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This article is about the unit in Age of Empires II. For similar units in other games of the series, see Ram (disambiguation).

Slow, lumbering siege weapon used to reduce enemy towns to ruins.
Age of Empires II description

The Battering Ram is a non-ranged siege unit in Age of Empires II that can be trained at the Siege Workshop. It has a huge attack bonus against buildings and is nearly impervious to arrow fire. It also is effective against Trebuchets, but vulnerable to melee damage. A Battering Ram can garrison up to four foot units (infantry, archers, or Villagers). Garrisoned infantry units improve the speed and attack against buildings. It is available to every civilization except Bengalis, Dravidians, Gurjaras, and Hindustanis, which get the Armored Elephant instead.


Rams do not have any melee armor (in fact they have -3 melee armor, displayed in The Conquerors and in the Definitive Edition, but not the HD Edition), so any unit with a melee attack can destroy a Battering Ram rather quickly. The best ways to destroy them are with Mangonels, Mangudai, cavalry, or infantry. However, due to their high pierce armor and HP, they can withstand most ranged attacks easily. In fact, it is sometimes useful to add a few Battering Rams to an army for the sole purpose of soaking up enemy archer fire to protect the main force.

Battering Rams can cause enormous damage if left ignored. Although they can attack units, the damage they do is negligible. However, they can be used against Trebuchets and other siege units to good effect. The Battering Ram is good against towers, Castles, and buildings in general. In The Age of Kings, it is not recommended to use Battering Rams against Bombard Towers, because they deal melee damage. However, that was changed in patch 1.0b of The Conquerors, and Bombard Towers now deal pierce damage, meaning they do almost no damage to Rams.

Since The Conquerors, infantry and foot archers can load themselves into Battering Rams, with infantry also increasing their speed (+0.05 per unit) and damage against buildings (+10 per unit), and giving enemies a nasty surprise should they attempt to destroy it. The presence of units garrisoned inside a ram is denoted by a flag on top of the ram (similar to Transport Ships). A Battering Ram may load up to four units. The relationship shared between foot troops and rams is mutually beneficial. The foot soldiers add speed and the ram gives the garrisoned soldiers protection. If the ram is destroyed, the garrisoned units will immediately disembark with no injury. Battering Rams can knock holes in walls and then disgorge infantry directly into the enemy base.

Since The Forgotten, Villagers can also load themselves into Battering Rams enabling them to perform a distraction through deception by loading single Villagers in rams making them effective dummies that can drive enemy forces away from the player's intended target, and enabling to perform offensive maneuvers. This new ability also enables the Villagers to become better frontal support builders as they can travel inside rams along with infantry and foot archers, and once they reach the intended place they can start to build frontal military structures.

Like with buildings, if a ram is converted, units inside the ram will not be converted. They will just be forced to leave the converted ram.

Rams also provide protection to allied units behind them from arrow-fire of enemy fortifications (but not from projectiles of enemy units or ships). As long as the projectiles from the enemy defenses hit the collision box of the ram, the ram absorbs all the damage and the units behind remain safe. If a ram and a protected unit are close to the enemy's Castle or tower, the arrows fire from a greater angle, and some of the arrows can still hit the unit behind. Exceptions to this case include Villagers behind the ram. Therefore, a ram attacking a Castle even with Murder Holes can be safely repaired by a Villager for longer service.

This cover from arrow-fire is also provided by Siege Towers, and due to their larger size, Siege Towers can provide better cover to several units behind them, but they have a tendency to move away when under attack as their stance can not be set.

Further statistics[]

Unit strengths and weaknesses
Strong vs. Buildings, Archers, Gunpowder units, Trebuchets
Weak vs. Mangudai, Mangonels, melee units especially Magyar Huszars
Hit points Unique-tech-imperial.jpg Furor Celtica (+40%, Celts only)
Attack SiegeEngineersDE.png Siege Engineers (+20% attack against buildings)
Armor CastleAgeUnique.png Ironclad (+4/+0, Teutons only)
Speed Unique-tech-imperial.jpg Drill (+50%, Mongols only)
Conversion defense FaithDE.png Faith
HeresyDE.png Heresy
Upgrades CappedRamDE.png Capped Ram

Civilization bonuses[]

  • Aztecs: Battering Rams are created 11% faster.
  • Burmese: Researching Faith is 50% cheaper.
  • Bulgarians: Upgrading to Capped Ram costs -50%.
  • Celts: Battering Rams attack 25% faster. Battering Rams can convert herdables even if enemy units are next to them.
  • Cumans: Battering Rams are available in the Feudal Age; Capped Ram upgrade available in the Castle Age.
  • Chinese: Technologies that benefit Battering Rams are 20% cheaper.
  • Portuguese: Battering Rams cost -20% gold. Upgrades that benefit Battering Rams are researched 30% faster.
  • Slavs: Battering Rams are 15% cheaper.
  • Tatars: Battering Rams deal +25% bonus damage from elevations.

Team bonuses[]


The Age of Kings[]

  • No units can be garrisoned inside rams.
  • The upgrade to the Capped Ram costs 300F/250G.

The Conquerors[]

The Forgotten[]

Definitive Edition[]

Dynasties of India[]


  • With 2, Battering Rams have the weakest melee attack in the game (excluding units dealing both melee and pierce damage).
  • With -3, the rams have the lowest melee armor of all units.
  • In addition to all infantry and foot archer units (and such-classed Hero units), Battering Rams can also be garrisoned with Villagers. Further, they can be garrisoned with unique Scenario Editor units Photon Man and Penguin. They can never be garrisoned with Petards, Saboteurs, Kings or Queens (or similar Hero units), Monks (and other Monk-like units), Merchants, or animal units like Hunting Wolves or Furious the Monkey Boy.


The most direct way to attack a stone wall or other stone fortification was to knock it down with a battering ram. The typical ram was a stout log mounted on wheels or suspended from a frame so it could swing forward and backward. The frame was brought up to the wall or gate to be battered and then men heaving in unison repeatedly slammed the ram head into the target. The battering ram frame required a roof of some sort to protect the crew from above. This was often covered with wet animal hides to retard fire. Given enough time, any obstruction could be knocked down, opening a breach for assault.