This article is about the unique units in Age of Empires II. For the armor class, see Armor class: Unique unit. For unique units in other games of the series, see Unique unit. |
A unique unit is a unit only usually available to a single civilization in Age of Empires II.
Overview[]
Each civilization in the game has one unique unit that can be trained in the Castle from the Castle Age. The Bulgarians and Sicilians can train their unique unit in another building in addition to the Castle; the Krepost and Donjon, respectively. In addition, sixteen civilizations have access to a second unique unit that is trained at another building. The Gurjaras are the only civilization with 3 unique units, but with maximum 2 trainable simultaneously.
Before Age of Empires II HD: The African Kingdoms was released, a Castle was required to train the second unique unit. Since that was changed, the civilizations with two unique units gain the advantage of instant access to a unique unit once the Castle Age is reached.
There are different categories of unique units:
- Castle unique units
- Unique upgrades
- Non-Castle unique units (which are not unique upgrades)
- Shared units (available through team bonuses)
As the name suggests, a Castle unit can only be trained at a Castle (except Huskarl, Tarkan, Serjeant, and Konnik - see the list below), while non-Castle units are created elsewhere (ex. Longboat, Missionary, Slinger). Unique upgrades by definition are created at the building where other units of the line are created.
Castle unique units share a common weakness in the requirement of a Castle to be produced. This means that, especially in the Castle Age, it is much harder to create a group of unique units compared to a group of units not trained in a Castle. Anarchy and Marauders alleviate this issue for the Huskarl and Tarkan respectively, but both upgrades still require a Castle to be created.
Shared units, however, fill a different and broader niche, since their nature means that they can be used by other civilizations in addition to their own by simply allying with their native factions. A team containing an Italian, Berber, or Vietnamese player will have access to the Condottieri, Genitours, or Imperial Skirmishers, respectively. Shared unique units are team bonuses and not unique units. They may, however, be a part of the Armor class: Unique unit. A team containing a Cuman player will have access to 5 free Elite Kipchaks per each Castle when Cuman Mercenaries has been researched.
All unique units are available in the Castle Age, apart from the Camel Scout, Imperial Camel Rider, Condottiero, Imperial Skirmisher, Houfnice, Serjeant, Thirisadai, Legionary, and Savar. Presently, there is no unique upgrade in the Castle Age.
Unique units unlocked in the Imperial Age and unique upgrades by design do not have an Elite upgrade. Hence, all other unique units but Slinger and Missionary have an Elite version that possesses overall superior statistics. The upgrade is always available in the Imperial Age. However, the Serjeant receives a free upgrade upon reaching the Castle Age. Moreover, Serjeants are the only unit which can be trained at the Castle in the Feudal Age in Regicide game mode or when the player starts with Castle from the start, e.g. MegaRandom or Fortress maps.
The Samurai possesses an attack bonus against all pure-unique units (including itself). Hence the Imperial Camel Rider, Imperial Skirmisher, Houfnice, Winged Hussar, Legionary, and Savar are safe from this attack bonus, since they are unique upgrades. The Samurai is the only unit that has an attack bonus against unique units.
List of unique units[]
Overall, there are 65 unique units:
- 15 archers (including the Arambai, melee Ratha, excluding gunpowder units)
- 21 infantry (including the Dismounted Konnik and Warrior Priest)
- 17 cavalry (excluding the melee Ratha)
- 5 land gunpowder units
- 4 ships (including Turtle Ships)
- 1 non-gunpowder siege weapon (Ballista Elephant)
- 2 special units (Missionary and Flaming Camel)
The following list contains all unique units sorted by expansions. It can also be sorted by their civilization, type, and building(s) as need be. In addition, a small speciality/description is provided.
Civilization | Unique unit | Type | Trained at | Description/Speciality |
---|---|---|---|---|
Britons | Longbowman | Foot archer | Castle | Long range |
Byzantines | Cataphract | Heavy cavalry | Castle | Anti-infantry, resistant to anti-cavalry attacks |
Celts | Woad Raider | Medium infantry | Castle | Fast-moving, heavily armed |
Chinese | Chu Ko Nu | Foot archer | Castle | Fires multiple arrows in quick succession |
Franks | Throwing Axeman | Heavy infantry | Castle | Ranged melee attack |
Goths | Huskarl | Medium infantry | Castle | Archer-resistant, anti-archer |
Barracks* | ||||
Japanese | Samurai | Heavy infantry | Castle | Attack bonus against unique units |
Mongols | Mangudai | Mounted archer | Castle | Attack bonus against siege weapons |
Persians | War Elephant | Elephant cavalry | Castle | Slow and tanky with powerful Area of Effect attack |
Saracens | Mameluke | Camel cavalry | Castle | Ranged melee attack, anti-cavalry |
Teutons | Teutonic Knight | Heavy infantry | Castle | Heavily armed, heavily armored |
Turks | Janissary | Foot gunpowder unit | Castle | Long range, high attack |
Vikings | Berserk | Heavy infantry | Castle | Regeneration |
Longboat | Warship | Dock | Fast-moving, easy to micromanage | |
Aztecs | Jaguar Warrior | Heavy infantry | Castle | Anti-infantry |
Huns | Tarkan | Medium cavalry | Castle | Archer-resistant, anti-building |
Stable* | ||||
Koreans | War Wagon | Heavy mounted archer | Castle | Archer-resistant |
Turtle Ship | Heavy gunpowder warship | Dock | Ship-resistant, high attack, medium-ranged | |
Mayans | Plumed Archer | Foot archer | Castle | Fast-moving, high hit points |
Spanish | Conquistador | Mounted gunpowder unit | Castle | High attack |
Missionary | Mounted Monk | Monastery | Does not have an Elite version | |
Incas | Kamayuk | Heavy infantry | Castle | Extra range, anti-cavalry |
Slinger | Foot archer | Archery Range | Anti-infantry, does not have an Elite version | |
Indians (removed) |
Elephant Archer | Elephant mounted archer | Castle | Archer-resistant |
Imperial Camel Rider | Camel cavalry | Stable | Unique upgrade to the Heavy Camel Rider | |
Italians | Genoese Crossbowman | Foot archer | Castle | Anti-cavalry |
Condottiero* | Medium infantry | Barracks | Fast-moving, anti-gunpowder | |
Magyars | Magyar Huszar | Light cavalry | Castle | Attack bonus against siege weapons |
Slavs | Boyar | Heavy cavalry | Castle | Heavily armored |
Berbers | Camel Archer | Camel mounted archer | Castle | Anti-mounted-archer |
Genitour* | Mounted archer | Archery Range | Mounted Skirmisher | |
Ethiopians | Shotel Warrior | Light infantry | Castle | Fast-moving, heavily armed |
Malians | Gbeto | Light infantry | Castle | Ranged melee attack, heavily armed |
Portuguese | Organ Gun | Gunpowder siege weapon | Castle | Good against bunched up foot soldiers |
Caravel | Warship | Dock | Pass-through damage | |
Burmese | Arambai | Ranged cavalry | Castle | High but inaccurate attack |
Khmer | Ballista Elephant | Elephant cavalry siege weapon | Castle | Elephant with mounted Scorpion, able to cut trees |
Malay | Karambit Warrior | Light infantry | Castle | Costs less resources and half population |
Vietnamese | Rattan Archer | Foot archer | Castle | Archer-resistant |
Imperial Skirmisher* | Foot archer | Archery Range | Upgrade to the Elite Skirmisher | |
Bulgarians | Konnik | Heavy cavalry | Castle Krepost |
Respawns as Dismounted Konnik upon death |
Dismounted Konnik | Heavy infantry | Corpse of Konnik | ||
Cumans | Kipchak | Mounted archer | Castle | Cheap cost, fires many arrows at once Available in a limited quantity for free to allies as well through Cuman Mercenaries |
Lithuanians | Leitis | Heavy cavalry | Castle | Heavily armed, ignores melee armor of enemy units |
Tatars | Keshik | Medium cavalry | Castle | Cheap cost, generates gold during combat |
Flaming Camel | Mounted suicide unit | Siege Workshop | Attack bonus vs cavalry units, anti-elephant | |
Burgundians | Coustillier | Medium cavalry | Castle | Charges attack every 40 seconds |
Flemish Militia | Medium infantry | Barracks | Anti-cavalry, does not have an Elite version, first obtained by replacing existing Villagers | |
Sicilians | Serjeant | Heavy infantry | Castle Donjon |
Good armor of both kinds, can build Donjons, can also be obtained by First Crusade |
Bohemians | Hussite Wagon | Gunpowder siege weapon | Castle | Tanky, protect units behind by absorbing 50% damage |
Houfnice | Gunpowder siege weapon | Siege Workshop | Unique upgrade to the Bombard Cannon | |
Lithuanians | Winged Hussar | Light cavalry | Stable | Unique upgrade to the Light Cavalry, replaces Hussars |
Poles | ||||
Obuch | Heavy infantry | Castle | Decent armor of both kinds, damages armor of enemy units | |
Bengalis | / Ratha | Mounted archer | Castle | Can switch between melee and ranged modes |
Dravidians | Urumi Swordsman | Heavy infantry | Castle | Charges attack every 24/20 seconds |
Thirisadai | Heavy warship | Dock | Ship-resistant, does not have an Elite version | |
Gurjaras | Chakram Thrower | Light infantry | Castle | Ranged melee attack, pass-through damage |
Shrivamsha Rider | Light cavalry | Stable | Dodges projectiles | |
Camel Scout | Camel cavalry | Stable | Unique precursor to the Camel Rider, scout unit | |
Hindustanis | Ghulam | Light infantry | Castle | Archer-resistant, anti-archer, thrusts into multiple units |
Imperial Camel Rider | Camel cavalry | Stable | Unique upgrade to the Heavy Camel Rider | |
Romans | Legionary | Heavy infantry | Barracks | Unique upgrade to the Long Swordsman Replaces Two-Handed Swordsman and Champion |
Centurion | Heavy cavalry | Castle | Buffs nearby Militia-line units | |
Georgians | Monaspa | Heavy cavalry | Castle | Attack is increased in the vicinity of other Monaspas and Knights, low hit points, low gold cost |
Armenians | Composite Bowman | Foot archer | Castle | Ignores pierce armor of enemy units |
Warrior Priest | Religious infantry | Fortified Church | Can heal and carry Relics in addition to combat | |
Persians | Savar | Heavy cavalry | Stable | Unique upgrade to the Cavalier, replaces Paladins |
In context of the above:
- Light units have better speed but lower hit points, armor and attack compared to their heavy counterparts.
- Multiple linked tags means that the unit is upgraded as such.
- Having an attack bonus does not make the unit a counter unit, as such it is different from anti.
- Magyar Huszars are anti-siege, but that is not only because of their attack bonus.
- Units may have other properties but they are not popular for those. Example: Longboats have multiple projectiles, but are famous for their speed lending to micro-potential.
- Heavily armed means more melee attack.
- Heavily armored means more melee armor.
- Archer-resistant means more pierce armor.
- Unique upgrades do not drastically change a unit, as such their description does not have much, except for the Camel Scout.
- Units marked with an asterisk (*) are available as team bonuses, hence are lost in Full Tech Tree mode
Trivia[]
- The cost of the Castle-based unique units' "Elite" upgrades varies significantly. The lowest cost for one of these Elite upgrade is 1,100 resources total (for the Mameluke) and the most expensive costs 2,150 resources (for the War Elephant).
- Likewise, the cost of individual units also varies widely, with the cheapest Castle-based unique unit costing 40 resources (the Malay Karambit Warrior) and the most expensive costing 255 resources (the Persian War Elephant).
- With the release of Dynasties of India, the Elephant Archer lost its status as the unique unit of the Indians, as it is now available to the Bengalis, Dravidians, and Gurjaras, but not to the Hindustanis.
- The Condottiero, Genitour, Imperial Skirmisher and Kipchak are all unique units that can be shared.
- Gurjaras are the civilization with the most unique units at 3, although they can simultaneously have only 2 types.
- Infantry are the most common type of unique unit, numbering at 21 (including the dismounted Konnik), followed by melee cavalry, including the melee Ratha, at 18. Monk (excluding Warrior Priests, which cannot convert) and suicide unit are the rarest types, numbering 1 each.
- On release, Flemish Militia were trainable at the Town Center after Flemish Revolution was researched. Their training location was later changed to the Barracks.
- The Serjeant and Camel Scout are the only unique units available in the Feudal Age.
- The Flemish Militia is the only unique unit which needs to research a unique technology to be available (Flemish Revolution).
- There are several instances where a civilization's icon/crest is also a part of their unique unit's model, such as the Dravidians' Urumi Swordsman, the Georgians' Monaspa, the Hindustanis' Ghulam, the Incas' Slinger, the Lithuanians' Leitis, the Magyars' Magyar Huszar, and the Sicilians' Serjeant.
- Karambit Warriors, Shotel Warriors, and Warrior Priests are the only units in the game that attack with dual-wielded weapons. Gbetos and Chakram Throwers dual-wield weapons, but use only one hand while attacking.