Two-Handed Swordsman — Counters, Stats & Civ Bonuses

All-purpose Infantry.

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The Two-Handed Swordsman is countered by Arbalest, Heavy Scorpion and Elite Cataphract. It is a infantry unit of the Militia Line, and it wins against Elite Skirmisher, Heavy Camel Rider and Siege Ram.

Two-Handed Swordsman
Class
Infantry
Line
Militia Line
Available to
All civilizations
Cost
Food 50 Gold 20

The Militia Line

Two-Handed Swordsman stats

Hit points
65
Melee attack
12 / 2s
Pierce attack
0
Range
0
Melee armour
1
Pierce armour
1
Speed
0.96
Line of sight
5
Training time
21s

What counters the Two-Handed Swordsman?

Hard counters beat the Two-Handed Swordsman 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.

What does the Two-Handed Swordsman counter?

One representative per unit line — the whole line behaves the same way in this matchup.

Unique units the Two-Handed Swordsman beats

Units the Two-Handed Swordsman has a damage bonus against

Bonus damage says how hard the Two-Handed Swordsman hits these units, not that it wins every fight — some of them still beat it by outranging or outrunning it.

Civilizations that improve the Two-Handed Swordsman

19 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
  • Fereters (unique tech): Infantry (except Spearman-line) +30 HP; Warrior Priests heal +100% faster

Aztecs

  • Garland Wars (unique tech): Infantry +4 attack

Bulgarians

  • Militia-line upgrades free
  • Bagains (unique tech): Militia-line +5 melee armor

Burgundians

  • Flemish Revolution (unique tech): All existing Villagers are transformed to Flemish Militia

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
  • Forced Levy (unique tech): Militia-line gold cost is replaced by additional food cost

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
  • Comitatenses (unique tech): Militia-line, Knight-line, and Centurions train +50% faster and receive a charge attack

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.

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