle/Imperial Age

Jurchens

  • Mounted Units and Fire Lancers attack +25% faster starting in Feudal Age

Khitans

  • Ordo Cavalry (unique tech): Cavalry regenerates HP in combat

Malians

  • Farimba (unique tech): Cavalry +5 attack

Mapuche

  • Mounted Units generate +3 gold when defeating military units

Teutons

  • Barracks and Stable Units +1/+2 melee armor in Castle/Imperial Age

Wei

  • Ming Guang Armor (unique tech): Mounted Units +4 melee armor

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

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