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 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 |
|---|---|---|
| | 90 | 110 |
| | 14 / 2s | 17 / 2s |
| | 0 | 0 |
| | 0 | 0 |
| | 7 | 10 |
| | 2 | 2 |
| | 0.8 | 0.8 |
| | 3 | 5 |
| | 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.
| Counter | Type | Why it works |
|---|---|---|
| | hard | Pierce damage – Teutonic Knights are very slow |
| | hard | Kites – Teutonic Knights can't catch up |
| | hard | Kites |
| | hard | UU (Spanish) – Mounted Hand Cannon, kites |
| | soft | UU (Poles) – Reduces TK armor |
| | 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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