Berserk
InfantryBase 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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Berserk
CastleElite Berserk
ImperialThe coach's briefing
You're a self-healing infantry unit with 54 HP, 12 attack, and 1.05 speed - faster than most infantry. Your regeneration means you can fight, retreat, heal, and fight again without needing monks. With +2 bonus vs cavalry and buildings, you're versatile. But you're still infantry - Archers and Hand Cannoneers will tear you apart. Use your regeneration to stay in fights longer than opponents expect.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Just lost against this unit?
Your coach names the counters during the match — not once the game is over.
Strategic Analysis
Tactical Identity
The Berserk is a **self-sustaining infantry fighter**. Regeneration allows extended campaigns without healer support.
Tactical Playbook
Attrition Warfare
Fight, retreat, heal. Berserks win prolonged engagements through regeneration.
Raiding Power
+2 vs buildings and fast speed makes Berserks excellent raiders.
No Monk Needed
Regeneration saves resources on Monks. Your economy can focus elsewhere.
Critical Point
**Ranged units destroy you**. 54 HP and 1/1 armor means Arbalesters will shred Berserks before they can regenerate.
Understanding The Stats
The Berserk combines decent attack with unique regeneration ability, trading raw power for sustainability.
Regeneration
Heals 1 HP every 3 seconds. Adds up over long fights.
Good Attack
Solid damage output for infantry. Beats most generic infantry.
Fast Infantry
Faster than Champions (1.0). Can catch and escape better.
Cheap Cost
Very gold-efficient. Can mass them without gold strain.
Coach's Tip
54 HP with regeneration effectively means more EHP over time. In a 2-minute fight, you regenerate 40 HP - that's like having 94 HP total.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Standard Building | +2 |
Armor Classes
Infantry
Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.
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.
AoE Coach analysis
Context & meta
The Berserk is Viking unique Infantry with regenerating HP. The data line gives it 54 HP, 12 attack, 1 melee armor, 1 pierce armor, 1.05 speed, 3 line of sight, and a 65 food/20 gold cost with 14 seconds of training. The official help states the intended exchange: strong versus Infantry and Siege Weapons, weak versus Archery Units and Gunners. Regeneration makes damaged survivors valuable, but it does not turn 54 HP and 1 pierce armor into ranged protection. The unit wants to reach a close fight where its attack and recovery matter, not stand in front of an archer line waiting for the next volley.
History & balance
The Berserk sits inside the Viking package, where Infantry receive +20% HP and Wheelbarrow and Hand Cart are free. Those bonuses make the civilization better at sustaining a long infantry economy, while the Berserk adds its own regeneration to the battlefield. Its Castle path leads to Elite Berserk for 1,075 food and 475 gold, so the upgrade is a substantial commitment rather than a casual click. The official identity remains stable across that progression: a Viking infantry unit that likes Infantry and Siege Weapons, but asks the player to solve Archery Units and Gunners before the fight begins.
In pro play
Use Berserks to turn a close engagement into a war of attrition, not to volunteer for a ranged firing squad. Their 1.05 speed is enough to stay with infantry support, and regeneration rewards a retreat after a damaged exchange rather than a reckless final charge. Put them in front of siege weapons, around a breach, or against enemy Infantry where the official strong categories apply. Keep a second group ready to threaten the Archery Units that would otherwise kite the line. The Viking +20% HP bonus improves the body count, but the coaching rule stays simple: make contact quickly, preserve wounded units, and choose fights where recovery has time to matter.
How to counter it
The classic mistake against Berserks is trusting regeneration and trying to grind them down in melee. The official help gives the categories: strong vs. Infantry and Siege Weapons; weak vs. Archery Units and Gunners. Hand Cannoneers have +10 against Infantry, while ranged units keep the 54-HP body from recovering through contact. Focus volleys, keep distance, and retreat before the Berserk reaches the line; do not feed it Siege Weapons, since the official strong category includes siege. If Berserks keep reaching your army and you do not know what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.