The Cataphract is countered by Monk, Elite Mameluke and Arbalest. It is a Cavalry / Unique unit, available to the Byzantines, and it wins against Long Swordsman and Pikeman.
Cataphract stats
The Elite Cataphract upgrade changes the values marked below. Everything else — cost, class and the civilization bonuses that apply — stays the same.
| Stat | Cataphract | Elite |
|---|---|---|
| | 110 | 150 |
| | 9 / 1.8s | 12 / 1.7s |
| | 0 | 0 |
| | 0 | 0 |
| | 2 | 2 |
| | 1 | 1 |
| | 1.35 | 1.35 |
| | 4 | 5 |
| | 20s | 20s |
What counters the Cataphract?
The Cataphract is weak against Archery Units.
Hard counters deal bonus damage against this unit — they beat the Cataphract even at a cost disadvantage. Soft counters win the fight through cost-efficiency or mobility, without a dedicated bonus.
| Counter | Type | Why it works |
|---|---|---|
| | hard | Conversion is most effective vs. Cataphracts |
| | hard | UU (Saracens) – Ranged anti-cavalry |
| | soft | Pierce damage (Cataphracts have good melee armor) |
| | soft | UU (Poles) – Reduces armor |
| | soft | Pierce damage when Cataphracts are isolated |
What does the Cataphract counter?
The Cataphract is strong against Infantry.
One representative per unit line — the whole line behaves the same way in this matchup.
-
Long Swordsman hard -
Pikeman hard
Unit lines the Cataphract has a damage bonus against
Civilizations that improve the Cataphract
16 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
Byzantines
- Logistica (unique tech): Cataphracts deal trample damage, +6 attack vs. Infantry
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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