Ghulam — Counters, Stats & Civ Bonuses

Hindustani unique Infantry that thrusts its spear through multiple targets.

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The Ghulam is countered by Scorpion, Arbalest and Knight. It is a Infantry / Unique unit, available to the Hindustanis.

Ghulam
Class
Infantry / Unique
Available to
Hindustanis
Elite upgrade
Elite Ghulam
Cost
Food 30 Gold 45

Ghulam stats

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

Stat Ghulam Elite
Hit points 60 70
Melee attack 9 / 2s 11 / 2s
Pierce attack 0 0
Range 0 0
Melee armour 0 0
Pierce armour 3 6
Speed 1.15 1.2
Line of sight 6 6
Training time 12s 12s

What counters the Ghulam?

The Ghulam is weak against Cavalry.

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

CounterTypeWhy it works
Scorpion hard Area pierce – Ghulams are often grouped
Arbalest soft Pierce damage
Knight soft Cavalry vs. infantry
Onager soft Area damage

What does the Ghulam counter?

The Ghulam is strong against Archery Units and Spearman-line.

Unit lines the Ghulam has a damage bonus against

Civilizations that improve the Ghulam

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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