Huskarl — Counters, Stats & Civ Bonuses

Gothic unique Infantry with exceptional pierce armor.

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The Huskarl is countered by Knight, Cavalier and Paladin. It is a Infantry / Unique unit, available to the Goths, and it wins against Archer and Cavalry Archer.

Huskarl
Class
Infantry / Unique
Available to
Goths
Elite upgrade
Elite Huskarl
Cost
Food 75 Gold 35

Huskarl stats

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

Stat Huskarl Elite
Hit points 60 70
Melee attack 10 / 2s 12 / 2s
Pierce attack 0 0
Range 0 0
Melee armour 0 0
Pierce armour 6 8
Speed 1.05 1.05
Line of sight 3 5
Training time 13s 13s

What counters the Huskarl?

The Huskarl is weak against Cavalry and Militia-line.

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

CounterTypeWhy it works
Knight hard Huskarls have low melee armor – cavalry hits well
Cavalier hard High melee damage
Paladin hard Overwhelms with damage
Scorpion soft Area pierce hits multiple
Monk soft Conversion

What does the Huskarl counter?

The Huskarl is strong against Ranged Soldiers and buildings.

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

Unit lines the Huskarl has a damage bonus against

Civilizations that improve the Huskarl

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
  • Anarchy (unique tech): Huskarls can be trained at Barracks

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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