Samurai — Counters, Stats & Civ Bonuses

Japanese unique Infantry that quickly charges into battle and has fast attack.

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The Samurai is countered by Knight, Arbalest and Scorpion. It is a Infantry / Unique unit, available to the Japanese.

Samurai
Class
Infantry / Unique
Available to
Japanese
Elite upgrade
Elite Samurai
Cost
Food 45 Gold 30

Samurai stats

The Elite Samurai upgrade changes the values marked below. Everything else — cost, class and the civilization bonuses that apply — stays the same.

Stat Samurai Elite
Hit points 70 80
Melee attack 10 / 1.9s 12 / 1.9s
Pierce attack 0 0
Range 0 0
Melee armour 1 1
Pierce armour 1 1
Speed 1 1
Line of sight 4 5
Training time 9s 9s

What counters the Samurai?

The Samurai is weak against Archery Units and Gunners.

Hard counters deal bonus damage against this unit — they beat the Samurai even at a cost disadvantage. Soft counters win the fight through cost-efficiency or mobility, without a dedicated bonus.

CounterTypeWhy it works
Knight hard Bonus only applies vs. infantry – cavalry closes in
Arbalest hard Pierce damage
Scorpion hard Area pierce
Cavalier hard Bonus only applies vs. infantry – cavalry closes in
Cavalry Archer soft Kites

What does the Samurai counter?

The Samurai is strong against Unique Units.

Unit lines the Samurai has a damage bonus against

Civilizations that improve the Samurai

17 civilizations have a bonus or unique technology that affects this unit.

Armenians

  • Fereters (unique tech): Infantry (except Spearman-line) +30 HP; Warrior Priests heal +100% faster

Aztecs

  • Garland Wars (unique tech): Infantry +4 attack

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

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

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 Unique Unit Counters guide.

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