Champi Runner unit icon - Age of Empires 2

Champi Runner

Infantry
Food50
Gold25
Hit Points40
Attack5
Melee Armor0
Pierce Armor2
Train Time34s
Speed1.1

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

Food 90 Gold 60
Food 150 Gold 175
Food 650 Gold 450

The coach's briefing

Commander, the Champi Runner represents the evolution of your scouting force into a legitimate raiding threat. With 40 HP, 5 attack, and improved 2 pierce armor, the Champi Runner can survive under Town Center fire long enough to pick off villagers. At 1.1 speed, he outruns Men-at-Arms (0.96) but never Scout Cavalry (1.2). While not a front-line fighter, the Champi Runner excels at hit-and-run raids, picking off exposed villagers, and maintaining map control. His pierce armor makes him resilient against archer harassment, allowing him to close distance on ranged threats. Continue upgrading to Champi Warrior in the Castle Age for full combat potential.

STRONG AGAINST

You win these trades cost-effectively.

Archers
Archers
Monks
Monks

WEAK AGAINST

Avoid these fights or bring support.

?
Cavalry
?
Melee Infantry
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Strategic Analysis

Tactical Identity

The Champi Runner is a **Feudal Age raider** that transitions the Champi line from pure scouting into economic harassment. His speed and pierce armor make him a persistent threat.

Tactical Playbook

Villager Raiding

At 1.1 speed, Champi Runners still outrun villagers (0.8). Send 2-3 to enemy woodlines or mining camps. Even if they don't kill, they force idle time.

Archer Resistance

2 pierce armor in Feudal Age is significant. Archers deal reduced damage, allowing Champi Runners to close distance and engage.

Map Control

Use their speed to control relics, deny forward buildings, and maintain vision across the map. They are the fastest infantry available.

Critical Point

Still only 5 attack — you cannot fight Man-at-Arms or Scouts head-on. Your role is raiding and harassment, not pitched battles.

Understanding The Stats

The Champi Runner builds on the Scout foundation with improved combat stats and pierce armor, making the transition from pure scout to raider.

Improved Pierce Armor

2 PA

2 pierce armor in Feudal Age is exceptional. Archers deal minimal damage, letting you dive under TC fire briefly to snipe villagers.

Raiding Speed

1.1 Speed

Faster than Champi Scout and most Feudal units. Only Scout Cavalry (1.55) outruns you. Ideal for hit-and-run raids.

Improved HP

40 HP

40 HP is thin for the Feudal Age. Combined with 2 PA, you survive 10+ archer shots — plenty of time to raid and retreat.

Modest Attack

5 Attack

5 attack kills villagers in 6 hits. Not great for military fights, but sufficient for economic harassment.

Coach's Tip

Your 2 PA is your best asset in Feudal. Against archers, you take only 2-3 damage per shot. Use this to raid villagers under archer cover. Your speed lets you choose your fights.

Mechanics & Bonuses

Attack Bonuses

TargetBonus Dmg
No damage bonus: this unit deals the same damage to every target.

Armor Classes

Infantry

Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.

Key Upgrades

Civilizations

Incas
Mapuche
Muisca
Tupi

* 4 civilizations have access to this unit.

AoE Coach analysis

Context & meta

The Champi Runner is a regional Infantry unit available to the Incas, Mapuche, Muisca and Tupi. It costs 50 food and 25 gold, 34 seconds to train, 40 HP, 5 attack, 0/2 armor, 1.1 speed and 5 line of sight. The official help calls it all-purpose Infantry for scouting and raiding, able to build Outposts; it is strong versus Foot Archers, Siege Weapons and buildings, and weak versus Cavalry. The low cost and construction utility make it more than a weak Swordsman, but the long 34-second train time and 40 HP mean the unit must create tempo through movement or forward vision.

History & balance

The Champi Runner is part of the South American regional design that gives several civilizations a shared military language while preserving different economies around it. Its official role combines three jobs that rarely live on one cheap unit: scout, raider and builder of Outposts. The Incas, Mapuche, Muisca and Tupi can therefore use the same body for different openings, with their own Settlements, ranged bonuses or counter-unit identities changing the follow-up. The trade-off stays stable across the region: it is useful against Foot Archers, Siege Weapons and buildings, but Cavalry is the clean answer. The Champi Runner rewards map reading and timing more than prolonged combat.

In pro play

Use Champi Runners to turn early vision into a physical foothold. Send one or two ahead, build an Outpost near a contested resource or siege route, then use the cheap bodies to force a response. At 1.1 speed they can raid exposed economy, but 40 HP and 0 melee armor make a direct fight wasteful. Inca streamlining, Mapuche counters, Muisca ranged support or Tupi mass archers can provide the next layer. Do not queue them without a plan for the 34-second production window. Their best timing is a forward action that saves walking time, reveals the response and creates a rally point for what follows.

How to counter it

The classic mistake is sending Champi Runners into a Cavalry fight because their low cost makes the loss look acceptable. The official help gives the categories: strong versus Foot Archers, Siege Weapons and buildings, weak versus Cavalry. Cataphracts have +9 versus Infantry, Hand Cannoneers +10 and Slingers +4; these answers remove fragile bodies before an Outpost or raid pays back. Use Cavalry to chase only with vision, then deny the builder and take the forward position after the unit spends its utility. If you keep losing to Champi Runners without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.