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 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 |
|---|---|---|
| | 65 | 75 |
| | 15 / 2s | 19 / 2s |
| | 0 | 0 |
| | 0 | 0 |
| | 1 | 2 |
| | 2 | 2 |
| | 1 | 1 |
| | 3 | 5 |
| | 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.
| Counter | Type | Why it works |
|---|---|---|
| | hard | Pierce damage |
| | hard | Area pierce |
| | 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.
-
Two-Handed Swordsman soft
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.
Facing something other than Jaguar Warriors?
Search any of the 228 units by name and get its counters ranked instantly.
Search any unit →