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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. They are shown in the color deep violet in the technology tree, as demonstrated on the right.
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 are trained at the Castle, 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 technologies still require a Castle to be built.
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 Castle when Cuman Mercenaries has been researched.
All unique units are available in the Castle Age, apart from the unique upgrades, Flemish Militia, Condottiero, Serjeant, Thirisadai, Mounted Trebuchet, and the The Three Kingdoms trainable heroes. 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 Xianbei Raider, Grenadier, Warrior Priest, War Chariot, Jian Swordsman, Slinger, and Missionary have an Elite version that possesses overall superior statistics. The upgrade is always available in the Imperial Age. Additionally, the Serjeant receives a free upgrade upon reaching the Castle Age and the Flemish Militia receives free upgrades upon reaching the Castle and Imperial Ages.
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 standalone unique units (including itself). The unique upgrades are safe from this attack bonus. The The Three Kingdoms trainable heroes, despite being fully standalone unique units, do not have the unique unit armor class. The Samurai is the only unit that has an attack bonus against unique units.
List of unique units[]
Overall, there are 65[Update?] 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 |
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Foot archer | Castle | Long range |
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Heavy cavalry | Castle | Anti-infantry, resistant to anti-cavalry attacks |
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Medium infantry | Castle | Fast-moving, heavily armed |
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Foot archer | Castle | Fires multiple arrows in quick succession |
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Heavy infantry | Castle | Ranged melee attack |
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Medium infantry | Castle | Archer-resistant, anti-archer |
Barracks* | ||||
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Heavy infantry | Castle | Attack bonus against unique units |
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Mounted archer | Castle | Attack bonus against siege weapons |
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Elephant cavalry | Castle | Slow and tanky with powerful Area of Effect attack |
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Camel cavalry | Castle | Ranged melee attack, anti-cavalry |
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Heavy infantry | Castle | Heavily armed, heavily armored |
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Foot gunpowder unit | Castle | Long range, high attack |
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Heavy infantry | Castle | Regeneration |
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Warship | Dock | Fast-moving, easy to micromanage | |
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Heavy infantry | Castle | Anti-infantry, heavily armed, gains stat buffs upon killing enemy units |
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Medium cavalry | Castle | Archer-resistant, anti-building |
Stable* | ||||
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Heavy mounted archer | Castle | Archer-resistant |
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Heavy gunpowder warship | Dock | Ship-resistant, high attack, medium-ranged | |
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Foot archer | Castle | Fast-moving, high hit points |
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Mounted gunpowder unit | Castle | High attack, easy to micromanage |
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Mounted Monk | Monastery | Does not have an Elite version | |
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Heavy infantry | Castle | Extra range, anti-cavalry |
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Foot archer | Archery Range | Anti-infantry, does not have an Elite version | |
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Elephant mounted archer | Castle | Archer-resistant |
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Camel cavalry | Stable | Unique upgrade to the Heavy Camel Rider | |
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Foot archer | Castle | Anti-cavalry |
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Medium infantry | Barracks | Fast-moving, anti-gunpowder | |
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Light cavalry | Castle | Attack bonus against siege weapons |
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Heavy cavalry | Castle | Heavily armored |
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Camel mounted archer | Castle | Anti-mounted-archer |
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Mounted archer | Archery Range | Mounted Skirmisher | |
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Light infantry | Castle | Fast-moving, heavily armed |
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Light infantry | Castle | Ranged melee attack, heavily armed |
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Gunpowder siege weapon | Castle | Good against bunched up foot soldiers |
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Warship | Dock | Pass-through damage | |
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Ranged cavalry | Castle | High but inaccurate attack |
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Elephant cavalry siege weapon | Castle | Elephant with mounted Scorpion, able to cut trees |
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Light infantry | Castle | Costs less resources and half population |
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Foot archer | Castle | Archer-resistant |
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Foot archer | Archery Range | Upgrade to the Elite Skirmisher | |
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Heavy cavalry | Castle Krepost |
Respawns as Dismounted Konnik upon death |
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Heavy infantry | Corpse of Konnik | ||
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Mounted archer | Castle | Cheap cost, fires many arrows at once Available in a limited quantity for free to allies as well through Cuman Mercenaries |
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Heavy cavalry | Castle | Heavily armed, ignores melee armor of enemy units |
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Medium cavalry | Castle | Cheap cost, generates gold during combat |
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Mounted suicide unit | Siege Workshop | Attack bonus vs cavalry units, anti-elephant | |
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Medium cavalry | Castle | Charges attack every 40 seconds |
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Medium infantry | Barracks | Anti-cavalry, gains free stat buffs upon Ageing up | |
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Heavy infantry | Castle Donjon |
Good armor of both kinds, can build Donjons, can also be obtained by First Crusade |
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Gunpowder siege weapon | Castle | Tanky, protect units behind by absorbing 50% damage |
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Gunpowder siege weapon | Siege Workshop | Unique upgrade to the Bombard Cannon | |
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Light cavalry | Stable | Unique upgrade to the Light Cavalry, replaces Hussars |
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Heavy infantry | Castle | Decent armor of both kinds, damages armor of enemy units | |
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Mounted archer | Castle | Can switch between melee and ranged modes |
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Heavy infantry | Castle | Charges attack every 24/20 seconds |
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Heavy warship | Dock | Ship-resistant, does not have an Elite version | |
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Light infantry | Castle | Ranged melee attack, pass-through damage |
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Light cavalry | Stable | Dodges projectiles | |
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Camel cavalry | Stable | Unique precursor to the Camel Rider, scout unit | |
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Light infantry | Castle | Archer-resistant, anti-archer, thrusts into multiple units |
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Camel cavalry | Stable | Unique upgrade to the Heavy Camel Rider | |
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Heavy infantry | Barracks | Unique upgrade to the Long Swordsman Replaces Two-Handed Swordsman and Champion |
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Heavy cavalry | Castle | Buffs nearby Militia-line units | |
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Heavy cavalry | Castle | Attack is increased in the vicinity of other Monaspas and Knights, low hit points, low gold cost |
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Foot archer | Castle | Ignores pierce armor of enemy units |
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Religious infantry | Fortified Church | Can heal and carry Relics in addition to combat | |
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Heavy cavalry | Stable | Unique upgrade to the Cavalier, replaces Paladins |
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Short-ranged ship | Dock | Unique upgrade to the Fire Ship, replaces Fast Fire Ships |
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Heavy cavalry | Castle | Blocks out one non-projectile every 60 (50 for Elite) seconds |
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Siege Hand Cannoneer | Archery Range | Throws bombs which explode to deal Area of Effect damage | |
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Heavy infantry | Castle | Deals bleeding damage over time |
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Camel cavalry siege weapon | Siege Workshop | Camel with mounted Trebuchet, projectiles create area hazard | |
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Heavy infantry | Castle | Slows movement speed of enemy units which it attacks |
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Cavalry siege weapon | Siege Workshop | Can switch between focus fire and barrage modes, which resonate to attacking like the Scorpion and the Organ Gun respectively | |
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Infantry hero | Castle | Aura heals nearby units | |
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Heavy cavalry | Castle | Anti-archer, archer-resistant, gains stat buffs upon killing enemy units |
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Mounted archer | Archery Range | Charges its attack to fire multiple projectiles at once every 30 seconds | |
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Cavalry hero | Castle | Aura increases nearby units' attack speed | |
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Foot archer | Castle | Anti-building, automatically switches between multi-projectile area attack against units and long range attack against buildings |
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Heavy infantry | Barracks | Archer-resistant, automatically switches to a less-armored but more armed and faster version falling below a certain threshold of hit points | |
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Cavalry hero | Castle | Aura increases nearby units' movement speed |
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, Camel Scout, and Flemish Militia are the only unique units available in the Feudal Age.
- 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 Inca' 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.