Chakram Thrower
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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Chakram Thrower
CastleElite Chakram Thrower
ImperialThe coach's briefing
The Chakram Thrower is a 'Professional Bowler'. It throws a disc that deals 100% damage to the target and 50% damage to everything it passes through. Because it deals MELEE damage at range, it is the ultimate counter to Rams and Skirmishers. However, it has low HP and is outranged by standard Archers.
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 **Anti-Mass Specialist**. Punishes enemies for grouping up.
Tactical Playbook
Deathball Counter
Specifically designed to destroy clumps of Pikemen or Skirmishers. The more units the enemy has, the more effective Chakrams become.
Range Mechanic
Base range is 5, but the projectile travels further (up to 8 tiles), hitting units behind the main target.
Melee Damage
They deal Melee damage, not Pierce. This means Skirmishers (high pierce armor) die easily to them.
Critical Point
Weak to **Onagers** and **Heavy Cavalry**. They lack the burst to stop a Paladin charge and cluster up, making them vulnerable to siege shots.
Understanding The Stats
Low single-target DPS, Infinite multi-target potential.
Pass-Through
Primary target takes full damage. All secondary targets take half. Ignores armor on secondary hits in some mechanics.
Melee Dmg
Bypasses high pierce armor units like Rams and Skirmishers. Upgraded by Infantry Attack.
Cost
With Kshatriyas tech, food cost drops to ~49. Very easy to mass.
Coach's Tip
Low single-target damage, INSANE multi-target. Position yourself to hit lines of enemies - every unit in the path takes damage. Never fight one-on-one duels.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Eagle Warrior | +1 |
| Standard Building | +1 |
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
Castle Age
Civilizations
* 1 civilizations have access to this unit.
AoE Coach analysis
Context & meta
The Chakram Thrower is the Gurjara unique Infantry unit with a ranged melee attack that deals pass-through damage. It costs 65 food and 30 gold, trains in 15 seconds, has 40 HP, 3 attack, 1 melee/0 pierce armor, range 5, speed 1.15, and line of sight 5. The official help says it is strong against Infantry and large groups of units, but weak against Cavalry and Siege Weapons. Its value is geometric: a clean line through several bodies multiplies the low-looking attack, while the 40-HP frame cannot survive a cavalry collapse or siege focus.
History & balance
The Chakram Thrower is one of the three Gurjara unique units and reflects a civilization built around mounted bonus damage, livestock, and unusual food access. Gurjaras start with two Forage Bushes, can garrison livestock in Mills for passive food, and their Mounted Units deal +20, +30, then +40% bonus damage by age. Kshatriyas later reduces Military Unit food cost by 25%, while Frontier Guards adds +4 melee armor to Camel Riders and Elephant Archers. The Chakram is not mounted, so it does not receive that mounted bonus; it exists to give the Gurjara army a compact infantry answer that punishes clumps.
In pro play
The Chakram Thrower wants a front line that makes the opponent stand in a lane. Keep the 40-HP units behind durable Infantry, wait for several targets to overlap, and fire through the first body rather than chasing a single unit. The 15-second train time supports quick massing, but 65 food and 30 gold still punish constant replacements. At range 5 and speed 1.15, Chakrams can shift between flanks, yet Cavalry and Siege Weapons remain a hard positional threat. Use them to clear Infantry screens, punish a narrow choke, or defend a Gurjara food position; retreat before the enemy can surround the low-armor group.
How to counter it
The classic mistake is sending a long Infantry line into Chakrams and giving every pass-through shot several targets. The official help gives the categories: Cavalry and Siege Weapons. Cataphracts carry +9 against Infantry, Hand Cannoneers +10, and Heavy Scorpions +2. Cavalry closes the range-five gap while Siege Weapons punish the low-HP group from outside its line. Attack from two angles, keep units spread, and do not feed a choke one body at a time. If you keep losing to Chakram Throwers without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.