Hussar — Counters, Stats & Civ Bonuses

Fast moving Cavalry for scouting and raiding.

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The Hussar is countered by Halberdier, Heavy Camel Rider and Imperial Camel Rider. It is a cavalry unit of the Light Cav, and it wins against Bombard Cannon, Elite Ballista Elephant and Heavy Scorpion.

Hussar
Class
Cavalry
Line
Light Cav
Available to
All civilizations
Cost
Food 80

The Light Cav

Hussar stats

Hit points
75
Melee attack
7 / 1.9s
Pierce attack
0
Range
0
Melee armour
0
Pierce armour
2
Speed
1.5
Line of sight
4
Training time
30s

What counters the Hussar?

Hard counters beat the Hussar 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 Hussar counter?

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

Unique units the Hussar beats

Other units the Hussar beats

Civilizations that improve the Hussar

21 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

Bulgarians

  • Stirrups (unique tech): Cavalry attacks +33% faster

Burmese

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

Cumans

  • Mounted Units move +5/10/15% faster in Feudal/Castle/Imperial Age
  • Steppe Husbandry (unique tech): Scout Cavalry-line, Steppe Lancers and Cavalry Archers train +100% faster

Dravidians

  • Wootz Steel (unique tech): Infantry and Cavalry attacks ignore armor

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

  • On Nomadic maps, the first Town Center spawns a scouting Horse

Jurchens

  • Mounted Units and Fire Lancers attack +25% faster starting in Feudal Age

Khitans

  • Skirmishers, Spearman-, and Scout Cavalry-line train and upgrade +15% faster
  • Ordo Cavalry (unique tech): Cavalry regenerates HP in combat

Magyars

  • Scout Cavalry-line costs -15%

Malians

  • Farimba (unique tech): Cavalry +5 attack

Mapuche

  • Mounted Units generate +3 gold when defeating military units

Mongols

  • Scout Cavalry-line and Steppe Lancers +20/30% HP in Castle/Imperial Age

Poles

  • Bloodlines and Scout Cavalry-line upgrades cost -50% food
  • Lechitic Legacy (unique tech): Scout Cavalry-line deals trample damage

Tatars

  • Silk Armor (unique tech): Scout Cavalry-line, Steppe Lancers and Cavalry Archers +1 melee/+1 pierce armor

Teutons

  • Barracks and Stable Units +1/+2 melee armor in Castle/Imperial Age

Turks

  • Scout Cavalry-line +1 pierce armor and upgrades free

Wei

  • Ming Guang Armor (unique tech): Mounted Units +4 melee armor

For the strategy behind these matchups — when to build counters, how to mix them and which civs do it best — see the Cavalry Counters guide.

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