Chu Ko Nu
ArcherBase 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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Chu Ko Nu
CastleElite Chu Ko Nu
ImperialThe coach's briefing
The Chu Ko Nu fires 3 bolts per attack. While each bolt only deals 8 damage, the combined volley is devastating. Your real DPS is much higher than the stats suggest. Use them against massed infantry or slow-moving targets. However, they're slow at 0.96 speed and fragile with 0 armor. Keep them behind your frontline and let them rain death.
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 Chu Ko Nu is an **area damage archer**. The multi-bolt mechanic means you deal far more damage than other archers against groups. They excel in deathball compositions.
Tactical Playbook
Infantry Shredder
Against massed Champions or Halberdiers, your multiple bolts tear through them. Each unit in the blob takes hits from stray bolts.
Stack the Volleys
20+ Chu Ko Nu firing together creates overlapping bolt clouds. This pseudo-AoE effect is unique among archers.
Tower Defense
Station them behind walls or in chokepoints. Their slow speed is irrelevant when enemies must come to you.
Critical Point
**Very slow at 0.96 speed**. Cavalry will catch you easily. Always have Halberdiers or walls between you and enemy Knights.
Understanding The Stats
The Chu Ko Nu's stats are deceptive. The 8 attack is per bolt, and you fire 3 bolts. True DPS is nearly triple what it appears.
Multi-Bolt Attack
Each attack fires 3 projectiles. Against single targets, this is 24 potential damage.
Fast Reload
Relatively quick to mass. Combined with Chinese economy, you can spam them.
Paper Thin
No armor at all. Skirmishers and Onagers are your nightmare.
Slow Speed
Same speed as foot archers. You cannot kite cavalry.
Coach's Tip
Ignore the 8 attack stat. Your true damage is 8x3 = 24 potential per volley. This makes you one of the highest DPS archers in the game against single targets.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Spearman | +2 |
Armor Classes
Archer
Vulnerable to Skirmishers and Huskarls.
Unique Unit
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Imperial Age
Civilizations
* 1 civilizations have access to this unit.
Other Units
AoE Coach analysis
Context & meta
Chu Ko Nu is the Chinese unique Foot Archer with the rapid-fire attack named in the official help. It costs 40 wood and 35 gold, has 45 HP, 8 attack, 0/0 armor, 4 range, 0.96 speed and 6 line of sight, with a 16-second train time. The help says it is strong against Infantry and weak against Archery Units and Siege Weapons; the unit data adds +2 against Spearmen. The Chinese civilization description gives no direct Chu Ko Nu attack or armor bonus, so the unit keeps its listed stats and earns value through rate of fire, production and target choice.
History & balance
Chu Ko Nu is part of the Chinese Archer-and-Gunpowder identity, with the official civilization description listing it as the unique Foot Archer and the Dragon Ship as the naval companion. The unit help connects it to Blacksmith attack, range and armor, Archery Range accuracy, University attack and accuracy, and the Castle conversion to Elite Chu Ko Nu. The rapid-fire identity is therefore a roster choice rather than a one-line bonus: China supplies a unique ranged tool whose value rises when its production and upgrades keep the stream constant.
In pro play
Use Chu Ko Nu behind a screen that buys time for its rapid-fire profile to work. Eight attack and the +2 Spearman bonus make Infantry and the spear-line clear targets, but 0/0 armor and 0.96 speed punish a loose formation. The 40 wood/35 gold cost supports continuous Archery Range production when the economy is prepared; do not spend the unit on a chase toward Siege Weapons. Focus Infantry, keep a retreat path, and let the Chinese technology discounts support upgrades rather than pretending they replace scouting and protection.
How to counter it
The classic mistake is to answer Chu Ko Nu with Infantry in the open because the unit has only 45 HP, or to send Archers into its rapid fire. In practice, the counters are Skirmishers, Onagers, Huskarls and Cavalry. Skirmishers carry +3 against the Archer class and Huskarls +6; Onagers punish the group with area damage, while Cavalry closes the zero-armor distance. Do not let the rapid-fire line choose the range. If you keep losing to Chu Ko Nu 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.