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This article is about the cavalry units in Age of Empires II. For the armor class, see Armor class: Cavalry. For cavalry units in other games of the series, see Cavalry.
Cavalry prev aoe2de

Cavalry in Age of Empires II is one of the four combat forces on land, the other ones being archers, infantry, and siege weapons.

General information[]

Knight runanim aoe2

As understood by the game, cavalry units are mounted melee soldiers. They have higher hit points than equivalent foot soldiers (infantry) and usually higher movement speed as well. They have no range (except Mamelukes and Steppe Lancers, but these are short) and are expensive. In direct combat, cavalry easily overpower archer, infantry, and siege units.

Other mounted units, such as Cavalry Archers, Ballista Elephants, Flaming Camels, and Missionaries, do not count as cavalry proper because are not "melee soldiers". Armored and Siege Elephants benefit from all technologies which benefit regular cavalry and do deal melee damage, so they are included. In-game, siege cavalry are defined as cavalry units.

Cavalry fightanim aoe2de

Cavalry taking out enemy infantry.

Common cavalry units (except the Armored Elephant line) are trained at the Stable and first become available in the Feudal Age. Unique cavalry units are trained at the Castle with some exceptions:

Excluding the melee Ratha, Scout Cavalry line, and Magyar Huszars with Corvinian Army, among which the latter two cost only food, all cavalry units cost food and gold. The Ratha is trained and upgraded (except for attack) as a mounted archer, hence costs wood and gold.

All cavalry units have either cavalry armor class or camel armor class (the latter only for camel units).

Despite the many advantages of the cavalry branch, there are a few drawbacks that should be considered. Like archers, they have their own common, cheap, and easy to mass counter unit: the Spearman line. Every player frequently using cavalry is bound to meet them sooner or later. Also, cavalry units are expensive, especially heavy and siege cavalry in terms of gold, and a strong reliance on them can cause the player to lose the game if gold runs out or gold income sources are cut off. On narrow maps with lots of obstacles like cliffs or woods, cavalry units can fall prey to ranged units that can exploit their range.

Camel Riders, Mamelukes, Flaming Camels, Kamayuks, and Genoese Crossbowmen also have bonus attack against cavalry units. As most cavalry units are expensive in terms of food and gold (the latter except light cavalry units), Monks are also a powerful and commonly used counter, as successfully converting even a single Knight pays off for the expense of one Monk.

Despite not having anti-cavalry attack bonus, the Jaguar Warrior, Composite Bowman, Urumi Swordsman, Shotel Warrior, Liao Dao, Obuch, Teutonic Knight, and Berserk can be threatening to most cavalry units due to high damage output, high melee armor, unique abilities, and unique technologies that are enough to allow these units to engage them cost-effectively.

Still, since every unit only takes up exactly one population space (excluding Karambit Warriors), cavalry units fill these spaces effectively, especially if the population cap is set to a low value.

The Native American civilizations cannot build Stables and normally cannot train cavalry units. As a replacement, they can train Eagle Warriors at their Barracks. If given a Stable in the Scenario Editor or in certain game modes (like MegaRandom) or if they convert one (not possible for Maya, who do not have Redemption), they can train Xolotl Warriors, which are identical in stats to the Knights. However, as Native Americans still have no access to Stable or cavalry armor technologies, they remain of little use other than for surprise.

List of cavalry units[]

Marked with yellow background are unique units, and with orange background are regional units. Since Native American civilizations lack all cavalry entirely, the following list does not count them in the total. Native American civilizations are only counted for the Xolotl Warrior.

Cavalry unit B A
HP

At

Ar

PA

RoF
LOS
Sp

Food

Gold
TT Civs
Scout Cavalry Stable 45 5 0 2 2 6 1.55 80 0 30 All
Light Cavalry Stable 60 7 0 2 2 8 1.5 80 0 30 All except Teutons
Hussar Stable 75 7 0 2 1.9 10 1.5 80 0 30 28
Winged Hussar Stable 80 9 1 2 1.9 10 1.5 80 0 30 Lithuanians
and Poles
Xolotl Warrior Stable 100 10 2 2 1.8 4 1.35 60 75 30 3
Knight Stable 100 10 2 2 1.8 4 1.35 60 75 30 38
Cavalier Stable 120 12 2 2 1.8 4 1.35 60 75 30 37
Paladin Stable 160 14 2 3 1.9 5 1.35 60 75 30 10
Savar Stable 145 14 3 4 1.8 5 1.35 60 75 30 Persians
Camel Scout Stable 70 4 0 0 2 5 1.45 55 60 48 Gurjaras
Camel Rider Stable 100 6 0 0 2 5 1.45 55 60 22 13
Heavy Camel Rider Stable 120 7 0 0 2 5 1.45 55 60 22 12
Imperial Camel Rider Stable 140 8 0 0 2 5 1.45 55 60 20 Hindustanis
Battle Elephant Stable 250 12 1 2 2 4 0.9 100 70 24 6
Elite Battle Elephant Stable 300 14 1 3 2 5 0.9 100 70 24 5
Steppe Lancer Stable 60 9 0 1 2 5 1.45 70 40 24 5
Elite Steppe Lancer Stable 80 11 0 2 2 5 1.45 70 40 20 5
Hei Guang Cavalry Stable 4 3 1.8 1.35 65 65 28 3
Heavy Hei Guang Cavalry Stable 4 3 1.8 1.35 65 65 28 3
Armored Elephant Siege Workshop 180 4 -2 140 3 4 0.6 120 95 36 4
Siege Elephant Siege Workshop 220 4 -2 150 3 4 0.6 120 95 36 4
Shrivamsha Rider Stable 55 8 0 1 2 5 1.6 70 30 20 Gurjaras
Elite Shrivamsha Rider Stable 70 11 0 1 1.9 6 1.6 70 30 20 Gurjaras
Cataphract Castle 110 9 2 1 1.8 4 1.35 70 75 20 Byzantines
Elite Cataphract Castle 150 12 2 1 1.7 5 1.35 70 75 20 Byzantines
War Elephant Castle 450 15 1 2 2 4 0.8 170 85 25 Persians
Elite War Elephant Castle 600 20 1 3 2 5 0.8 170 85 25 Persians
Mameluke Castle 80 8 0 0 2 5 1.4 55 85 23 Saracens
Elite Mameluke Castle 90 10 1 0 2 5 1.4 55 85 23 Saracens
Tarkan Castle
Stable*
100 8 1 3 2.1 5 1.4 60 60 14/26 Huns
Elite Tarkan Castle
Stable*
150 11 1 4 2.1 7 1.4 60 60 14/24 Huns
Magyar Huszar Castle 75 9 0 2 1.8 5 1.5 35 45 14 Magyars
Elite Magyar Huszar Castle 85 10 0 2 1.8 6 1.5 35 45 14 Magyars
Boyar Castle 100 12 4 2 1.9 5 1.3 60 70 15 Slavs
Elite Boyar Castle

130 14 8 3 1.9 5 1.3 60 70 15 Slavs
Konnik Castle
Krepost
100 12 2 1 2.4 5 1.35 60 70 16 Bulgarians
Elite Konnik Castle
Krepost
120 14 2 2 2.4 5 1.35 60 70 16 Bulgarians
Leitis Castle 100 13 1 1 1.9 5 1.4 70 50 20 Lithuanians
Elite Leitis Castle 130 16 2 1 1.9 5 1.4 70 50 18 Lithuanians
Keshik Castle 110 9 1 2 1.9 5 1.4 60 40 17 Tatars
Elite Keshik Castle 140 11 1 3 1.9 5 1.4 60 40 15 Tatars
Coustillier Castle 115 8 2 2 1.9 5 1.35 55 55 15 Burgundians
Elite Coustillier Castle 145 11 2 2 1.9 5 1.35 55 55 14 Burgundians
Ratha (Melee) Castle* 105 10 3 2 2 6 1.3 0 60 18 Bengalis
Elite Ratha (Melee) Castle* 115 12 3 3 2 6 1.3 0 60 18 Bengalis
Centurion Castle 110 13 2 3 1.9 4 1.35 75 85 24 Romans
Elite Centurion Castle 155 15 3 3 1.9 4 1.35 75 85 24 Romans
Monaspa Castle 70 12 3 2 1.8 4 1.4 60 45 14 Georgians
Elite Monaspa Castle 80 14 5 2 1.8 5 1.4 60 45 14 Georgians
Iron Pagoda Castle 115 12 1 3 1.9 5 1.4 80 55 14 Jurchens
Elite Iron Pagoda Castle 140 13 2 3 1.9 5 1.4 80 55 14 Jurchens
Tiger Cavalry Castle 115 11 0 4 1.9 5 1.35 60 80 15 Wei
Elite Tiger Cavalry Castle 130 13 0 5 1.9 5 1.35 60 80 15 Wei
Cao Cao Castle 475 14 3 3 2 5 1.3 500 500 60 Wei
Sun Jian Castle 400 15 4 4 2 5 1.55 500 500 60 Wu

Despite being classified as cavalry, melee Rathas benefit like ranged Rathas (mounted archer units) with respect to Line of Sight, armor, and attack bonus vs Spearmen.

Scenario Editor units[]

Cavalry unit
HP

At

Ar

PA

RoF
LOS
Sp
Imperial Centurion (statistically an Elite Cataphract) 150 12 2 1 1.7 5 1.35
Mounted Samurai 130 14 3 5 1.75 4 1.35
Crusader Knight 100 18 4 4 2 5 1.2
Sogdian Cataphract 110 12 0 5 2 5 1.45
Qizilbash Warrior 100 8 1 1 2 4 1.45
Elite Qizilbash Warrior 140 11 1 1 2 5 1.45

Improvements[]

These lists do not contain unit upgrades.

Generic technologies[]

Technology Researched at Age Effect
Bloodlines Stable Increases hit points by +20
Husbandry Stable Increases speed by +10%
Forging Blacksmith Increases attack by +1
Iron Casting Blacksmith Increases attack by +1
Blast Furnace Blacksmith Increases attack by +2
Scale Barding Armor Blacksmith Increases armor of cavalry units (except Rathas) by +1/+1
Chain Barding Armor Blacksmith Increases armor of cavalry units (except Rathas) by +1/+1
Plate Barding Armor Blacksmith Increases armor of cavalry units (except Rathas) by +1/+2
Heresy Monastery Converted units die instead of changing color
Devotion Monastery Increases minimum and maximum conversion time by +1 seconds each
Faith Monastery Increases minimum and maximum conversion time by +4 seconds each
Conscription Castle Increases creation speed by +33% (except the Armored Elephant line)
Siege Engineers[note 1] University Increases Armored Elephant line attack against buildings by 20%
Ballistics University Improves (Elite) Ballista Elephants' accuracy against moving targets
Specific to melee Rathas

Rathas do not benefit from cavalry technologies except for their attack. Instead, they benefit from equivalent mounted archer technologies.

Technology Researched at Age Effect
Fletching Blacksmith Increases Line of Sight by +1
Bodkin Arrow Blacksmith Increases Line of Sight by +1
Bracer Blacksmith Increases Line of Sight by +1
Padded Archer Armor Blacksmith Increases armor by +1/+1
Leather Archer Armor Blacksmith Increases armor by +1/+1
Ring Archer Armor Blacksmith Increases armor by +1/+2
Parthian Tactics Archery Range Increases armor by +1/+2 and attack vs Spearmen by +2

Unique technologies[]

Technology Age Civilization Effect
Paiks Bengalis Rathas, Armored and Battle Elephant lines attack 20% faster
Kasbah Berbers Castle production and research speed increased by +25% for the entire team
Maghrebi Camels Berbers Camel Rider line regenerates 15 hit points per minute
Stirrups Bulgarians Cavalry attack 33% faster
Howdah Burmese Increases Battle Elephant armor by +1/+1
Manipur Cavalry Burmese Increases attack against archers by +4
Logistica Byzantines Gives Cataphracts +0.5 blast radius (5 damage) and +6 attack bonus against infantry
Steppe Husbandry Cumans Scout Cavalry and Steppe Lancer lines created 100% faster
Medical Corps Dravidians Battle and Armored Elephant lines regenerate 30 hit points per minute
Wootz Steel Dravidians Cavalry attacks ignore armor
Royal Heirs Ethiopians Camel Riders receive -3 damage from mounted units
Chivalry Franks Stables work 40% faster
Aznauri Cavalry Georgians Cavalry units take 15% less population space.
Kshatriyas Gurjaras Cavalry costs -25% food
Frontier Guards Gurjaras Camel Riders have +4 melee armor
Marauders Huns Tarkans can be trained at Stables
Ordo Cavalry Khitans Cavalry regenerates 150% of max. HP per minute in combat
Tusk Swords Khmer Increases attack of Battle Elephant line by +3
Corvinian Army Magyars Magyar Huszar gold cost is replaced by additional food cost
Farimba Malians Increases attack by +5
Szlachta Privileges Poles Knight line gold cost reduced to 30
Lechitic Legacy Poles Scout Cavalry line deals 33% trample damage within 0.5 tile blast radius
Comitatenses
Romans Knight line and Centurions train 50% faster and receive +5 charge attack over 20 seconds
First Crusade Sicilians Increases minimum and maximum conversion time by +4 seconds each
Hauberk Sicilians Knight line gets +1/+2 armor
Silk Armor Tatars Scout Cavalry and Steppe Lancer lines get +1/+1 armor
Chatras Vietnamese Increases Battle Elephant line's hit points by +100
Tuntian Wei Cavalry passively produce food
Ming Guang Armor Wei Cavalry get +4 melee armor

Civilization bonuses[]

Civilization Effect
Aztecs Xolotl Warriors are created 15% faster.
Bengalis Battle and Armored Elephant lines receive -25% bonus damage and are more resistant to conversion. Cavalry units deal +2 attack against Skirmishers.
Berbers Cavalry units are 15%/20% cheaper in the Castle/Imperial Age.
Bulgarians Cavalry technologies at the Blacksmith cost -50% food.
Burgundians Cavalier upgrade is available in the Castle Age. Stable technologies are 50% cheaper.
Burmese Devotion and Faith are 50% cheaper. Battle Elephants have +1/+1 armor.
Byzantines Camel Rider line is 25% cheaper.
Chinese Technologies that benefit cavalry are 5%/10%/15% cheaper in the Feudal/Castle/Imperial Age.
Cumans Cavalry units move 5%/10%/15% faster in the Feudal/Castle/Imperial Age.
Franks Cavalry units have +20% hit points.
Georgians Cavalry units receive -20% (-40% instead of -25%) damage when fighting from higher elevation and regenerate 2/8/14 hit points per minute in the Feudal/Castle/Imperial Age.
Gurjaras Cavalry units deal +20%/+30%/+40% bonus damage in the Feudal/Castle/Imperial Age.
Hindustanis Camel Rider-line attacks 20% faster.
Inca Xolotl Warriors cost -20/25% food in the Castle/Imperial Age.
Jurchens Cavalry attack 20% faster starting in the Feudal Age. Cavalry receive 50% less friendly fire damage.
Khitans Scout Cavalry-line is created and upgraded 25% faster. Forging and Iron Casting effects are doubled.
Khmer Battle Elephant line moves 10% faster.
Lithuanians Knight line and Leiciai get +1 attack for each garrisoned Relic (maximum +4).
Magyars Scout Cavalry line is 15% cheaper. Forging, Iron Casting, and Blast Furnace are free.
Malay Battle Elephant line is 25%/35% cheaper in the Castle/Imperial Age.
Mongols The Scout Cavalry line and Steppe Lancers have +20/30% hit points in the Castle/Imperial Age.
Poles Bloodlines and Scout Cavalry-line upgrades cost -50% food.
Portuguese Cavalry units cost -20% gold.
Saracens Camel units have +25% hit points.
Sicilians Cavalry units receive -33% bonus damage.
Spanish Cavalry technologies at the Blacksmith cost no gold. Technologies that benefit cavalry provide 20 gold when researched.
Tatars Cavalry units deal +20% damage (+50% instead of +25%) when attacking from higher elevations.
Teutons Cavalry units get +1/+2 melee armor in the Castle/Imperial Age.
Turks Scout Cavalry line has +1 pierce armor and is upgraded for free.
Vietnamese Conscription is free.
Wei Hei Guang Cavalry have +15%/30% HP in the Castle/Imperial Age.
Wu Hei Guang Cavalry have +2 attack in the Imperial Age.

Team bonuses[]

Civilization Effect
Bulgarians Cavalry technologies at the Blacksmith are researched 80% faster.
Franks Knight line has +2 Line of Sight.
Huns Stables work 20% faster.
Gurjaras Camel and elephant units created 25% faster.
Hindustanis Camel units and light cavalry units have +2 attack against standard buildings.
Lithuanians Heresy, Devotion, and Faith are researched 20% faster.
Mongols Scout Cavalry line has +2 Line of Sight.
Persians Knight line has +2 attack against archers.
Poles Scout Cavalry line has +1 attack against archers.
Teutons Minimum and maximum conversion time of cavalry units is increased by 3 seconds and 1 second, respectively.
Wei Cavalry have +2 attack against siege weapons.

Civilizations[]

Depending on the type of cavalry unit (which is discussed below), players may prefer different civilizations, since most civilizations are specialized for one type of cavalry unit. This is done by adding specific bonuses which do not apply to other unit lines or removing key upgrades and unit lines, or having access to regional/unique units or regional/unique upgrades. For example, Franks and Teutons are most well-known for their heavy cavalry, but they lack Hussars, Camel Riders, Steppe Lancers, and Battle Elephants; Tatars have a unique technology which only applies to their Light Cavalry and Steppe Lancer lines. Some generalists exist too, like Malians who have bonuses for light cavalry, heavy cavalry, and camel units; Magyars have stronger and discounted light cavalry units, while also having Paladins.

Persians are the most versatile cavalry civilization, having access to fully upgradeable light cavalry, heavy cavalry (with Savars replacing Paladins), and camel units at the Stable, and the strongest elephant unit at the Castle, whereas Tatars have the most number of cavalry options in two Light Cavalry lines, Cavaliers, Heavy Camels, unique medium cavalry in the Keshik, and an anti-elephant camel in the Flaming Camel, all of which are fully upgradeable, except for the Paladin upgrade itself. On the other hand, the Bohemians, Dravidians, Koreans, Malay, and Vikings have the weakest cavalry, as they lack several upgrades.

Availability grid[]

= Available
= Unavailable
= Researched for free or fully covered by a civilization bonus if unavailable
Civilization Light Cavalry Hussar Knight Husbandry Regional units Total
Armenians 7
Bengalis 6
Berbers Camel Rider 11
Bohemians 6
Britons 7
Bulgarians 9
Burgundians 9
Burmese 11
Byzantines Camel Rider 10
Celts 8
Chinese 10
Cumans Camel Rider 12
Dravidians 6
Ethiopians Camel Rider 9
Franks 8
Georgians 9
Goths 8
Gurjaras Camel Rider 10
Hindustanis Camel Rider 11
Huns 10
Italians 9
Japanese 7
Jurchens 7
Khitans Camel Rider 6
Khmer 10
Koreans 6
Lithuanians Winged Hussar 9
Magyars 10
Malay 7
Malians Camel Rider 9
Mongols Camel Rider 12
Persians Camel Rider 12
Poles Winged Hussar 8
Portuguese 8
Romans 8
Saracens Camel Rider 10
Shu 6
Sicilians 8
Slavs 9
Spanish 10
Tatars Camel Rider 13
Teutons 7
Turks Camel Rider 11
Vietnamese 9
Vikings 5
Wei 8
Wu 9

Types of cavalry[]

Paddling AoE2DE
For camel units, see here.
For elephant units, see here.

Unlike archer units, which all fill the same role of ranged support units (or anti-archer for Skirmishers and Rattan Archers) and benefit from different set of technologies, different types of horse cavalry units benefit from the same set of technologies, but fill different roles.

Horse cavalry units are classified in the following types (officially and unambiguously since update 141935):

Light cavalry units[]

LightCavalryUnits

These units are characterized by negligible gold cost, mediocre hit points, best mobility, and low attack, no base melee armor, and decent base pierce armor.

Units[]

Strengths[]

Light cavalry units are specialized for raiding. Their cheap cost and high mobility is what makes them suitable for this, which also makes them good for sniping siege, Skirmishers, and low number of archers. They are low-value units, which makes them one of the lowest priorities for conversions. As cheap units, they can be excellent filler units (meatshield/cannon fodder) between high-value ranged units and enemy units.

The Scout Cavalry line also possesses good Line of Sight which makes them a good scout unit, natural conversion resistance, and a large attack bonus vs Monks.

Light cavalry units can effectively fight light infantry units (excluding Pike-line), viz Karambit Warriors, Eagle Warriors, Ghulams, Gbetos, and Chakram Throwers.

Weaknesses[]

Light cavalry units cannot take down Castles and are still weak at taking down Town Centers and Towers. They are not meant for open field combat - that is, they are not meant to fight infantry or cavalry.

They are hard-countered by the Spearman line, camel units (except maybe Camel Archers), heavy infantry, and heavy cavalry.

Notable civilizations[]

Magyars are the most well-known light cavalry civilization on account of having the cheapest Light Cavalry until mid-Castle Age, and a much stronger light cavalry unique unit after building a Castle, which beats all other light cavalry units and specializes against siege. Turks are another popular light cavalry civilization, on account of having naturally good light cavalry and free upgrades across the game, which resist ranged attacks better than all other civilizations except Tatars. The Tatars also have good light cavalry units in the form of the Scout Cavalry line, which equal the Turks against ranged units and are stronger than them in melee combat with their unique technology, as well as the Steppe Lancer, which is affected by the same upgrades. Mongols have the best early-game Scout Cavalry on account of superior economy and Line of Sight, as well as most all-round light cavalry units in the Castle Age due to extra hit points. Their units fall off rather quickly against ranged units in the Imperial Age due to lacking Plate Barding Armor, but are still good in melee combat in the late game. They are joined by the Poles, who share a similar fate, but to a lesser degree, with their Scout Cavalry killing archers sooner, and their Winged Hussars having extra attack and trample damage, but lacking Plate Barding Armor too. Lastly, Gurjaras are known for their unique light cavalry unit, which can be created in the first minute of reaching the Castle Age, as well as resisting missile attacks, the quickest speed, as well as decent damage output. Their Scout Cavalry line does not shine in the early game, and lacks Blast Furnace in the late game, but their light cavalry units can become the cheapest in the game with their unique technology. Everything about Gurjara light cavalry units makes them ideal at raiding.

Civilizations which have good light cavalry units in the support role are Berbers, which are cheapest among fully upgraded, but have no combat advantage; Bulgarians, which attack faster; Malians, which have extra attack; Cumans, which are created very fast and move slightly faster; and Lithuanians, which have extra melee armor (like Tatars), +5 hit points and +4 attack vs gunpowder units. The Sicilians' Scout Cavalry also shines in the early game, on account of being much harder to counter. All light cavalry units available to players allied with the Hindustanis deal more damage against buildings, which is most beneficial for breaking through Palisades in the Feudal Age and Hussar raids in the lategame.

Heavy cavalry units[]

Heavy cavalry AoE2 DE

Heavy units are also called "all-purpose". They are generally characterized by high gold cost, high hit points, good base melee armor, and good base pierce armor. They are meant for open-field combat, as they beat all units (except direct counters) population-efficiently.

Units[]

Strengths[]

While they can perform all roles which light cavalry units perform (except anti-Monk), doing so will cost a lot of gold which is better utilized elsewhere. Their high pool of hit points (except Hei Guang Cavalry and Monaspas) and armor (except Tarkan) makes them very effective in fighting all kinds of infantry and cavalry (except direct counters), while also being good against foot archers. In good numbers, they perform really well against defensive structures.

Heavy cavalry units are very commonly used against Eagle Warriors, because they can force (unlike heavy infantry) and win (unlike light cavalry) engagements.

Boyars are the most heavily armored heavy cavalry unit, having both high melee and pierce armor, as well as the same offensive power as Paladins, being able to perfectly counter even the strongest Paladins in the game. They are also good against archers, as well as not being too hard to mass in the Imperial Age with Slavic Castles that cost less stone after Detinets. Despite not having the same level of armor, Centurions are also very competent heavy cavalry unit overall, especially with Comitatenses researched.

Cataphracts are the strongest heavy cavalry unit against infantry and camels due to their anti-infantry attack and good amount of cavalry armor.

Leiciai are very strong against other heavy cavalry units, because of their high attack (that can be further improved by each garrisoned Relic, up to +4), ability to ignore armor (which heavy cavalry tends to have the most), and cheap gold cost (which no other heavy cavalry except Monaspas can keep up with). They are also exceptionally good against infantry units, including Halberdiers, that they can kill in three hits with two Relics (making Leiciai cost effective in such match ups), but are still outperformed by the Cataphract in those situations.

Monaspas, despite starting with less hit points, can scale up to 22 attack if massed at groups of 29. Combined with their higher melee armor, better speed, ability to regenerate hit points, taking less damage when fighting uphill, taking less population space after Aznauri Cavalry, and low cost, it makes them almost as good as Leiciai in melee combat and cost-effectiveness, even against other heavy cavalry and infantry.

Konniks are the best heavy cavalry unit that can be the earliest to deploy because of the Krepost, that cost less than a Castle, allowing the player to build numbers much earlier than other civilizations. With the ability to still keep fighting as dismounted, makes them the best when dealing with most anti-cavalry units, coming over the top against Camel Riders and Pikemen and being able to keep up cost-effectively against Paladins in straight-up melee fights (only after Stirrups).

Tarkans are often used by Huns as archer-resistant units, since their damage output and pierce armor is very similar to Sicilian Cavaliers, but have even more hit points.

Keshiks are the strongest option for the Tatars in general combat, considering that they are much better than Tatar Cavaliers, and since Keshiks are cheap in gold, the Tatars have no problem sustaining production.

Coustilliers are not often used by the Burgundians, since they are strictly worse in combat after the first few seconds and do not threaten buildings as such. However, they are useful at taking down siege weapons with the charge attack, which quickly overwhelms the low hit points of siege weapons.

A special mention to Rathas, which can switch between melee and ranged modes, thus completely changing the type of unit they are, which provides them more flexibility.

Weaknesses[]

Heavy cavalry units are high-value units, which is their biggest weakness on most maps, since gold is limited. Being high-value units, they are the second highest priority for conversion (just after elephants). They (except Cataphracts) struggle against the cheap Spearman line and Camel Riders. Mamelukes are another generalist unit which beat heavy cavalry (even Cataphracts).

Due to their high armor, Boyars are the slowest of the heavy cavalry units (excluding the Teutonic Paladin). This means that faster melee units can decide to not engage them in melee, and they can be easily exploited by mounted archers with hit-and-run tactics.

Archers are good against Cataphracts, Leiciai, and Monaspas when kept away from them. Cataphracts are the weakest heavy cavalry unit against archers and buildings because of their low attack and armor. However, if managing to get close, their blast attack devastates foot archers. Leiciai have bad pierce armor too, but their low gold cost and ability to two-shot most foot archers with 2 Relics somewhat offsets the weakness. Monaspas simply have much less hit points compared to heavy cavalry units.

Unique heavy cavalry units (except maybe the Leitis, Keshik, and Monaspa) are flawed in 1vs1 because by the time player gets enough Castles, gold becomes an issue. However, the Konnik is probably the easiest to deploy early, thanks to the Krepost, but Konniks at the same time have a major drawback, which is the large number of technologies they need to be fully upgraded (taking both infantry- and cavalry-related technologies), as well as having lower damage output than Knights without Stirrups.

Notable civilizations[]

Civilizations whose heavy cavalry dominate the battlefield better than usual are Franks, due to the bonus hit points on their Knights as well as faster creation backed by a strong economy; Teutons, for the higher melee armor Knights, which also have conversion resistance, and cheaper farming; Bulgarians, for their higher attack speed and easy-to-get Blacksmith technologies; Lithuanians, which increase attack with Relics, as well as their unique unit, which shreds heavily armored units; Malians, with their increased attack in the Imperial Age; Burgundians, which can basically get +2 attack on their Knights in the Castle Age, and Paladins very quickly in the early Imperial Age, on account of cheap upgrades and superior economy; Sicilians, which resist anti-cavalry units naturally, Monks after their first unique technology, and archers after their second unique technology, which makes their Cavaliers very hard to counter. The Berbers perform really well until mid-Castle Age, on account of a steep discount, but fall of due to lacking Paladins. The Poles can get one of the cheapest Knights with their unique technology, but lack both Paladin and Plate Barding Armor, which makes them a quantity-over-quality civilization. Sicilian Knights, along with the Bulgarian and Byzantine unique units, are difficult to counter with regular counters, which makes them versatile. Slavs and Bulgarians can opt for their unique units instead of their Cavaliers, which are much easier to get going in the late game with cheaper production buildings.

Civilizations with access to the Paladin, Husbandry (except Cumans), and Plate Barding Armor are automatically considered good heavy cavalry civilizations in the late game, since this option is still better than generic Cavaliers. Lacking Bloodlines (except for Franks and Burgundians) makes such options weaker in the mid-game though, since the Paladin upgrade comes in a bit late and is very expensive. As such, Huns, Spanish, Cumans, Magyars, Burgundians, and Lithuanians without Relics are all viable options. Given enough gold and research time, Byzantine Paladins are also viable.

Gallery[]

Notes[]

  1. This occurs because of Armored Elephants' siege nature, not because of their cavalry nature.
Units in Age of Empires II
Civilian Villager · Trade Cart · Fishing Ship · Trade Cog · King
Miscellaneous Transport Ship · Monk · Petard
Infantry Militia Man-at-Arms Long Swordsman Two-Handed Swordsman Champion
Spearman Pikeman Halberdier
Archer Archer Crossbowman Arbalester
Skirmisher Elite Skirmisher
Hand Cannoneer
Cavalry Archer Heavy Cavalry Archer
Cavalry Scout Cavalry Light Cavalry Hussar
Knight Cavalier Paladin
Siege weapon Battering Ram Capped Ram Siege Ram
Mangonel Onager Siege Onager
Scorpion Heavy Scorpion
Bombard Cannon
Trebuchet
Siege Tower
War ship Galley War Galley Galleon
Fire Galley Fire Ship Fast Fire Ship
Demolition Raft Demolition Ship Heavy Demolition Ship
Cannon Galleon Elite Cannon Galleon
Regional
Infantry Eagle Scout Eagle Warrior Elite Eagle Warrior
Fire Lancer Elite Fire Lancer
Archer Elephant Archer Elite Elephant Archer
Cavalry Camel Rider Heavy Camel Rider
Battle Elephant Elite Battle Elephant
Steppe Lancer Elite Steppe Lancer
Xolotl Warrior
Armored Elephant Siege Elephant
Hei Guang Cavalry Heavy Hei Guang Cavalry
War ship Dromon
Lou Chuan
Siege weapon Rocket Cart Heavy Rocket Cart
Traction Trebuchet
Unique
Monk Missionary · Warrior Priest
Infantry Berserk · Chakram Thrower · Condottiero · Dismounted Konnik · Flemish Militia · Gbeto · Ghulam · Huskarl · Jaguar Warrior · Jian Swordsman · Kamayuk · Karambit Warrior · Legionary · Liao Dao · Obuch · Samurai · Serjeant · Shotel Warrior · Teutonic Knight · Throwing Axeman · Urumi Swordsman · Warrior Priest · White Feather Guard · Woad Raider
Archer Arambai · Camel Archer · Chu Ko Nu · Composite Bowman · Conquistador · Genitour · Genoese Crossbowman · Grenadier · Fire Archer · Imperial Skirmisher · Janissary · Kipchak · Longbowman · Mangudai · Plumed Archer · Ranged Ratha · Rattan Archer · Slinger · Xianbei Raider · War Wagon
Cavalry Ballista Elephant · Boyar · Camel Scout · Cataphract · Centurion · Coustillier · Imperial Camel Rider · Iron Pagoda · Keshik · Konnik · Leitis · Magyar Huszar · Mameluke · Monaspa · Melee Ratha · Mounted Trebuchet · Savar · Shrivamsha Rider · Tarkan · Tiger Cavalry · War Chariot · War Elephant · Winged Hussar
Siege weapon Houfnice · Hussite Wagon · Organ Gun
War ship Caravel · Dragon Ship · Longboat · Thirisadai · Turtle Ship
Hero Cao Cao · Liu Bei · Sun Jian
Miscellaneous Flaming Camel
For different types of units, see Category:Unit types (Age of Empires II).