Elite Bolas Rider
CavalryBase 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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Bolas Rider
CastleElite Bolas Rider
ImperialThe coach's briefing
Commander, the Elite Bolas Rider represents the pinnacle of Mapuche mounted archery. With 65 HP, 6 pierce attack, 5 range, and enhanced anti-cavalry bonuses of +3, this warrior dominates the battlefield. The charged attack now grants +3 damage instead of +2, and the 15% snare remains devastating. In Imperial Age engagements, Elite Bolas Riders can kite and destroy entire cavalry armies if properly microed.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
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Strategic Analysis
Tactical Identity
The Elite Bolas Rider is the **supreme kiting cavalry** of the Imperial Age, combining range, speed, snare, and anti-cavalry bonuses into a devastating harassment package.
Tactical Playbook
Extended Range Kiting
5 range (up from 4) means Elite Bolas Riders outrange many units. Combined with the snare, they can engage while staying safely out of reach.
Cavalry Shredder
+3 vs Cavalry and +3 vs Camels makes them highly effective against all mounted units. A group of Elite Bolas Riders can eliminate a Paladin push.
Enhanced Charged Shot
The +3 charged attack (up from +2) means a fully charged Elite Bolas Rider deals 9 base damage per shot — nearly double its uncharged output.
Map Control
Their speed and range let them patrol vast areas of the map, picking off stragglers and slowing reinforcements.
Critical Point
Still dies fast to Skirmishers and Elite Skirmishers. No Parthian Tactics means the armor gap remains in Imperial Age. Must be constantly microed.
Understanding The Stats
The Elite upgrade adds +10 HP, +1 attack, +1 range, and +1 pierce armor, addressing the main weaknesses while amplifying the anti-cavalry role.
Range Advantage
Outranges Skirmishers (4 range) and most melee units by a significant margin. This is the key stat improvement.
Anti-Cavalry Upgrade
Up from +2, the +3 bonus vs Cavalry means each shot deals 9 effective damage to Knights before armor.
Improved Survivability
65 HP (up from 55) means they survive 1-2 more hits, which is significant for a kiting unit.
Pierce Armor
From 1 to 2 pierce armor. Still low, but every point matters when taking hundreds of arrows over a battle.
Coach's Tip
5 range in Elite is a game-changer. You now outrange Skirmishers by 1, meaning careful micro can let you trade against even your counters.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Cavalry | +3 |
| Camel | +3 |
| Ram | +2 |
Armor Classes
Cavalry
Takes heavy bonus damage from Pikemen/Halberdiers and Camels.
Cavalry Archer
Vulnerable to units with bonus damage vs this class.
Unique Unit
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Feudal Age
Civilizations
* 1 civilizations have access to this unit.
AoE Coach analysis
Context & meta
Elite Bolas Rider is the upgraded Mapuche mounted ranged unit. It costs 45 wood and 50 gold, trains in 28 seconds, and has 65 HP, 6 attack, 0 melee armor and 2 pierce armor. Its range is 5, speed 1.5, and line of sight 7. The official help says its charged attack slows targets, that it is strong against Mounted Units, and that it is weak against Foot Archers, Skirmishers and units at close range. Read it as a mobile control unit: the damage is modest, but the slow changes who can choose the distance.
History & balance
The Elite Bolas Rider gives the Mapuche a cavalry archer that wins time rather than simply trading damage. Its charged attack creates a visible rhythm: approach, slow the target, and decide whether to keep kiting or turn the opening into a raid. The upgrade improves the unit without removing its deliberate weaknesses. Foot archers and skirmishers can punish the low health, while a close unit that reaches the rider removes its main advantage. The design is memorable because the weapon turns movement into a resource. Every successful slow buys another second for the next decision.
In pro play
Use Elite Bolas Riders to separate the fight before you commit to it. At speed 1.5, the group can tag a mounted target, create distance, and make the opponent choose between retreating slowly or exposing a second unit. Keep the riders spread, because 65 HP does not forgive a bad engagement, and use the 5 range to fire while turning rather than stopping in place. The 28-second train time asks for several production points if the pressure must grow. Mapuche mounted units also generate gold from military kills, so convert safe picks into an economic snowball instead of chasing every slowed unit.
How to counter it
The classic mistake is chasing Elite Bolas Riders with a slow mounted army and giving the charged slow a new target every few seconds. The official help gives the categories: Mounted Units as a strength, and Foot Archers, Skirmishers and units at close range as weaknesses. In practice, Elite Skirmishers have a real bonus against Cavalry Archers, while Halberdiers have a real bonus against Cavalry; hold a protected line, force the riders toward it, and do not split the chase. Their low HP makes focus fire more valuable than a heroic pursuit. Facing Elite Bolas Riders without knowing what to produce or when? AoE Coach reads your matchup and gives you the composition + timing.