Chakram Thrower — Counters, Stats & Civ Bonuses

Gurjara unique Infantry with ranged melee attack that deals pass through damage.

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The Chakram Thrower is countered by Skirmisher, Knight and Hussar. It is a Infantry / Unique unit, available to the Gurjaras.

Chakram Thrower
Class
Infantry / Unique
Available to
Gurjaras
Elite upgrade
Elite Chakram Thrower
Cost
Food 65 Gold 30

Chakram Thrower stats

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

Stat Chakram Thrower Elite
Hit points 40 50
Melee attack 3 / 2s 4 / 2s
Pierce attack 0 0
Range 5 6
Melee armour 1 1
Pierce armour 0 0
Speed 1.15 1.15
Line of sight 7 8
Training time 15s 15s

What counters the Chakram Thrower?

The Chakram Thrower is weak against Cavalry and Siege Weapons.

Hard counters deal bonus damage against this unit — they beat the Chakram Thrower 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/slingers
Knight soft Cavalry vs. infantry
Hussar soft Fast

What does the Chakram Thrower counter?

The Chakram Thrower is strong against Infantry and large groups of units.

Civilizations that improve the Chakram Thrower

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

Armenians

  • Fereters (unique tech): Infantry (except Spearman-line) +30 HP; Warrior Priests heal +100% faster

Aztecs

  • Garland Wars (unique tech): Infantry +4 attack

Burmese

  • Infantry +1/+2/+3 attack in Feudal/Castle/Imperial Age

Celts

  • Infantry moves +5/10/15/20% faster in Dark/Feudal/Castle/Imperial Age
  • Stronghold (unique tech): Castles and Watch Tower-line attack +33% faster; Castles heal allied Infantry in a 7 tile radius

Dravidians

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

Goths

  • Infantry costs -15/20/25/30% in Dark/Feudal/Castle/Imperial Age
  • Infantry +1/+2/+3 attack vs. buildings in Feudal/Castle/Imperial Age

Japanese

  • Infantry attacks +33% faster starting in Feudal Age

Khitans

  • Lamellar Armor (unique tech): Infantry and Skirmishers reflect 25% melee damage back to the attacker

Koreans

  • Ranged Soldiers and Infantry cost -50% wood

Malay

  • Infantry armor upgrades free

Malians

  • Barracks Units +1/+2/+3 pierce armor in Feudal/Castle/Imperial Age

Mapuche

  • Infantry, Slingers and Skirmishers +5/10/15 HP in Feudal/Castle/Imperial Age

Romans

  • Infantry armor upgrade effects are doubled

Slavs

  • Druzhina (unique tech): Infantry deals trample damage

Teutons

  • Barracks and Stable Units +1/+2 melee armor in Castle/Imperial Age
  • Crenellations (unique tech): Castles +3 range, garrisoned Infantry fires arrows

Vikings

  • Infantry +20% HP starting in Feudal Age
  • Chieftains (unique tech): Infantry +5 attack vs. Cavalry, +4 vs. Camel Units; generate +5 gold when defeating Villagers, Trade Units and Monks

Wu

  • Infantry regenerates 10/15/30 HP per minute in Feudal/Castle/Imperial Age

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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