Teutons
InfantryTeam Bonus
Units more resistant to conversion
Overview
"The Teutons are an infantry civilization with cheaper farms, increased garrison capacity, extra melee armor for infantry and mounted units, and monks with extended healing range."
Civilization Bonuses
- 1
Farms cost -40%
- 2
Town Centers +10 garrison capacity; Towers +5 garrison capacity
- 3
Infantry and Mounted Units +1/+2 melee armor in Castle/Imperial Age
- 4
Monks +100% healing range
- 5
Murder Holes, Herbal Medicine free
Unique Units
Unique Technologies
Prepare your next matchup
Choose both civilizations for a game plan, key threats and an army composition.
Other Civilizations
AoE Coach analysis
Context & meta
Teutons are a defensive-infantry civilization. Since Update 185872 their Castle/Imperial Age +1/+2 melee armor bonus applies to infantry and mounted units, not only Barracks and Stable units. This includes Teutonic Knights and Mounted Crossbowmen. Farms cost -40%, Town Centers and Towers have extra garrison capacity, and Monks heal from farther away. On closed maps, armored infantry, cavalry and siege can advance behind defenses, but the slow Teutonic Knight still needs protection from ranged fire.
History & balance
Teutons have always been the "tanky melee" civilization, and the Definitive Edition leaned into that identity. The melee armor bonus on Stable units made Teutonic Knights of cavalry (Knights) a real Arena threat, and Crenellations (their Imperial unique tech, giving Castles +3 range and garrisoned infantry firing arrows) reinforces their defensive dominance. The -40% Farm bonus has been a consistent eco anchor. Balance changes have mostly tuned their early-game viability on Arabia, where their slowness and lack of an eco-speed bonus keep them in the middle of the pack despite the late-game power.
In pro play
Teutons are an Arena and closed-map staple. Pros use their cheap Farms and defensive bonuses to reach a powerful Imperial Age, then push with Teutonic Knights backed by Siege Onagers and Bombard Cannons — a slow but nearly unstoppable death ball behind Crenellations Castles. Their bonus-armor Knights (Paladins with extra melee armor) are exceptional in cavalry mirrors. On open maps Teutons are weaker and require careful walling, but on Black Forest, Arena and Hideout they are a top pick. The Monk +100% heal range also makes them a strong relic-control civ.
How to counter it
Teutons are painfully slow and lack pierce armor — archers, Crossbowmen and Hand Cannoneers kite their infantry and cavalry to death without ever taking a hit. Their Teutonic Knight, for all its power, cannot catch anything ranged. On open maps, exploit their lack of an eco-speed bonus and their slowness with early cavalry aggression and constant repositioning. Mangonels and Onagers punish their clumped melee armies. The golden rule: never melee Teutons — out-range them, kite relentlessly, and use mobility to dodge their slow, armored death ball entirely.