The Pikeman is countered by Crossbowman, Scorpion and Cataphract. It is a Infantry / Counter Unit unit of the Spearman Line, and it wins against Knight and Light Cavalry.
The Spearman Line
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Spearman -
Pikeman -
Halberdier
Pikeman stats
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Hit points - 55
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Melee attack - 4 / 3s
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Pierce attack - 0
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Range - 0
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Melee armour - 0
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Pierce armour - 0
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Speed - 1
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Line of sight - 4
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Training time - 22s
What counters the Pikeman?
Hard counters beat the Pikeman 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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Crossbowman hard Pierce damage -
Scorpion hard Area pierce -
Cataphract UU hard UU (Byzantines) – Bonus vs. infantry and anti-cav -
Jaguar Warrior UU hard Attack bonus vs. infantry (+5) -
Cavalry Archer soft Kites Pikemen -
Hand Cannoneer soft High base damage -
Conquistador UU soft UU (Spanish) – Kites Pikemen -
Chu Ko Nu UU soft Attack bonus vs. spearmen (+2) -
Legionary UU soft Attack bonus vs. infantry (+4) -
Longbowman UU soft Attack bonus vs. spearmen (+2) -
Plumed Archer UU soft Attack bonus vs. spearmen (+2) -
Elite Skirmisher soft Attack bonus vs. spearmen (+3) -
Slinger UU soft Attack bonus vs. infantry (+4)
What does the Pikeman counter?
One representative per unit line — the whole line behaves the same way in this matchup.
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Knight hard Strong attack bonus vs. cavalry -
Light Cavalry hard Strong attack bonus vs. cavalry
Units the Pikeman has a damage bonus against
Bonus damage says how hard the Pikeman hits these units, not that it wins every fight — some of them still beat it by outranging or outrunning it.
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Battle Elephant hard Battle Elephants -
Elite Battle Elephant hard Battle Elephants -
Armored Elephant UU hard Siege Elephants -
Siege Elephant UU hard Siege Elephants -
Ballista Elephant UU hard Siege Elephants -
Elite Ballista Elephant UU hard Siege Elephants -
Cavalry Archer hard Cav Archer Line -
Heavy Cavalry Archer hard Cav Archer Line - Elite Cavalry Archer hard Cav Archer Line
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Camel Scout hard Camel Line -
Camel Rider hard Camel Line -
Heavy Camel Rider hard Camel Line -
Imperial Camel Rider UU hard Camel Line
Civilizations that improve the Pikeman
22 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
Aztecs
- Garland Wars (unique tech): Infantry +4 attack
Bohemians
- Spearman-line deals +25% bonus damage
Burmese
- Infantry +1/+2/+3 attack in Feudal/Castle/Imperial Age
Byzantines
- Camel Riders, Skirmishers and Spearman-line cost -25%
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
Ethiopians
- Pikeman upgrade free
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
- Skirmishers, Spearman-, and Scout Cavalry-line train and upgrade +15% faster
- Lamellar Armor (unique tech): Infantry and Skirmishers reflect 25% melee damage back to the attacker
Koreans
- Ranged Soldiers and Infantry cost -50% wood
Lithuanians
- Spearman-line and Skirmisher-line move +10% faster
- Tower Shields (unique tech): Spearman-line and Skirmishers +2 pierce armor
Malay
- Infantry armor upgrades free
Malians
- Barracks Units +1/+2/+3 pierce armor in Feudal/Castle/Imperial Age
Mapuche
- Settlements can train Spearman-line and Skirmishers
- Infantry, Slingers and Skirmishers +5/10/15 HP in Feudal/Castle/Imperial Age
Romans
- Infantry armor upgrade effects are doubled
Shu
- Coiled Serpent Array (unique tech): Spearman-line and White Feather Guards gain additional HP when near each other
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
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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