Arambai
ArcherBase values, before Blacksmith upgrades. The Blacksmith raises attack and armour for infantry, cavalry and archers — Blast Furnace, for instance, gives "+2 Attack for infantry & cavalry". Late in a game, the real numbers are higher.
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Arambai
CastleElite Arambai
ImperialThe coach's briefing
You have 12 attack at 5 range - that's huge damage for a ranged cavalry. But your accuracy is terrible at range. Get close to enemies where your darts can't miss. With 60 HP and 0/1 armor, you're fragile. At 75W/60G with no food, you're cheap to mass. Overwhelm enemies at close range with massive dart volleys.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
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Strategic Analysis
Tactical Identity
The Arambai is a **high-damage close-range cavalry archer**. Devastating DPS when positioned correctly, wasted at long range.
Tactical Playbook
Close Range
Get within 2 tiles for near-100% accuracy. At max range you miss constantly.
High Damage
12 attack is massive for ranged cavalry. Melts low-armor targets.
Hit and Run
Charge in, fire close, retreat. Repeat until enemies die.
Critical Point
**Low accuracy at range**. Missing wastes your high damage. Always close the gap before firing.
Understanding The Stats
The Arambai offers devastating damage potential limited by accuracy that requires close-range combat.
Huge Attack
Highest ranged cavalry damage. Devastating when accurate.
Low Accuracy
Terrible at distance. Need to be close.
Fragile
Low HP and minimal armor.
No Food
Wood/gold only. Saves food for other units.
Coach's Tip
12 damage per hit is massive. At close range where you hit 100%, you outdamage everything. Micro is essential.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Ram | +2 |
Armor Classes
Archer
Vulnerable to Skirmishers and Huskarls.
Cavalry Archer
Vulnerable to units with bonus damage vs this class.
Cavalry
Takes heavy bonus damage from Pikemen/Halberdiers and Camels.
Unique Unit
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Feudal Age
Castle Age
Civilizations
* 1 civilizations have access to this unit.
Other Units
AoE Coach analysis
Context & meta
The Arambai is the Burmese unique ranged Mounted Unit: 75 wood and 60 gold, 18 seconds to train, 60 HP, 12 attack, 0 melee/1 pierce armor, range 5, speed 1.3, and line of sight 7. Its identity is unusual for cavalry: the official help says it is strong against units at medium and close range, but weak against Archery Units and Siege Weapons. The attack is powerful but inaccurate, so the five-tile range is not an invitation to stand at maximum distance. Arambai wins by closing, firing volleys, and moving before fragile counters can settle into a clean trade.
History & balance
The Arambai expresses the Burmese design of turning mobility into pressure without giving the civilization a conventional cavalry archer. Burmese players receive free Lumber Camp technologies, infantry that gains +1, +2, then +3 attack through the later ages, stronger Battle Elephants, and Monastery technologies at half cost. None of that removes the Arambai trade-off: it remains a 60-HP ranged cavalry unit with no melee armor, while its 75 wood and 60 gold price makes wood management central. The Castle technology path can improve accuracy and unlock Elite Arambai, so the unit grows through investment rather than through a free early advantage.
In pro play
Use Arambai as a close-range mobile damage squad, not as a stationary firing line. At 1.3 speed and five range, it can approach a target, unload its 12 attack, then reposition before a melee unit reaches it; the low 60 HP and 0 melee armor punish every unnecessary contact. The 18-second train time supports a steady Castle Age stream, but the wood-and-gold cost asks for a clean economy and a protected Stable. Focus on exposed Villagers, Archers, and isolated Siege Weapons, then retreat from Skirmishers and organized siege. Burmese Monastery discounts help the transition to healing and support, but the Arambai still needs a front line and vision.
How to counter it
The classic mistake is answering Arambai with ordinary Archers and letting it reach medium range, where its attack is most reliable. The official help gives the categories: Archery Units and Siege Weapons. Elite Skirmishers carry +4 against Archers and +2 against Cavalry Archers. Add Mangonels or Onagers when Arambai clumps: area damage punishes the low-HP group. Keep Skirmishers spread, deny close approaches, and do not chase into Burmese vision. If you keep losing to Arambai without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.