The Capped Ram is countered by Cavalier, Paladin and Champion. It is a siege unit of the Rams.
The Rams
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Battering Ram -
Capped Ram -
Siege Ram
Capped Ram stats
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Hit points - 200
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Melee attack - 3 / 5s
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Pierce attack - 0
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Range - 0
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Melee armour - -2
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Pierce armour - 190
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Speed - 0.6
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Line of sight - 3
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Training time - 36s
What counters the Capped Ram?
Hard counters beat the Capped Ram 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.
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Cavalier hard Rams have negative melee armor -
Paladin 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 -
Elite Mangudai UU hard UU (Mongols) – Attack bonus vs. siege -
Elite Conquistador UU hard Attack bonus vs. rams (+6) -
Elite Eagle Warrior hard Attack bonus vs. siege weapons (+5) -
Elite Magyar Huszar UU hard Attack bonus vs. siege weapons (+8) -
Houfnice UU hard Attack bonus vs. siege weapons (+20) -
Petard hard Attack bonus vs. siege weapons (+60) -
Onager hard Attack bonus vs. siege weapons (+12) -
Siege Onager hard Attack bonus vs. siege weapons (+12) -
Elite Arambai UU soft Attack bonus vs. rams (+2)
What does the Capped Ram counter?
Units the Capped Ram has a damage bonus against
Bonus damage says how hard the Capped Ram hits these units, not that it wins every fight — some of them still beat it by outranging or outrunning it.
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Mangonel hard Mangonel/Onager -
Onager hard Mangonel/Onager -
Siege Onager hard Mangonel/Onager -
Scorpion hard Scorpion -
Heavy Scorpion hard Scorpion -
Battering Ram hard Rams -
Siege Ram hard Rams -
Bombard Cannon hard Cannons -
Houfnice UU hard Cannons
Civilizations that improve the Capped Ram
11 civilizations have a bonus or unique technology that affects this unit.
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
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
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
Teutons
- Ironclad (unique tech): Siege Weapons +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 Siege Counters guide.
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