The Light Cavalry is countered by Pikeman, Camel Rider and Flaming Camel. It is a cavalry unit of the Light Cav, and it wins against Mangonel, Monk and Scorpion.
The Light Cav
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Scout Cavalry -
Light Cavalry -
Hussar -
Winged Hussar
Light Cavalry stats
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Hit points - 60
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Melee attack - 7 / 2s
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Pierce attack - 0
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Range - 0
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Melee armour - 0
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Pierce armour - 2
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Speed - 1.5
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Line of sight - 4
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Training time - 30s
What counters the Light Cavalry?
Hard counters beat the Light Cavalry 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.
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Pikeman hard Strong attack bonus vs. cavalry -
Camel Rider hard Strong attack bonus vs. cavalry -
Flaming Camel UU hard Attack bonus vs. cavalry (+50) -
Genoese Crossbowman UU hard Attack bonus vs. cavalry (+5) -
Kamayuk UU hard Attack bonus vs. cavalry (+8) -
Mameluke UU hard Attack bonus vs. cavalry (+9) -
Eagle Warrior soft Attack bonus vs. cavalry (+3)
What does the Light Cavalry counter?
One representative per unit line — the whole line behaves the same way in this matchup.
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Mangonel hard Fast – siege weapons have almost no melee armor -
Monk hard Bonus vs. monks, fast enough to interrupt conversion -
Scorpion hard Fast – siege weapons have almost no melee armor -
Crossbowman soft Fast, high HP -
Hand Cannoneer soft
Unique units the Light Cavalry beats
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Organ Gun hard Fast – siege weapons have almost no melee armor -
Warrior Priest hard Fast, interrupts conversion -
Janissary soft Fast, closes in
Other units the Light Cavalry beats
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Rocket Cart hard Fast – siege weapons have almost no melee armor -
Slinger UU hard Fast, Slingers have low HP -
Traction Trebuchet hard Fast – siege weapons have almost no melee armor -
Trebuchet hard -
Trebuchet (packed) soft
Civilizations that improve the Light Cavalry
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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