Teutonic Knight — Counters, Stats & Civ Bonuses

Teutonic unique Infantry with exceptional melee armor.

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The Teutonic Knight is countered by Arbalest, Cavalry Archer and Heavy Cavalry Archer. It is a Infantry / Unique unit, available to the Teutons.

Teutonic Knight
Class
Infantry / Unique
Available to
Teutons
Elite upgrade
Elite Teutonic Knight
Cost
Food 85 Gold 30

Teutonic Knight stats

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

Stat Teutonic Knight Elite
Hit points 90 110
Melee attack 14 / 2s 17 / 2s
Pierce attack 0 0
Range 0 0
Melee armour 7 10
Pierce armour 2 2
Speed 0.8 0.8
Line of sight 3 5
Training time 12s 12s

What counters the Teutonic Knight?

The Teutonic Knight is weak against Archery Units and Gunners.

Hard counters deal bonus damage against this unit — they beat the Teutonic Knight 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 – Teutonic Knights are very slow
Cavalry Archer hard Kites – Teutonic Knights can't catch up
Heavy Cavalry Archer hard Kites
Conquistador hard UU (Spanish) – Mounted Hand Cannon, kites
Obuch soft UU (Poles) – Reduces TK armor
Onager soft Area damage

What does the Teutonic Knight counter?

The Teutonic Knight is strong against melee units.

Unit lines the Teutonic Knight has a damage bonus against

Civilizations that improve the Teutonic Knight

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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