Flaming Camel — Counters, Stats & Civ Bonuses

Tatar unique demolition Siege Cavalry.

Go to Unit Counter Hub →

The Flaming Camel is countered by Archer, Skirmisher and Hand Cannoneer. It is a Camel / Siege / Unique unit, available to the Tatars.

Flaming Camel
Class
Camel / Siege / Unique
Available to
Tatars
Cost
Food 75 Gold 30

Flaming Camel stats

Hit points 55
Melee attack 20
Pierce attack 0
Range 0
Melee armour 0
Pierce armour 0
Speed 1.3
Line of sight 4
Training time 30s

What counters the Flaming Camel?

The Flaming Camel is weak against Foot Archers and Infantry.

Hard counters deal bonus damage against this unit — they beat the Flaming Camel even at a cost disadvantage. Soft counters win the fight through cost-efficiency or mobility, without a dedicated bonus.

CounterTypeWhy it works
Archer hard Flaming Camels have low HP, die to arrows
Skirmisher hard Pierce damage
Hand Cannoneer soft Annihilates camels from range

What does the Flaming Camel counter?

The Flaming Camel is strong against Mounted Units, especially Elephants.

Unit lines the Flaming Camel has a damage bonus against

Civilizations that improve the Flaming Camel

26 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

Britons

  • Warwolf (unique tech): Trebuchets deal blast damage and are more accurate

Bulgarians

  • Blacksmith and Siege Workshop technologies cost -50% food
  • Stirrups (unique tech): Cavalry attacks +33% faster

Burmese

  • Manipur Cavalry (unique tech): Cavalry +4 attack vs. Ranged Soldiers

Celts

  • Siege Weapons attack +25% faster
  • Furor Celtica (unique tech): Siege Weapons +40% HP

Cumans

  • Mounted Units move +5/10/15% faster in Feudal/Castle/Imperial Age
  • Siege Workshop and Battering Ram available in Feudal Age; Capped Ram available in Castle Age

Dravidians

  • Siege Weapons cost -33% wood
  • Wootz Steel (unique tech): Infantry and Cavalry attacks ignore armor

Ethiopians

  • Torsion Engines (unique tech): Siege Workshop Units' blast radius increased

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

Huns

  • Trebuchets fire more accurately at units and small targets

Japanese

  • Kataparuto (unique tech): Trebuchets attack and pack/unpack faster

Jurchens

  • Mounted Units and Fire Lancers attack +25% faster starting in Feudal Age
  • Siege Engineers available in Castle Age
  • Siege and Fortification upgrades cost -75% wood and research +100% faster

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

Mongols

  • Drill (unique tech): Siege Workshop Units move +50% faster

Saracens

  • Counterweights (unique tech): Trebuchets and Mangonel-line +15% attack

Shu

  • Siege Weapons and Siege Warships move +10/15% faster in Castle/Imperial Age

Slavs

  • Siege Workshop Units cost -15%

Tatars

  • Timurid Siegecraft (unique tech): Trebuchets +2 range

Teutons

  • Barracks and Stable Units +1/+2 melee armor in Castle/Imperial Age
  • Ironclad (unique tech): Siege Weapons +4 melee armor

Wei

  • Traction Trebuchets and Lou Chuans cost -25%
  • Ming Guang Armor (unique tech): Mounted Units +4 melee armor

Wu

  • Sitting Tiger (unique tech): Traction Trebuchets and Lou Chuan trebuchet weapons fire additional projectiles

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.

Facing something other than Flaming Camels?

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

Search any unit →