Skirmisher — Counters, Stats & Civ Bonuses

Anti-archer Skirmisher that cannot attack at close range.

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The Skirmisher is countered by Champion, Two-Handed Swordsman and Knight. It is a Archer / Counter Unit unit of the Skirm Line, and it wins against Archer, Cavalry Archer and Hand Cannoneer.

Skirmisher
Class
Archer / Counter Unit
Line
Skirm Line
Available to
All civilizations
Elite upgrade
Elite Skirmisher
Cost
Food 25 Wood 35

Skirmisher stats

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

Stat Skirmisher Elite
Hit points 30 35
Melee attack 0 0
Pierce attack 2 / 3s 3 / 3s
Range 4 (min. 1) 5 (min. 1)
Melee armour 0 0
Pierce armour 3 4
Speed 0.96 0.96
Accuracy 90% 90%
Line of sight 6 7
Training time 26s 22s

What counters the Skirmisher?

The Skirmisher is weak against units at close range.

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

CounterTypeWhy it works
Champion hard High melee attack, good armor
Two-Handed Swordsman hard High attack, hits Skirms hard
Knight hard High damage, Skirms have no armor vs. melee
Eagle Warrior hard High pierce armor and speed – Skirmisher arrows do almost nothing
Monk soft Conversion

What does the Skirmisher counter?

The Skirmisher is strong against Ranged Soldiers and Spearman-line.

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

Unique units the Skirmisher beats

Other units the Skirmisher beats

Unit lines the Skirmisher has a damage bonus against

Civilizations that improve the Skirmisher

19 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%

Cumans

  • Archery Ranges and Stables cost -75 wood

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

Tupi

  • Archery Range and Barracks upgrades cost -50% food

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

The Skirm Line

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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