Scorpion — Counters, Stats & Civ Bonuses

Siege Weapon with ranged pass through attack, but cannot attack at close range.

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The Scorpion is countered by Knight, Mangonel and Hussar. It is a siege unit of the Scorpion, and it wins against Militia and Spearman.

Scorpion
Class
Siege
Line
Scorpion
Available to
All civilizations
Cost
Wood 75 Gold 75

Scorpion stats

Hit points 40
Melee attack 0
Pierce attack 11 / 3.6s
Range 7 (min. 2)
Melee armour 0
Pierce armour 7
Speed 0.65
Line of sight 9
Training time 30s

What counters the Scorpion?

The Scorpion is weak against Siege Weapons and units at close range.

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

CounterTypeWhy it works
Knight hard Fast – siege weapons have almost no melee armor
Mangonel hard Outranges Scorpion + area damage
Hussar hard Fast – siege weapons have almost no melee armor
Light Cavalry hard Fast
Mangudai hard UU (Mongols) – Attack bonus vs. siege
Monk soft Conversion
Bombard Cannon soft Outranges Scorpion (12 vs. 7) – but slow & inaccurate

What does the Scorpion counter?

The Scorpion is strong against large groups of units.

One representative per unit line — the whole line behaves the same way in this matchup.

Unique units the Scorpion beats

Other units the Scorpion beats

Unit lines the Scorpion has a damage bonus against

Civilizations that improve the Scorpion

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

Britons

  • Warwolf (unique tech): Trebuchets deal blast damage and are more accurate

Bulgarians

  • Blacksmith and Siege Workshop technologies cost -50% food

Celts

  • Siege Weapons attack +25% faster
  • Furor Celtica (unique tech): Siege Weapons +40% HP

Chinese

  • Rocketry (unique tech): Scorpions, Rocket Carts and Lou Chuans +25% attack; Lou Chuans fire rockets

Cumans

  • Siege Workshop and Battering Ram available in Feudal Age; Capped Ram available in Castle Age

Dravidians

  • Siege Weapons cost -33% wood

Ethiopians

  • Torsion Engines (unique tech): Siege Workshop Units' blast radius increased

Huns

  • Trebuchets fire more accurately at units and small targets

Japanese

  • Kataparuto (unique tech): Trebuchets attack and pack/unpack faster

Jurchens

  • Siege Engineers available in Castle Age
  • Siege and Fortification upgrades cost -75% wood and research +100% faster

Khmer

  • Double Crossbow (unique tech): Ballista Elephants and Scorpions fire an additional projectile

Mongols

  • Drill (unique tech): Siege Workshop Units move +50% faster

Romans

  • Scorpions cost -50% gold
  • Ballistas (unique tech): Scorpions attack +33% faster; Galley-line +2 attack

Saracens

  • Counterweights (unique tech): Trebuchets and Mangonel-line +15% attack

Shu

  • Siege Weapons and Siege Warships move +10/15% faster in Castle/Imperial Age

Slavs

  • Siege Workshop Units cost -15%

Tatars

  • Timurid Siegecraft (unique tech): Trebuchets +2 range

Teutons

  • Ironclad (unique tech): Siege Weapons +4 melee armor

Wei

  • Traction Trebuchets and Lou Chuans cost -25%

Wu

  • Sitting Tiger (unique tech): Traction Trebuchets and Lou Chuan trebuchet weapons fire additional projectiles

The Scorpion

For the strategy behind these matchups — when to build counters, how to mix them and which civs do it best — see the Siege Counters guide.

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