Serjeant — Counters, Stats & Civ Bonuses

Sicilian unique Infantry that can construct Donjons.

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The Serjeant is countered by Arbalest, Scorpion and Cavalry Archer. It is a Infantry / Unique unit, available to the Sicilians.

Serjeant
Class
Infantry / Unique
Available to
Sicilians
Elite upgrade
Elite Serjeant
Cost
Food 55 Gold 25

Serjeant stats

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

Stat Serjeant Elite
Hit points 50 85
Melee attack 5 / 2s 11 / 2s
Pierce attack 0 0
Range 0 0
Melee armour 2 6
Pierce armour 1 3
Speed 0.95 0.95
Line of sight 3 5
Training time 12s 12s

What counters the Serjeant?

The Serjeant is weak against Mounted Archers and Gunners.

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

CounterTypeWhy it works
Arbalest hard Pierce damage
Scorpion hard Area pierce
Cavalry Archer soft Kites
Heavy Cavalry Archer soft Kites

What does the Serjeant counter?

The Serjeant is strong against Infantry and Camel Riders.

Unit lines the Serjeant has a damage bonus against

Civilizations that improve the Serjeant

18 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

Sicilians

  • First Crusade (unique tech): Up to 5 Town Centers spawn 5 Serjeants each; units more resistant to conversion

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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