The Paladin is countered by Halberdier, Imperial Camel Rider and Monk. It is a cavalry unit of the Knight Line, and it wins against Arbalest, Heavy Scorpion and Siege Onager.
Paladin stats
| | 160 |
|---|---|
| | 14 / 1.9s |
| | 0 |
| | 0 |
| | 2 |
| | 3 |
| | 1.35 |
| | 5 |
| | 30s |
What counters the Paladin?
The Paladin is weak against Spearman-line, Camel Riders, and Monks.
Hard counters deal bonus damage against this unit — they beat the Paladin 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 – strongest infantry option |
| | hard | Maximum camel counter |
| | hard | Conversion – Paladins are very expensive |
| | hard | UU (Saracens) – Best ranged anti-cavalry counter |
| | soft | Area damage en masse |
| | soft | UU (Poles) – Reduces Paladin armor |
| | soft | UU (Spanish) – Mounted Hand Cannoneer, kites Paladins |
What does the Paladin counter?
The Paladin is strong against Infantry and Foot Archers.
One representative per unit line — the whole line behaves the same way in this matchup.
-
Arbalest hard -
Heavy Scorpion hard -
Siege Onager hard -
Siege Ram hard -
Elite Eagle Warrior soft
Unique units the Paladin beats
-
Elite Huskarl hard -
Elite Rattan Archer hard -
Elite Hussite Wagon soft
Civilizations that improve the Paladin
20 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
Burgundians
- Cavalier upgrade available in Castle Age
Burmese
- Manipur Cavalry (unique tech): Cavalry +4 attack vs. Ranged Soldiers
Cumans
- Mounted Units move +5/10/15% faster in Feudal/Castle/Imperial Age
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
Jurchens
- Mounted Units and Fire Lancers attack +25% faster starting in Feudal Age
Khitans
- Ordo Cavalry (unique tech): Cavalry regenerates HP in combat
Lithuanians
- Each garrisoned Relic provides +1 attack to Knight-line and Leitis (maximum +4)
Malians
- Farimba (unique tech): Cavalry +5 attack
Mapuche
- Mounted Units generate +3 gold when defeating military units
Poles
- Szlachta Privileges (unique tech): Knight-line costs -60% gold
Romans
- Comitatenses (unique tech): Militia-line, Knight-line, and Centurions train +50% faster and receive a charge attack
Sicilians
- Hauberk (unique tech): Knight-line +1 melee/+2 pierce armor
Teutons
- Barracks and Stable Units +1/+2 melee armor in Castle/Imperial Age
Wei
- Ming Guang Armor (unique tech): Mounted Units +4 melee armor
The Knight Line
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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