The Flaming Camel is countered by Archer, Skirmisher and Hand Cannoneer. It is a Camel / Siege / Unique unit, available to the Tatars.
Flaming Camel stats
| | 55 |
|---|---|
| | 20 |
| | 0 |
| | 0 |
| | 0 |
| | 0 |
| | 1.3 |
| | 4 |
| | 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.
| Counter | Type | Why it works |
|---|---|---|
| | hard | Flaming Camels have low HP, die to arrows |
| | hard | Pierce damage |
| | 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
- Battle Elephants
- Siege Elephants
- Knight Line
- Light Cav
- Cav Archer Line
- Mangonel/Onager
- Scorpion
- Rams
- Cannons
- Camel Line
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.
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