Berserk
InfantryEvolution
Berserk
CastleElite Berserk
ImperialSTRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
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 |
|---|---|
| Building | +2 |
| 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.