Champion
InfantryEvolution
Militia
DarkMan-at-Arms
FeudalLong Swordsman
CastleTwo-Handed Swordsman
ImperialChampion
ImperialSTRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Strategic Analysis
Tactical Identity
The Champion is the **trash war king**. In late Imperial Age when gold is scarce, Champions provide reliable, gold-efficient damage that dominates Hussars and Halberdiers.
Tactical Playbook
Trash War Supremacy
Champions beat all trash units 1v1. A ball of Champions will shred any Hussar or Halberdier spam.
Building Destruction
With +4 vs buildings (+6 with Arson), Champions tear through enemy production and economy buildings.
Support Composition
Pair with Siege Onagers or Heavy Scorpions. Champions protect siege while siege clears the archers that counter you.
Critical Point
**Hand Cannoneers** and **Jaguar Warriors** destroy Champions. Avoid Aztecs and civs with strong gunpowder access.
Understanding The Stats
The Champion represents the pinnacle of the Militia line, with stats that make them a legitimate late-game threat despite being 'just' infantry.
High Attack
13 base attack means you kill Hussars in 5 hits, Halberdiers in 6. With Blast Furnace, you reach 15 attack.
Solid Durability
70 HP with full armor upgrades (+4/+5) makes you surprisingly tanky in melee fights.
Eagle Annihilation
Combined with 13 attack, you deal 25 damage to Eagles. Elite Eagle Warriors die in 3 hits.
Gold Efficiency
Costing only 20 gold means you outproduce Paladins (75g) nearly 4:1 in trash wars.
Coach's Tip
13 attack with Blast Furnace = 15 attack. You now 4-shot Hussars instead of 5-shot. Always prioritize Blacksmith upgrades.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Building | +4 |
| Eagle Warrior | +12 |
Armor Classes
Infantry
Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.