Kona — Counters, Stats & Civ Bonuses

Mapuche unique Cavalry that deals increasing damage to injured units.

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The Kona is countered by Arbalest, Scorpion and Knight. It is a Infantry / Unique unit, available to the Tupi.

Kona
Class
Infantry / Unique
Available to
Tupi
Elite upgrade
Elite Kona
Cost
Food 65 Gold 40

Kona stats

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

Stat Kona Elite
Hit points 125 145
Melee attack 9 / 2s 11 / 2s
Pierce attack 0 0
Range 0 0
Melee armour 0 0
Pierce armour 3 5
Speed 1.55 1.55
Line of sight 5 6
Training time 14s 14s

What counters the Kona?

The Kona is weak against Spearman-line, Camel Riders and Monks.

Hard counters deal bonus damage against this unit — they beat the Kona 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 vs. infantry

What does the Kona counter?

The Kona is strong against Infantry and Foot Archers.

Civilizations that improve the Kona

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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