White Feather Guard — Counters, Stats & Civ Bonuses

Shu unique Infantry that temporarily slows down the unit it attacks.

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The White Feather Guard is countered by Arbalest, Scorpion and Mangonel. It is a Infantry / Unique unit, available to the Shu.

White Feather Guard
Class
Infantry / Unique
Available to
Shu
Elite upgrade
Elite White Feather Guard
Cost
Food 60 Gold 15

White Feather Guard stats

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

Stat White Feather Guard Elite
Hit points 95 100
Melee attack 7 / 2s 8 / 2s
Pierce attack 0 0
Range 0 0
Melee armour 0 0
Pierce armour 2 3
Speed 0.95 0.95
Line of sight 4 5
Training time 11s 11s

What counters the White Feather Guard?

The White Feather Guard is weak against Ranged Soldiers.

Hard counters deal bonus damage against this unit — they beat the White Feather 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
Scorpion hard Area pierce
Mangonel hard Area damage
Onager hard Area damage
Heavy Cavalry Archer soft Kites

What does the White Feather Guard counter?

The White Feather Guard is strong against Cavalry.

Unit lines the White Feather Guard has a damage bonus against

Civilizations that improve the White Feather Guard

18 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

Shu

  • Coiled Serpent Array (unique tech): Spearman-line and White Feather Guards gain additional HP when near each other

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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