Temple Guard — Counters, Stats & Civ Bonuses

Muisca unique Shock Infantry that attacks faster the longer it remains in combat.

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The Temple Guard is countered by Arbalest, Mangonel and Onager. It is a Infantry / Unique unit, available to the Muisca.

Temple Guard
Class
Infantry / Unique
Available to
Muisca
Elite upgrade
Elite Temple Guard
Cost
Food 80 Gold 45

Temple Guard stats

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

Stat Temple Guard Elite
Hit points 100 115
Melee attack 12 / 2s 14 / 2s
Pierce attack 0 0
Range 0 0
Melee armour 1 2
Pierce armour 1 2
Speed 0.95 0.95
Line of sight 5 6
Training time 28s 24s

What counters the Temple Guard?

The Temple Guard is weak against Militia-line.

Hard counters deal bonus damage against this unit — they beat the Temple Guard 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
Mangonel hard Area damage
Onager hard Area damage
Archer soft Pierce damage

What does the Temple Guard counter?

The Temple Guard is strong against buildings and Mounted Units.

Unit lines the Temple Guard has a damage bonus against

Civilizations that improve the Temple Guard

17 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

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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