Crossbowman — Counters, Stats & Civ Bonuses

All-purpose Foot Archer.

Go to Unit Counter Hub →

The Crossbowman is countered by Skirmisher, Elite Skirmisher and Mangonel. It is a archer unit of the Archer Line, and it wins against Spearman, Eagle Warrior and Man-at-Arms.

Crossbowman
Class
Archer
Line
Archer Line
Available to
All civilizations
Cost
Wood 25 Gold 45

Crossbowman stats

Hit points 35
Melee attack 0
Pierce attack 5 / 2s
Range 5
Melee armour 0
Pierce armour 0
Speed 0.96
Accuracy 85%
Line of sight 7
Training time 27s

What counters the Crossbowman?

The Crossbowman is weak against Skirmishers, Mangonel-line and units at close range.

Hard counters deal bonus damage against this unit — they beat the Crossbowman 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
Elite Skirmisher hard Attack bonus vs. archers
Mangonel hard Area damage
Knight hard Fast in melee – archers have low HP and almost no armor
Huskarl hard UU (Goths) – High pierce armor
Hussar soft Fast, high HP
Eagle Warrior soft Fast, pierce-resistant
Shrivamsha Rider soft UU (Gurjaras) – Dodges projectiles

What does the Crossbowman counter?

The Crossbowman is strong against units at long range.

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

Unique units the Crossbowman beats

Civilizations that improve the Crossbowman

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

Britons

  • Foot Archers +1/+2 range in Castle/Imperial Age
  • Yeomen (unique tech): Foot Archers and Skirmisher-line +1 range; Watch Tower-line +2 attack

Cumans

  • Archery Ranges and Stables cost -75 wood

Dravidians

  • Skirmishers and Elephant Archers attack +25% faster

Ethiopians

  • Foot Archers attack +18% faster

Gurjaras

  • Frontier Guards (unique tech): Camel Riders and Elephant Archers +4 melee armor

Italians

  • Foot Archers and Condottieri +1 melee/+1 pierce armor

Khmer

  • Double Crossbow (unique tech): Ballista Elephants and Scorpions fire an additional projectile

Koreans

  • Archer armor and tower upgrades free (Bombard Tower requires Chemistry)

Maya

  • Foot Archers cost -10/20/30% in Feudal/Castle/Imperial Age

Muisca

  • Champi Warriors and Archery Range Units +1/2/3 melee armor in Feudal/Castle/Imperial Age
  • Herbalism (unique tech): Archer-line and Champi Warriors move +15% faster

Persians

  • Kamandaran (unique tech): Archer-line gold cost replaced by additional wood cost

Shu

  • Archery Unit technologies at the Archery Range and Blacksmith cost -25%
  • Bolt Magazine (unique tech): Archer-line, War Chariots and Lou Chuans fire additional projectiles

Tupi

  • Archery Range and Barracks upgrades cost -50% food
  • Curare (unique tech): Foot Archers and Fortifications deal poison damage

Vietnamese

  • Archery Range units and Fire Lancers +20% HP

Vikings

  • Bogsveigar (unique tech): Archer-line and Longboats +1 attack

Wu

  • Red Cliffs Tactics (unique tech): Demolition Ships and Fire Archers deal fire damage to ships and buildings

The Archer Line

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

Facing something other than Crossbowmans?

Search any of the 228 units by name and get its counters ranked instantly.

Search any unit →