Battering Ram unit icon - Age of Empires 2

Battering Ram

Siege Weapon
Wood160
Gold75
Hit Points175
Attack2
Melee Armor-3
Pierce Armor180
Train Time36s
Speed0.6

Base 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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Evolution

Capped Ram

Imperial
Food 300

Siege Ram

Imperial
Food 1000

The coach's briefing

The Battering Ram is your building destroyer. With 180 pierce armor, arrows do almost nothing to it. Garrison infantry inside to increase attack speed and protect them from arrows. Focus on production buildings and Town Centers. Keep melee units away - Knights and Villagers will kill your Rams quickly.

STRONG AGAINST

You win these trades cost-effectively.

?
Building
?
Tower
?
Town Center
?
Castle

WEAK AGAINST

Avoid these fights or bring support.

Knight
Knight
?
Cavalry
Villager
Villager
Mangonel
Mangonel
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Strategic Analysis

Tactical Identity

The Battering Ram is your **anti-building specialist**. It absorbs arrow fire and destroys enemy infrastructure while your army fights.

Tactical Playbook

Infantry Garrison

Garrison 4 infantry inside to double your attack speed. The infantry are protected from arrows and can unload to fight if needed.

Arrow Sponge

Use Rams to tank Town Center and Castle fire. With 180 pierce armor, TC arrows deal only 1 damage. Push under enemy defenses fearlessly.

Production Denial

Target Barracks, Archery Ranges, and Stables first. Denying production wins games faster than killing units.

Critical Point

**Melee units destroy Rams**. Knights deal full damage, and even Villagers can kill Rams quickly. Always have infantry escort to protect your Rams from melee attacks.

Understanding The Stats

The Battering Ram trades speed and combat ability for extreme arrow resistance and building destruction.

Arrow Immunity

180 Pierce Armor

Almost complete immunity to arrow damage. Town Centers and Castles barely scratch you.

Building Killer

+150 vs Buildings

Massive bonus damage against buildings. A few hits destroys most structures.

Garrison Bonus

4 Infantry Slots

Each garrisoned infantry increases attack speed. Full garrison doubles your DPS.

Slow Movement

0.6 Speed

Very slow. Plan your approach and don't chase. Commit to targets.

Coach's Tip

Your -3 melee armor is brutal. A Villager deals 6 damage per hit to you, killing you in 30 hits. Always protect Rams with infantry - never send them in alone against melee threats.

Mechanics & Bonuses

Attack Bonuses

TargetBonus Dmg
Building+150
Siege Weapon+40

Armor Classes

Siege Weapon

Takes bonus from Mangonels and Bombard Cannons. Can be repaired.

Ram

Vulnerable to units with bonus damage vs this class.

Civilizations

Armenians
Aztèques
Berbères
Bohémiens
Britanniques
Bulgares
Bourguignons
Birmans
Byzantins
Celtes
Chinois
Coumans
Éthiopiens
Francs
Géorgiens
Goths
Huns
Incas
Italiens
Japonais
Jürchen
Khitans
Khmers
Coréens
Lituaniens
Magyars
Malais
Maliens
Mayas
Mongols
Perses
Polonais
Portuguese
Romains
Sarrasins
Shu
Siciliens
Slaves
Espagnols
Tatars
Teutons
Turcs
Vietnamiens
Vikings
Wei
Wu

* 46 civilizations have access to this unit.

AoE Coach analysis

Context & meta

Battering Ram is the Castle Age anti-building Siege Weapon that converts wood and Infantry bodies into structural pressure. It costs 160 wood and 75 gold, has 175 HP, 2 attack, -3 melee/180 pierce armor, 0 range, 0.6 speed and 3 line of sight, with a 36-second train time. The official help calls it exceptionally strong against buildings and resistant to most ranged attacks, but weak against melee units; enemy Monks cannot convert it from distance. Its +150 building and +40 Siege Weapon bonuses, plus garrisoned Infantry, make the slow approach the whole strategy.

History & balance

Battering Ram is the first structural siege step in the Workshop path, and the official help points to University attack, conversion to Capped Ram and Monk resistance. Its design asks the player to solve two problems at once: reach the building and invest Infantry inside the machine. The 180 pierce armor makes ranged fire a poor answer, while -3 melee armor and 0.6 speed leave a clear cost for a failed approach. The later upgrade path increases the siege commitment rather than changing the target, so the ram remains a pressure tool whose success depends on escort and timing.

In pro play

Build Battering Rams when a protected army can reach a structure and the +150 building bonus will convert contact into a breach. Garrison Infantry before the approach so the 0.6-speed body is not only durable but also able to move and hit more effectively; keep the escort ahead, because the ram has zero range and -3 melee armor. Its 160 wood/75 gold cost is an argument for a clear target, not random production. Choose one building, keep the route covered, and bring the ram forward only when the opponent cannot isolate it with melee units.

How to counter it

The classic mistake is to shoot Battering Rams with Archers and let them walk into the base while the army watches. In practice, the counters are Knights, Cavalry and Villagers; the ram is weak to melee despite 180 pierce armor, and its -3 melee armor makes contact efficient. Pull Villagers only when the escort is gone, send Cavalry or Knights to the body and use Mangonels to punish the slow approach. If you keep losing to Battering Rams without knowing what to build or when, that is exactly what AoE Coach does: it reads your match-up and gives you the counter composition and timing.