Jaguar Warrior — Counters, Stats & Civ Bonuses

Aztec unique Infantry that gains additional damage when defeating military units.

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The Jaguar Warrior is countered by Arbalest, Scorpion and Knight. It is a Infantry / Unique unit, available to the Aztecs, and it wins against Two-Handed Swordsman.

Jaguar Warrior
Class
Infantry / Unique
Available to
Aztecs
Elite upgrade
Elite Jaguar Warrior
Cost
Food 60 Gold 30

Jaguar Warrior stats

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

Stat Jaguar Warrior Elite
Hit points 65 75
Melee attack 15 / 2s 19 / 2s
Pierce attack 0 0
Range 0 0
Melee armour 1 2
Pierce armour 2 2
Speed 1 1
Line of sight 3 5
Training time 12s 12s

What counters the Jaguar Warrior?

The Jaguar Warrior is weak against Cavalry and Archery Units.

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

CounterTypeWhy it works
Arbalest hard Pierce damage
Scorpion hard Area pierce
Knight soft Cavalry beats infantry in open field

What does the Jaguar Warrior counter?

The Jaguar Warrior is strong against Infantry.

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

Unit lines the Jaguar Warrior has a damage bonus against

Civilizations that improve the Jaguar Warrior

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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