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 Onager.
The Knight Line
Paladin stats
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Hit points - 160
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Melee attack - 14 / 1.9s
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Pierce attack - 0
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Range - 0
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Melee armour - 2
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Pierce armour - 3
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Speed - 1.35
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Line of sight - 5
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Training time - 30s
What counters the Paladin?
Hard counters beat the Paladin 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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Halberdier hard Attack bonus vs. cavalry – strongest infantry option -
Imperial Camel Rider UU hard Maximum camel counter -
Monk hard Conversion – Paladins are very expensive -
Elite Mameluke UU hard UU (Saracens) – Best ranged anti-cavalry counter -
Elite Genoese Crossbowman UU hard Attack bonus vs. cavalry (+7) -
Elite Kamayuk UU hard Attack bonus vs. cavalry (+12) -
Flaming Camel UU hard Attack bonus vs. cavalry (+50) -
Onager soft Area damage en masse -
Siege Onager soft Area damage en masse -
Elite Obuch UU soft UU (Poles) – Reduces Paladin armor -
Elite Conquistador UU soft UU (Spanish) – Mounted Hand Cannoneer, kites Paladins
What does the Paladin counter?
One representative per unit line — the whole line behaves the same way in this matchup.
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Arbalest hard Fast in melee – archers have low HP and almost no armor -
Heavy Scorpion hard Fast – siege weapons have almost no melee armor -
Onager hard Melee – 0 melee armor, barely hits moving single targets -
Siege Onager hard Melee – 0 melee armor, barely hits moving single targets -
Siege Ram hard Rams have negative melee armor -
Elite Eagle Warrior soft Overwhelms with melee strength
Unique units the Paladin beats
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Elite Huskarl hard Overwhelms with damage -
Elite Rattan Archer hard Melee superiority -
Elite Hussite Wagon soft Melee charge
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
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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