The Spearman is countered by Archer, Scorpion and Hand Cannoneer. It is a Infantry / Counter Unit unit of the Spearman Line, and it wins against Camel Scout and Scout Cavalry.
The Spearman Line
-
Spearman -
Pikeman -
Halberdier
Spearman stats
-
Hit points - 45
-
Melee attack - 3 / 3s
-
Pierce attack - 0
-
Range - 0
-
Melee armour - 0
-
Pierce armour - 0
-
Speed - 1
-
Line of sight - 4
-
Training time - 22s
What counters the Spearman?
Hard counters beat the Spearman 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.
-
Archer hard Pierce damage vs. low armor -
Scorpion hard Pierce damage, hits multiple units -
Hand Cannoneer hard Attack bonus vs. infantry (+10) -
Jaguar Warrior UU hard Attack bonus vs. infantry (+5) -
Cavalry Archer soft Can keep distance, pierce damage -
Chu Ko Nu UU soft Attack bonus vs. spearmen (+2) -
Legionary UU soft Attack bonus vs. infantry (+4) -
Longbowman UU soft Attack bonus vs. spearmen (+2) -
Plumed Archer UU soft Attack bonus vs. spearmen (+2) -
Skirmisher soft Attack bonus vs. spearmen (+3) -
Slinger UU soft Attack bonus vs. infantry (+4)
What does the Spearman counter?
One representative per unit line — the whole line behaves the same way in this matchup.
-
Camel Scout hard Attack bonus vs. cavalry -
Scout Cavalry hard High attack bonus vs. cavalry
Units the Spearman has a damage bonus against
Bonus damage says how hard the Spearman hits these units, not that it wins every fight — some of them still beat it by outranging or outrunning it.
-
Battle Elephant hard Battle Elephants -
Elite Battle Elephant hard Battle Elephants -
Armored Elephant UU hard Siege Elephants -
Siege Elephant UU hard Siege Elephants -
Ballista Elephant UU hard Siege Elephants -
Elite Ballista Elephant UU hard Siege Elephants -
Knight hard Knight Line -
Cavalier hard Knight Line -
Paladin hard Knight Line -
Savar UU hard Knight Line -
Cavalry Archer hard Cav Archer Line -
Heavy Cavalry Archer hard Cav Archer Line - Elite Cavalry Archer hard Cav Archer Line
Civilizations that improve the Spearman
22 civilizations have a bonus or unique technology that affects this unit.
Armenians
- Spearman- and Militia-line upgrades (except Man-at-Arms) available one age earlier
Aztecs
- Garland Wars (unique tech): Infantry +4 attack
Bohemians
- Spearman-line deals +25% bonus damage
Burmese
- Infantry +1/+2/+3 attack in Feudal/Castle/Imperial Age
Byzantines
- Camel Riders, Skirmishers and Spearman-line cost -25%
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
Ethiopians
- Pikeman upgrade free
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
- 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
- Ranged Soldiers and Infantry cost -50% wood
Lithuanians
- Spearman-line and Skirmisher-line move +10% faster
- Tower Shields (unique tech): Spearman-line and Skirmishers +2 pierce armor
Malay
- Infantry armor upgrades free
Malians
- Barracks Units +1/+2/+3 pierce armor in Feudal/Castle/Imperial Age
Mapuche
- Settlements can train Spearman-line and Skirmishers
- Infantry, Slingers and Skirmishers +5/10/15 HP in Feudal/Castle/Imperial Age
Romans
- Infantry armor upgrade effects are doubled
Shu
- Coiled Serpent Array (unique tech): Spearman-line and White Feather Guards gain additional HP when near each other
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 Infantry Counters guide.
Facing something other than Spearmans?
Search any of the 228 units by name and get its counters ranked instantly.
Search any unit →