Elite Berserk
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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Berserk
CastleElite Berserk
ImperialThe coach's briefing
You now have 62 HP, 14 attack, and 2/1 armor. Your regeneration is doubled to 40 HP/min with Berserkergang technology. Elite Berserks can out-sustain almost any infantry in prolonged fights. The upgrade costs 1075F/475G - commit when you plan extended ground campaigns.
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 Elite Berserk becomes a **regenerating infantry powerhouse**. Enhanced stats and healing make extended campaigns trivial.
Tactical Playbook
Berserkergang Synergy
Research Berserkergang to double regeneration to 40 HP/min. Berserks become nearly unkillable in attrition.
Better Armor
2/1 armor significantly reduces damage taken. Militia line deals only 11 damage.
Faster Training
12 seconds instead of 14. Can replace losses faster during extended fights.
Critical Point
**Still vulnerable to ranged mass**. Even with better armor, Arbalesters will overwhelm regeneration if you can't close the gap.
Understanding The Stats
The Elite upgrade improves all combat stats while maintaining the regeneration that defines the unit.
More HP
+8 HP over base. Combined with regen, very hard to kill.
Higher Attack
+2 over base. Kills enemy infantry faster.
Better Armor
+1 melee armor. Takes 1 less damage from every melee hit.
Double Regen
With Berserkergang. Heals 2 HP every 3 seconds.
Coach's Tip
62 HP with 40 HP/min regeneration means in 90 seconds you effectively have 122 HP. That's Champion-level tankiness with better damage.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Standard Building | +3 |
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
Feudal Age
Castle Age
Civilizations
* 1 civilizations have access to this unit.
AoE Coach analysis
Context & meta
Elite Berserk is the Viking unique infantry unit, a regenerating melee fighter that costs 65 food and 20 gold. It trains in 12 seconds and has 62 HP, 14 attack, 2 melee armor and 1 pierce armor, with 1.05 speed and 5 line of sight. The official help gives the categories: strong against Infantry and Siege Weapons, weak against Archery Units and Gunners. Regeneration rewards time between fights, but it does not give the unit range or protection from focused fire. The Elite Berserk is a pressure infantry unit that wants to keep moving from one contact to the next.
History & balance
The Elite Berserk carries the Viking idea of an infantry army that refuses to disappear after one exchange. Regeneration makes the unit feel persistent, while its short range keeps the old battlefield problem intact: it must cross the open ground before its attack matters. The design therefore rewards a player who rotates damaged fighters and keeps pressure on exposed positions instead of asking one fight to decide everything. Its identity is not endless health. It is the ability to recover between contacts and return before the opponent has rebuilt the front.
In pro play
Keep Elite Berserks active around the edge of the enemy army. The 1.05 speed and 12-second train time support repeated pressure from Barracks, while the regeneration makes a brief retreat worthwhile after a damaged exchange. Use them to reach Siege Weapons or infantry that cannot disengage, then pull wounded units behind the line instead of sacrificing them for one more hit. The 65-food, 20-gold price is forgiving enough for numbers, but the Viking infantry bonus does not turn them into ranged units. Add a screen or terrain when the opponent has Archery or Gunners.
How to counter it
The classic mistake is feeding Elite Berserks ordinary infantry and waiting for regeneration to win a fight under ranged fire. The official help gives the categories: Infantry and Siege Weapons as strengths, and Archery Units and Gunners as weaknesses. In practice, Hand Cannoneers have a real bonus against Infantry, while Elite Cataphracts also carry a real infantry bonus and can force contact on their terms. Keep the firing line protected, focus one Berserk, and do not let wounded units regenerate behind a safe wall. Facing Elite Berserks without knowing what to produce or when? AoE Coach reads your matchup and gives you the composition + timing.