| This article is about the infantry units in Age of Empires II. For the armor class, see Armor class: Infantry. For infantry units in other games of the series, see Infantry. |
Infantry in Age of Empires II is one of the four combat forces on land, the others being archers, cavalry, and siege weapons.
General information[]

Champions destroying a Siege Workshop.
Infantry units are foot soldiers dealing melee damage (whether at contact or at range). Generally, they have mediocre armor and hit points, are relatively slow, and non-ranged. Weak at first glance, they can be extremely important since they are the cheapest unit branch, are available very early in the game, are created quickly, and usually hold a medium to high attack.
Regular infantry units are trained at the Barracks only. The Militia is the first available unit there and the only military unit available in the Dark Age.
Unique infantry units are trained at the Castle. There are five exceptions:
- Huskarls can also be trained at the Barracks after researching Anarchy
- Serjeants and the Spearman line can also be trained at the Donjon
- Flemish Militia (after researching Flemish Revolution), Condottieri, Legionaries, and Jian Swordsmen are only available at the Barracks
- Dismounted Konniks are not trained, but spawn at the corpse of the mounted version
- Warrior Priests can be trained by the Armenians at the Fortified Church
The Pikeman, the most popular cavalry counter
All infantry units cost food and gold, with the lone exceptions being the Spearman line, which costs food and wood, the Malay Militia line (after researching Forced Levy), which only costs food, and Fire Lancers, which cost wood and gold.
While inferior in general to archers and cavalry when pitched against each other, infantry units have two advantages: Firstly, their low cost (especially in terms of gold) makes casualties more forgiving, and secondly, there is no cheap counter to easily mass against infantry as opposed to archers, which are easily countered with Skirmishers, and cavalry, which are usually countered with Pikemen.
Units that excel at battle against infantry include Hand Cannoneers, Janissaries, Cataphracts, Slingers, Teutonic Knights, Jaguar Warriors, Plumed Archers, Legionaries, and Grenadiers. Due to their low speed and no range, most infantry units will struggle against Monks. However, their low cost means that Monks will not get much value against them.
From the Feudal Age onwards, all infantry units gain +2 Line of Sight, which is the free remnant effect of the former technology Tracking.
Certain infantry units throw projectiles as a ranged attack instead of attacking only in melee range. These projectiles deal melee damage rather than pierce, and are affected by the same technologies as those which affect other infantry units. Their projectiles do not benefit from any technologies which affect archers, buildings, or any other non-infantry units, such as Chemistry, Thumb Ring, and Ballistics. If the target is moving transverse to the direction of attack, they can dodge the projectiles of these units, depending on speed and distance. The following are the projectile-shooting infantry units:
The Fire Lancer and Elite Fire Lancer are infantry units with a melee-range regular attack and a charged ranged attack, but their special attack does pierce damage, rather than melee. While the Kamayuk is also a ranged infantry unit, it is by virtue of having a longer reach on its weapon rather than using projectiles, thus never missing.
List of infantry units[]
In the list below, marked in yellow are the unique units, whereas marked in orange are the regional units.
| Infantry unit | B | Age | HP |
At |
Ar |
PA |
Ra |
RoF |
LoS | Sp |
Food |
Wood |
Gold |
TT | Civs |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Barracks | 40 | 4 | 0 | 1 | 0 | 2 | 4 | 0.9 | 50 | 0 | 20 | 21 | All | ||
| 45 | 6 | 0.96 | |||||||||||||
| 60 | 9 | 1 | All except | ||||||||||||
| 65 | 12 | 5 | All except | ||||||||||||
| 70 | 14 | 39 | |||||||||||||
| 75 | 12 | 2 | 2 | ||||||||||||
| Barracks Donjon |
45 | 3 | 0 | 0 | 0 | 3 | 4 | 1 | 35 | 25 | 0 | 22 | All | ||
| 55 | 4 | All except | |||||||||||||
| 60 | 6 | 38 | |||||||||||||
| Barracks | 50 | 4 | 0 | 2 | 0 | 2 | 6 | 1.1 | 20 | 0 | 50 | 50 | |||
| 55 | 7 | 3 | 6 | 1.15 | 35 | ||||||||||
| 60 | 9 | 4 | 1.3 | 20 | |||||||||||
| Barracks | 65 | 9 | 1 | 0 | 0 | 2 | 7 | 0.96 | 0 | 40 | 45 | 32 | |||
| 85 | 10 | 2 | 1 | 8 | 25 | ||||||||||
| Castle | 70 | 11 | 0 | 1 | 0 | 2 | 3 | 1.38 | 65 | 0 | 25 | 10 | |||
| 85 | 14 | 5 | |||||||||||||
| Castle | 60 | 7 | 0 | 0 | 3 | 2 | 5 | 1 | 55 | 0 | 25 | 13 | |||
| 70 | 8 | 1 | 4 | 6 | |||||||||||
| Castle Barracks |
60 | 10 | 0 | 6 | 0 | 2 | 3 | 1.05 | 80 | 0 | 40 | 13 | |||
| 70 | 12 | 8 | 5 | ||||||||||||
| Castle | 70 | 10 | 1 | 1 | 0 | 1.9 | 4 | 1 | 45 | 0 | 30 | 9 | |||
| 80 | 12 | 5 | |||||||||||||
| Castle | 90 | 14 | 7 | 2 | 0 | 2 | 3 | 0.8 | 85 | 0 | 30 | 12 | |||
| 110 | 17 | 10 | 5 | ||||||||||||
| Castle | 54 | 12 | 1 | 1 | 0 | 2 | 3 | 1.05 | 65 | 0 | 20 | 14 | |||
| 62 | 14 | 2 | 5 | ||||||||||||
| Castle | 65 | 15 | 1 | 2 | 0 | 2 | 3 | 1 | 60 | 0 | 30 | 20 | |||
| 75 | 19 | 2 | 5 | ||||||||||||
| Castle | 70 | 7 | 1 | 0 | 1 | 2 | 4 | 1 | 65 | 0 | 30 | 10 | |||
| 80 | 8 | 5 | |||||||||||||
| Barracks | 80 | 10 | 1 | 0 | 0 | 1.9 | 6 | 1.2 | 50 | 0 | 35 | 18 | |||
| Castle | 45 | 16 | 0 | 0 | 0 | 2 | 3 | 1.2 | 50 | 0 | 35 | 8 | |||
| 50 | 18 | 1 | 4 | ||||||||||||
| Castle | 40 | 10 | 0 | 0 | 5 | 2 | 6 | 1.25 | 50 | 0 | 40 | 17 | |||
| 50 | 13 | 6 | 7 | ||||||||||||
| Castle | 30 | 7 | 0 | 1 | 0 | 2 | 3 | 1.2 | 25 | 0 | 15 | 6 | |||
| 40 | 8 | 1 | |||||||||||||
| Corpse of Konnik | 45 | 12 | 2 | 2 | 0 | 2.4 | 5 | 0.9 | 0 | 0 | 0 | 3 | |||
| Corpse of Elite Konnik | 50 | 13 | 2 | ||||||||||||
| Donjon Castle |
50 | 5 | 2 | 1 | 0 | 2 | 3 | 0.95 | 55 | 0 | 25 | 16/12 | |||
| 75 | 8 | 4 | 2 | 12 | |||||||||||
| 85 | 11 | 6 | 3 | 5 | |||||||||||
| Barracks | 45 | 5 | 1 | 1 | 0 | 2 | 7 | 0.94 | 30 | 0 | 25 | 14 | |||
| 55 | 8 | ||||||||||||||
| 60 | 11 | ||||||||||||||
| Castle | 80 | 8 | 2 | 2 | 0 | 2 | 3 | 0.9 | 55 | 0 | 20 | 12 | |||
| 95 | 10 | ||||||||||||||
| Castle | 55 | 9 | 1 | 0 | 0 | 2 | 3 | 1.05 | 65 | 0 | 20 | 9 | |||
| 65 | 11 | ||||||||||||||
| Castle | 40 | 3 | 1 | 0 | 5 | 2 | 7 | 1.15 | 65 | 0 | 30 | 15 | |||
| 50 | 4 | 6 | 8 | ||||||||||||
| Castle | 60 | 9 | 0 | 3 | 0 | 2 | 6 | 1.15 | 30 | 0 | 45 | 12 | |||
| 70 | 11 | 6 | 1.2 | ||||||||||||
| Fortified Church | 80 | 11 | 1 | 1 | 0 | 2 | 3 | 0.85 | 30 | 0 | 60 | 30 | |||
| Castle | 75 | 9 | 3 | 1 | 0 | 2.4 | 3 | 1 | 40 | 0 | 40 | 12 | |||
| 85 | 13 | ||||||||||||||
| Castle | 95 | 7 | 0 | 2 | 0 | 2 | 4 | 0.95 | 60 | 0 | 15 | 11 | |||
| 100 | 8 | 3 | 5 | ||||||||||||
| Castle | 425 | 15 | 3 | 3 | 0 | 2 | 5 | 0.9 | 500 | 0 | 500 | 60 | |||
| Barracks | 70 | 8 | 2 | 5 | 0 | 2 | 4 | 1 | 45 | 0 | 50 | 35 | |||
| 11 | 0 | 2 | 1.1 |
The following infantry units are only available in the Scenario Editor:
| Infantry unit | HP | At | Ar | PA | Ra | ROF | LOS | Sp |
|---|---|---|---|---|---|---|---|---|
| 75 | 7 | 0 | 0 | 0 | 2 | 4 | 0.95 | |
| 45 | 8 | 0 | 0 | 0 | 2 | 3 | 1.1 | |
| 60 | 9 | 0 | 1 | 0 | 2 | 4 | 0.9 | |
| 75 | 4 | 0 | 0 | 0 | 3 | 4 | 1 | |
| 75 | 12 | 2 | 2 | 0 | 2 | 5 | 0.9 | |
| 60 | 9 | 0 | 1 | 0 | 2 | 4 | 0.9 | |
| 75 | 10 | 0 | 0 | 0 | 1 | 6 | 0.9 | |
| 65 | 8 | 0 | 1 | 0 | 2 | 3 | 1.2 | |
| 50 | 9 | 1 | ? | 0 | 1.8 | 4 | 1.1 |
Technologies[]
Listed below are all technologies that benefit infantry units. This list does not contain unit upgrades.
| Technology | Researched at | Age | Civilization | Effect |
|---|---|---|---|---|
| All except |
Increases attack vs. standard buildings by +2 | |||
| 24 | Increases pierce armor of the Militia line by 1 | |||
| 45 | Increases speed by +10% | |||
| All | Increases attack by +1 | |||
| All except |
Increases attack by +1 | |||
| 42 | Increases attack by +2 | |||
| All | Increases armor by +1/+1 | |||
| All except |
Increases armor by +1/+1 | |||
| 39 | Increases armor by +1/+2 | |||
| 44 | Garrisoned units heal 6x faster | |||
| 28 | Converted units die instead of changing color | |||
| All | Increases conversion resistance by 15% | |||
| 46 | Increases conversion resistance | |||
| Warrior Priests +15 hit points | ||||
| Warrior Priests speed +15% | ||||
| All | Barracks and Castles create infantry units 33% faster. | |||
| Infantry (except Spearman-line) +30 Hit Points, Warrior Priests +100% heal speed | ||||
| Increases attack by +4 | ||||
| Castle production and research is 25% faster | ||||
| Increases Militia-line armor by +5/0 | ||||
| All Villagers transform into Flemish Militia | ||||
| Castles heal allied infantry in an 18 tile square aura by 30 HP/min | ||||
| Infantry attacks ignore armor | ||||
| Shotel Warriors receive -3 damage from mounted units | ||||
| Increases Throwing Axemen range by +2 | ||||
| Huskarls can be created at Barracks | ||||
| Work rate for Barracks units doubled | ||||
| Infantry units cost -25% food | ||||
| Increases Kamayuk, Eagle Warrior, and Slingers line armor by +1/+2 | ||||
| Enemy melee units attacking infantry receive 25% of the damage they deal | ||||
| Increases Spearman-line armor by 0/+2 | ||||
| Militia line cost +20 food, -20 gold | ||||
| Increases Eagle Warrior hit points by +40 | ||||
| Militia line train 50% faster and receive a charge attack | ||||
| Spearman line and White Feather Guards gain more HP in groups, up to +15% with 30 units in a 15 tile area | ||||
| Spawns 5 Serjeants per Town Center, in up to 5 Town Centers; Infantry units are more resistant to conversion | ||||
| Infantry does Area of Effect damage in +0.5 tile radius | ||||
| Garrisoned infantry fires arrows | ||||
| Infantry attack against cavalry and camels increased by +5 and +4, respectively Infantry generates gold when killing Villagers, trade units, and Monks | ||||
| Infantry generate 3 food per 100 seconds |
Civilizations[]
| This section is outdated. Please update this article to reflect recent events or newly available information. |
Many civilizations rely on strong infantry. The Armenians, Aztecs, Burmese, Dravidians, Incas, Japanese, Khitans, Romans, Slavs, and Vikings arguably have the strongest infantry of all civilizations, whereas the Goths and Malay have the cheapest, and the Malians have the most pierce-resistant.
The Bulgarians, Celts, Franks, Poles, Sicilians, Teutons, and Wu also have very prominent infantry, and the Byzantines, Koreans, and Bohemians have solid Halberdiers.
On the other hand, some civilizations have poor infantry, like the Jurchens (the only civilization that cannot research the Long Swordsman upgrade), Persians (the only civilization that cannot further upgrade their Long Swordsman), and Tatars (the only civilization without Chain Mail Armor), as well as the Turks and Gurjaras (the only civilizations without the Pikeman upgrade).
Availability grid[]
| = Available | |
| = Unavailable | |
| = Researched for free or fully covered by a civilization bonus if unavailable |
| Civilization | Regional units | Total | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 12 | ||||||||||||||
| 11 | ||||||||||||||
| 11 | ||||||||||||||
| 10 | ||||||||||||||
| 11 | ||||||||||||||
| 12 | ||||||||||||||
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| 11 | ||||||||||||||
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| 11 | ||||||||||||||
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| 12 | ||||||||||||||
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| 6 | ||||||||||||||
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| 12 | ||||||||||||||
| 8 | ||||||||||||||
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| 9 | ||||||||||||||
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| 11 | ||||||||||||||
| 9 | ||||||||||||||
| 11 | ||||||||||||||
Civilization bonuses[]
Armenians: Barracks units (except Man-at-Arms) are available one Age earlier.
Aztecs: Infantry units are created 15% faster.
Bohemians: Spearman-line deals +25% bonus damage.
Bulgarians: Militia-line units are upgraded for free. Blacksmith technologies that benefit infantry units cost -50% food.
Burmese: Infantry units have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Researching Devotion and Faith is 50% cheaper.
Byzantines: Spearman-line units are 25% cheaper.
Celts: Infantry units move 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age.
Chinese: Technologies that benefit infantry units are 5%/10%/15% cheaper in the Feudal/Castle/Imperial Age. Fire Lancers move 5%/10% faster in Castle/Imperial Age.
Dravidians: Barracks technologies cost -50%.
Ethiopians: Pikeman upgrade is free.
Georgians: Infantry units receive -20% damage (-40% instead of -25%) when fighting from higher elevation.
Goths: Infantry units are 15%/20%/25%/30% cheaper in the Dark/Feudal/Castle/Imperial Age and get +1/+2/+3 attack against standard buildings in the Feudal/Castle/Imperial Age.
Inca: Infantry units cost -15%/-20%/-25%/-30% food in the Dark/Feudal/Castle/Imperial Age.
Italians: Condottieri have +1/+1 armor.
Japanese: Infantry units attack 33% faster starting in the Feudal Age.
Jurchens: Infantry units receive 50% less friendly fire damage.
Khitans: Spearman-line units are created and upgraded 25% faster. Infantry units receive double the effect from attack upgrades.
Koreans: Infantry units cost -50% wood.
Lithuanians: Spearman-line units move 10% faster.
Malay: Infantry armor upgrades are free.
Malians: Barracks units have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
Magyars: Forging, Iron Casting, and Blast Furnace are free.
Portuguese: Infantry units cost -20% gold.
Romans: Infantry units receive double the effect from armor upgrades.
Sicilians: Infantry units receive -40% bonus damage.
Slavs: Arson and Gambesons are free.
Spanish: Blacksmith technologies that benefit infantry units cost no gold. Researching technologies that benefit infantry units provides 20 gold each.
Tatars: Infantry units deal +20% damage (+50% instead of +25%) when attacking from higher elevation.
Teutons: Barracks units get +1/+2 melee armor in the Castle/Imperial Age. Herbal Medicine is free.
Vietnamese: Fire Lancers have +20% hit points. Conscription is free.
Vikings: Infantry units have +20% hit points starting in the Feudal Age.
Wu: Infantry regenerate 10/20/30 hit points per minut in Feudal/Castle/Imperial Age.
Team bonuses[]
Armenians: Infantry have +2 Line of Sight.
Bulgarians: Blacksmith technologies that benefit infantry units are researched 80% faster.
Goths: Barracks work 20% faster.
Italians: Condottiero available at Barracks in the Imperial Age.
Khitans: Infantry units deal +2 damage against archers.
Lithuanians: Devotion, Faith, and Heresy are researched 20% faster.
Portuguese: Technologies that benefit infantry units are researched 25% faster.
Teutons: Infantry units are more resistant to Conversion.
Trivia[]
- Since update 56005, the "put on your capes" cheat code turns all the player's infantry units into Elite Teutonic Knights.










