Halberdier — Counters, Stats & Civ Bonuses

Anti-cavalry Infantry.

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The Halberdier is countered by Arbalest, Heavy Scorpion and Elite Cataphract. It is a Infantry / Counter Unit unit of the Spearman Line, and it wins against Cavalier, Elite Battle Elephant and Elite Steppe Lancer.

Halberdier
Class
Infantry / Counter Unit
Line
Spearman Line
Available to
All civilizations
Cost
Food 35 Wood 25

The Spearman Line

Halberdier stats

Hit points
60
Melee attack
6 / 3s
Pierce attack
0
Range
0
Melee armour
0
Pierce armour
0
Speed
1
Line of sight
4
Training time
22s

What counters the Halberdier?

Hard counters beat the Halberdier 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.

What does the Halberdier counter?

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

Unique units the Halberdier beats

Other units the Halberdier beats

Units the Halberdier has a damage bonus against

Bonus damage says how hard the Halberdier hits these units, not that it wins every fight — some of them still beat it by outranging or outrunning it.

Civilizations that improve the Halberdier

22 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

Aztecs

  • Garland Wars (unique tech): Infantry +4 attack

Bohemians

  • Spearman-line deals +25% bonus damage

Burmese

  • Infantry +1/+2/+3 attack in Feudal/Castle/Imperial Age

Byzantines

  • Camel Riders, Skirmishers and Spearman-line cost -25%

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

Ethiopians

  • Pikeman upgrade free

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

  • Skirmishers, Spearman-, and Scout Cavalry-line train and upgrade +15% faster
  • Lamellar Armor (unique tech): Infantry and Skirmishers reflect 25% melee damage back to the attacker

Koreans

  • Ranged Soldiers and Infantry cost -50% wood

Lithuanians

  • Spearman-line and Skirmisher-line move +10% faster
  • Tower Shields (unique tech): Spearman-line and Skirmishers +2 pierce armor

Malay

  • Infantry armor upgrades free

Malians

  • Barracks Units +1/+2/+3 pierce armor in Feudal/Castle/Imperial Age

Mapuche

  • Settlements can train Spearman-line and Skirmishers
  • Infantry, Slingers and Skirmishers +5/10/15 HP in Feudal/Castle/Imperial Age

Romans

  • Infantry armor upgrade effects are doubled

Shu

  • Coiled Serpent Array (unique tech): Spearman-line and White Feather Guards gain additional HP when near each other

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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