The Long Swordsman is countered by Arbalest, Scorpion and Cataphract. It is a infantry unit of the Champion Line.
Long Swordsman stats
| | 60 |
|---|---|
| | 9 / 2s |
| | 0 |
| | 0 |
| | 1 |
| | 1 |
| | 0.96 |
| | 4 |
| | 21s |
What counters the Long Swordsman?
The Long Swordsman is weak against Ranged Soldiers at long range.
Hard counters deal bonus damage against this unit — they beat the Long Swordsman 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 | High pierce damage |
| | hard | Area pierce |
| | hard | UU (Byzantines) – Attack bonus vs. infantry |
| | soft | Cheap ranged counter |
| | soft | Kites from great distance |
| | soft | Superior in open field |
What does the Long Swordsman counter?
The Long Swordsman is strong against buildings, Infantry, Scout Cavalry- and Skirmisher-line.
Unit lines the Long Swordsman has a damage bonus against
Civilizations that improve the Long Swordsman
19 civilizations have a bonus or unique technology that affects this unit.
Armenians
- Spearman- and Militia-line upgrades (except Man-at-Arms) available one age earlier
- Fereters (unique tech): Infantry (except Spearman-line) +30 HP; Warrior Priests heal +100% faster
Aztecs
- Garland Wars (unique tech): Infantry +4 attack
Bulgarians
- Militia-line upgrades free
- Bagains (unique tech): Militia-line +5 melee armor
Burgundians
- Flemish Revolution (unique tech): All existing Villagers are transformed to Flemish Militia
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
- Forced Levy (unique tech): Militia-line gold cost is replaced by additional food cost
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
- Comitatenses (unique tech): Militia-line, Knight-line, and Centurions train +50% faster and receive a charge attack
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
The Champion Line
-
Militia -
Man-at-Arms -
Long Swordsman -
Two-Handed Swordsman -
Champion -
Legionary
For the strategy behind these matchups — when to build counters, how to mix them and which civs do it best — see the Infantry Counters guide.
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