The Champion is countered by Arbalest, Heavy Scorpion and Elite Cataphract. It is a infantry unit of the Militia Line, and it wins against Elite Eagle Warrior, Elite Skirmisher and Heavy Camel Rider.
The Militia Line
Champion stats
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Hit points - 70
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Melee attack - 14 / 2s
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Pierce attack - 0
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Range - 0
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Melee armour - 1
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Pierce armour - 1
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Speed - 0.96
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Line of sight - 5
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Training time - 21s
What counters the Champion?
Hard counters beat the Champion 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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Arbalest hard High pierce damage -
Heavy Scorpion hard Area pierce annihilates groups -
Elite Cataphract UU hard UU (Byzantines) – Massive attack bonus vs. infantry -
Elite Jaguar Warrior UU hard UU (Aztecs) – Attack bonus vs. infantry -
Hand Cannoneer hard Attack bonus vs. infantry (+10) -
Heavy Cavalry Archer soft Kites Champions -
Onager soft Massive area damage -
Siege Onager soft Massive area damage -
Elite Throwing Axeman UU soft UU (Franks) – Ranged anti-infantry -
Elite Conquistador UU soft UU (Spanish) – Kites with Hand Cannon -
Elite Chu Ko Nu UU soft Outranges infantry, which cannot close the gap -
Elite Longbowman UU soft Outranges infantry, which cannot close the gap -
Elite Plumed Archer UU soft Outranges infantry, which cannot close the gap -
Elite Rattan Archer UU soft Outranges infantry, which cannot close the gap -
Elite Composite Bowman UU soft Outranges infantry, which cannot close the gap -
Elite Blackwood Archer UU soft Outranges infantry, which cannot close the gap -
Elite Fire Archer UU soft Outranges infantry, which cannot close the gap -
Elite Mangudai UU soft Kites infantry from range -
Elite War Wagon UU soft Kites infantry from range -
Elite Elephant Archer UU soft Kites infantry from range -
Elite Kipchak UU soft Kites infantry from range -
Elite Arambai UU soft Kites infantry from range -
Elite Ratha (Ranged) UU soft Kites infantry from range -
War Chariot (Barrage) UU soft Kites infantry from range -
War Chariot (Focus Fire) UU soft Kites infantry from range -
Slinger UU soft Attack bonus vs. infantry (+4)
What does the Champion counter?
One representative per unit line — the whole line behaves the same way in this matchup.
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Elite Eagle Warrior hard Attack bonus vs. Eagle Warriors -
Elite Skirmisher hard -
Heavy Camel Rider hard Infantry counter – camels have no bonus vs. them -
Imperial Camel Rider UU hard Infantry counter – camels have no bonus vs. them -
Imperial Skirmisher hard High melee attack -
Siege Ram hard Rams have negative melee armor – strongest infantry
Unique units the Champion beats
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Elite Genitour soft
Civilizations that improve the Champion
19 civilizations have a bonus or unique technology that affects this unit.
Armenians
- Spearman- and Militia-line upgrades (except Man-at-Arms) available one age earlier
- Fereters (unique tech): Infantry (except Spearman-line) +30 HP; Warrior Priests heal +100% faster
Aztecs
- Garland Wars (unique tech): Infantry +4 attack
Bulgarians
- Militia-line upgrades free
- Bagains (unique tech): Militia-line +5 melee armor
Burgundians
- Flemish Revolution (unique tech): All existing Villagers are transformed to Flemish Militia
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
- Forced Levy (unique tech): Militia-line gold cost is replaced by additional food cost
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
- Comitatenses (unique tech): Militia-line, Knight-line, and Centurions train +50% faster and receive a charge attack
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 Infantry Counters guide.
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