Champi Scout
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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Champi Scout
DarkChampi Runner
FeudalChampi Warrior
CastleElite Champi Warrior
ImperialThe coach's briefing
Commander, the Champi Scout is the eyes and ears of your American empire from the very first moments of the game. This swift-footed warrior replaces the mounted Scout Cavalry for civilizations without access to horses. With 1.0 speed and 6 line of sight, the Champi Scout can explore the map efficiently in the Dark Age. Uniquely, he can construct Outposts, giving you early map vision and territorial control that other civilizations cannot match. His combat ability is minimal — 3 attack is enough to fend off wolves but not enemy military. Use him for scouting, not fighting. Upgrade to Champi Runner in the Feudal Age for improved combat capability.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
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Your coach names the counters during the match — not once the game is over.
Strategic Analysis
Tactical Identity
The Champi Scout is the **Dark Age foundation** of American civilizations' scouting and map control. His Outpost-building ability provides unmatched early vision.
Tactical Playbook
Aggressive Scouting
At 1.2 speed, the Champi Scout is faster than Militia but slower than Scout Cavalry. Scout aggressively in Dark Age — find enemy resources, boar, and deer.
Outpost Vision
Build Outposts at strategic locations — enemy gold, key choke points, or common rush paths. This early vision is invaluable for anticipating attacks.
Wolf Control
With 3 attack and 35 HP, you can kill wolves safely. Clear dangerous animals from your villager paths.
Critical Point
Do NOT use for combat. 3 attack and 35 HP means any military unit will kill you. Your value is in scouting and Outpost placement. Losing your Champi Scout early cripples your information game.
Understanding The Stats
The Champi Scout has modest stats designed purely for scouting. His real value lies in his speed, line of sight, and unique Outpost-building ability.
Scouting Speed
Faster than any Dark Age infantry (Militia is 0.9). Can explore the map quickly, though still slower than Scout Cavalry (1.55).
Outpost Builder
The only military unit in the game that can build Outposts. This gives American civs unmatched early map vision.
Survivability
35 HP with 0/2 armor is thin — enough to flee an early rush, never to trade. Not a combat unit.
Cheap Investment
At just 50 food and 25 gold, the Champi Scout is an affordable investment for the information advantage it provides.
Coach's Tip
Your 1.0 speed is your most important stat. Use it to scout, not fight. Build Outposts at key locations and keep moving. Information wins games in the Dark Age.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus 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.
Civilizations
* 4 civilizations have access to this unit.
AoE Coach analysis
Context & meta
Champi Scout is a regional Dark Age Infantry unit listed for Incas, Mapuche, Muisca and Tupi. It costs 50 food and no gold, has 35 HP, 3 attack, 0 melee/2 pierce armor, 1.0 speed and 5 line of sight, with a 42-second train time. The official help presents it as all-purpose Infantry for scouting and raiding that can build Outposts, strong against Foot Archers, Siege Weapons and buildings, and weak against Cavalry. Its value is information plus construction; the modest combat profile should never be mistaken for Scout Cavalry.
History & balance
Champi Scout is not a single-civilization unique unit: its availability spans four American civilizations. Its Dark Age path is nevertheless distinct, with the official help pointing from its scouting role to speed and the Barracks conversion into Champi Runner. The ability to build Outposts gives the regional Infantry line a map-control branch that mounted Scouts do not share. That design explains the low 3 attack and 1.0 speed: the unit is a mobile worker of information, not the first link in a conventional cavalry upgrade chain.
In pro play
Send the Champi Scout to reveal the map early, then turn that information into an Outpost where vision changes the next decision: a resource approach, a likely rush path or a contested passage. The 5 line of sight and 1.0 speed support exploration, while 35 HP and 2 pierce armor give limited room to escape incidental danger. The unit costs only food, but its 42-second train time makes careless losses expensive. Keep it moving, use construction when the position is valuable, and leave real fighting to the army that follows.
How to counter it
The classic mistake is to use Champi Scout as a mounted Scout substitute and take a fight just because it has an attack value. The official Weak vs. is Cavalry. Horse units reach this 1.0-speed Infantry quickly and exploit its 0 melee armor and only 35 HP; the Champi Scout has no attack bonus to reverse that contact. Protect it with terrain, an Outpost or your army, and remember that losing the information unit can be worse than losing a small skirmish. If you keep losing to Champi Scouts 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.