Long Swordsman — Counters, Stats & Civ Bonuses

All-purpose Infantry.

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The Long Swordsman is countered by Arbalest, Scorpion and Cataphract. It is a infantry unit of the Champion Line.

Long Swordsman
Class
Infantry
Line
Champion Line
Available to
All civilizations
Cost
Food 50 Gold 20

Long Swordsman stats

Hit points 60
Melee attack 9 / 2s
Pierce attack 0
Range 0
Melee armour 1
Pierce armour 1
Speed 0.96
Line of sight 4
Training time 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.

CounterTypeWhy it works
Arbalest hard High pierce damage
Scorpion hard Area pierce
Cataphract hard UU (Byzantines) – Attack bonus vs. infantry
Crossbowman soft Cheap ranged counter
Cavalry Archer soft Kites from great distance
Knight 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

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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