Steppe Lancer — Counters, Stats & Civ Bonuses

Fast moving Cavalry with increased attack range.

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The Steppe Lancer is countered by Knight, Halberdier and Camel Rider. It is a Cavalry / Regional unit of the Steppe Lancer, available to the Mongols / Tatars / Cumans.

Steppe Lancer
Class
Cavalry / Regional
Line
Steppe Lancer
Available to
Mongols / Tatars / Cumans
Elite upgrade
Elite Steppe Lancer
Cost
Food 70 Gold 40

Steppe Lancer stats

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

Stat Steppe Lancer Elite
Hit points 60 80
Melee attack 9 / 2s 11 / 2s
Pierce attack 0 0
Range 1 1
Melee armour 0 0
Pierce armour 1 2
Speed 1.45 1.45
Line of sight 5 5
Training time 24s 20s

What counters the Steppe Lancer?

The Steppe Lancer is weak against Cavalry, Camel Riders and Archery Units.

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

CounterTypeWhy it works
Knight hard Clearly wins the melee duel – more armor and HP
Halberdier hard Attack bonus vs. cavalry
Camel Rider hard Attack bonus vs. cavalry
Cavalier hard Clearly wins the melee duel – more armor and HP
Heavy Camel Rider hard Attack bonus vs. cavalry
Arbalest soft Pierce damage

What does the Steppe Lancer counter?

The Steppe Lancer has no bonus damage against any unit class and is not listed as a dedicated counter to anything. It wins through raw stats, not through a matchup advantage.

Civilizations that improve the Steppe Lancer

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

Bengalis

  • Cavalry +2 attack vs. Skirmishers

Berbers

  • Stable Units cost -15/20% in Castle/Imperial Age

Bulgarians

  • Stirrups (unique tech): Cavalry attacks +33% faster

Burmese

  • Manipur Cavalry (unique tech): Cavalry +4 attack vs. Ranged Soldiers

Cumans

  • Mounted Units move +5/10/15% faster in Feudal/Castle/Imperial Age
  • Steppe Husbandry (unique tech): Scout Cavalry-line, Steppe Lancers and Cavalry Archers train +100% faster

Dravidians

  • Wootz Steel (unique tech): Infantry and Cavalry attacks ignore armor

Franks

  • Mounted Units +20% HP starting in Feudal Age

Georgians

  • Mounted Units regenerate 2/8/14 HP per minute in Feudal/Castle/Imperial Age
  • Aznauri Cavalry (unique tech): Mounted Units take -20% population space

Gurjaras

  • Mounted Units deal +20/30/40% bonus damage in Feudal/Castle/Imperial Age

Jurchens

  • Mounted Units and Fire Lancers attack +25% faster starting in Feudal Age

Khitans

  • Ordo Cavalry (unique tech): Cavalry regenerates HP in combat

Malians

  • Farimba (unique tech): Cavalry +5 attack

Mapuche

  • Mounted Units generate +3 gold when defeating military units

Mongols

  • Scout Cavalry-line and Steppe Lancers +20/30% HP in Castle/Imperial Age

Tatars

  • Silk Armor (unique tech): Scout Cavalry-line, Steppe Lancers and Cavalry Archers +1 melee/+1 pierce armor

Teutons

  • Barracks and Stable Units +1/+2 melee armor in Castle/Imperial Age

Wei

  • Ming Guang Armor (unique tech): Mounted Units +4 melee armor

The Steppe Lancer

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

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