The Light Cavalry is countered by Pikeman, Halberdier and Camel Rider. It is a cavalry unit of the Light Cav, and it wins against Mangonel, Monk and Scorpion.
Light Cavalry stats
| | 60 |
|---|---|
| | 7 / 2s |
| | 0 |
| | 0 |
| | 0 |
| | 2 |
| | 1.5 |
| | 4 |
| | 30s |
What counters the Light Cavalry?
The Light Cavalry is weak against Spearman-line and Camel Riders.
Hard counters deal bonus damage against this unit — they beat the Light Cavalry 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 | Attack bonus vs. cavalry |
| | hard | Strong attack bonus vs. cavalry |
| | hard | Attack bonus vs. cavalry |
| | hard | Strong attack bonus vs. cavalry |
What does the Light Cavalry counter?
The Light Cavalry is strong against Monastery Units.
One representative per unit line — the whole line behaves the same way in this matchup.
-
Mangonel hard -
Monk hard -
Scorpion hard -
Archer soft -
Hand Cannoneer soft
Unique units the Light Cavalry beats
-
Organ Gun hard -
Warrior Priest hard -
Elite Warrior Priest soft -
Janissary soft
Other units the Light Cavalry beats
-
Rocket Cart hard -
Slinger hard -
Traction Trebuchet hard -
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
The Light Cav
-
Scout Cavalry -
Light Cavalry -
Hussar -
Winged Hussar
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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