The Skirmisher is countered by Man-at-Arms, Knight and Eagle Scout. It is a Archer / Counter Unit unit of the Skirm Line, and it wins against Archer, Cavalry Archer and Hand Cannoneer.
The Skirm Line
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Skirmisher -
Elite Skirmisher -
Imperial Skirmisher
Skirmisher stats
The Elite Skirmisher upgrade changes the values marked with an arrow. Everything else — cost, class and the civilization bonuses that apply — stays the same.
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Hit points - 30 →35
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Melee attack - 0
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Pierce attack - 2 / 3s →3 / 3s
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Range - 4 (min. 1) →5 (min. 1)
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Melee armour - 0
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Pierce armour - 3 →4
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Speed - 0.96
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Accuracy - 90%
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Line of sight - 6 →7
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Training time - 26s →22s
What counters the Skirmisher?
Hard counters beat the Skirmisher 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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Man-at-Arms hard High melee attack, good armor -
Knight hard High damage, Skirms have no armor vs. melee -
Eagle Scout hard High pierce armor and speed – Skirmisher arrows do almost nothing -
Huskarl UU hard Attack bonus vs. archers (+6) -
Long Swordsman hard High melee attack -
Eagle Warrior hard High pierce armor and speed – Skirmisher arrows do almost nothing -
Monk soft Conversion
What does the Skirmisher counter?
One representative per unit line — the whole line behaves the same way in this matchup.
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Archer hard Attack bonus vs. archers + high pierce armor -
Cavalry Archer hard Attack bonus vs. archers -
Hand Cannoneer hard Attack bonus vs. archers – applies to Hand Cannoneers too -
Champi Scout soft Pierce + anti-archer
Unique units the Skirmisher beats
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Arambai hard Attack bonus -
Blackwood Archer hard Attack bonus vs. archers -
Camel Archer hard Attack bonus vs. archers + high pierce armor -
Chakram Thrower hard -
Chu Ko Nu hard Attack bonus vs. archers -
Composite Bowman hard Attack bonus + pierce armor -
Conquistador hard Attack bonus vs. mounted archers, almost no pierce armor -
Fire Archer hard Attack bonus vs. archers -
Flaming Camel hard Pierce damage -
Genitour hard Attack bonus vs. archers -
Genoese Crossbowman hard Attack bonus + high pierce armor -
Grenadier hard High pierce armor, target has almost none -
Janissary hard High pierce armor, target has almost none -
Kipchak hard Attack bonus + high pierce armor -
Longbowman hard Attack bonus vs. archers -
Mangudai hard Attack bonus vs. archers -
Plumed Archer hard Attack bonus vs. archers -
Throwing Axeman hard Attack bonus -
War Wagon hard Attack bonus vs. archers -
Rattan Archer soft Attack bonus, cheap
Other units the Skirmisher beats
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Ratha (Ranged) UU hard Attack bonus + pierce armor -
War Chariot (Barrage) UU hard -
War Chariot (Focus Fire) UU hard -
Fire Lancer soft -
Petard soft Pierce damage vs. low HP -
Rocket Cart soft Cheap ranged mass; target has only 45–70 HP
Units the Skirmisher has a damage bonus against
Bonus damage says how hard the Skirmisher hits these units, not that it wins every fight — some of them still beat it by outranging or outrunning it.
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Imperial Skirmisher hard Skirm Line -
Spearman hard Spearman Line -
Pikeman hard Spearman Line -
Halberdier hard Spearman Line
Civilizations that improve the Skirmisher
17 civilizations have a bonus or unique technology that affects this unit.
Aztecs
- Atlatl (unique tech): Skirmishers +1 attack, +1 range
Britons
- Yeomen (unique tech): Foot Archers and Skirmisher-line +1 range; Watch Tower-line +2 attack
Byzantines
- Camel Riders, Skirmishers and Spearman-line cost -25%
Dravidians
- Skirmishers and Elephant Archers attack +25% faster
Gurjaras
- Frontier Guards (unique tech): Camel Riders and Elephant Archers +4 melee armor
Inca
- Andean Sling (unique tech): Skirmishers and Slingers no minimum range; Slingers +1 attack
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
- Archer armor and tower upgrades free (Bombard Tower requires Chemistry)
Lithuanians
- Spearman-line and Skirmisher-line move +10% faster
- Tower Shields (unique tech): Spearman-line and Skirmishers +2 pierce armor
Mapuche
- Settlements can train Spearman-line and Skirmishers
- Infantry, Slingers and Skirmishers +5/10/15 HP in Feudal/Castle/Imperial Age
- Malon (unique tech): Bolas Riders, Slingers and Skirmishers deal pass through damage
Maya
- Hul'che Javelineers (unique tech): Skirmishers fire an additional projectile
Muisca
- Champi Warriors and Archery Range Units +1/2/3 melee armor in Feudal/Castle/Imperial Age
- Herbalism (unique tech): Archer-line and Champi Warriors move +15% faster
Persians
- Kamandaran (unique tech): Archer-line gold cost replaced by additional wood cost
Shu
- Archery Unit technologies at the Archery Range and Blacksmith cost -25%
- Bolt Magazine (unique tech): Archer-line, War Chariots and Lou Chuans fire additional projectiles
Vietnamese
- Archery Range units and Fire Lancers +20% HP
Vikings
- Bogsveigar (unique tech): Archer-line and Longboats +1 attack
Wu
- Red Cliffs Tactics (unique tech): Demolition Ships and Fire Archers deal fire damage to ships and buildings
For the strategy behind these matchups — when to build counters, how to mix them and which civs do it best — see the Archer Counters guide.
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