The White Feather Guard is countered by Arbalest, Scorpion and Mangonel. It is a Infantry / Unique unit, available to the Shu.
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 |
|---|---|---|
| | 95 | 100 |
| | 7 / 2s | 8 / 2s |
| | 0 | 0 |
| | 0 | 0 |
| | 0 | 0 |
| | 2 | 3 |
| | 0.95 | 0.95 |
| | 4 | 5 |
| | 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.
| Counter | Type | Why it works |
|---|---|---|
| | hard | Pierce damage |
| | hard | Area pierce |
| | hard | Area damage |
| | hard | Area damage |
| | 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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