Elite Cannon Galleon
ShipBase 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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Cannon Galleon
ImperialElite Cannon Galleon
ImperialThe coach's briefing
The Elite Cannon Galleon has 15 range and 60 attack - nothing at sea comes close. It can destroy shoreline buildings with impunity and outranges all defensive structures. 150 HP and 6 pierce armor make it more durable. This is your endgame naval siege weapon.
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 Elite Cannon Galleon is the **ultimate naval siege weapon**. It outranges everything and devastates coastal areas.
Tactical Playbook
Maximum Range
15 range outranges Castles (8), Towers (9), and everything else. You can't be touched from shore.
Building Annihilation
60 attack + 45 vs Buildings = 105 damage per shot. Nothing survives sustained bombardment.
Naval Dominance
Other Cannon Galleons (13 range) can't trade with you. You have absolute range advantage.
Critical Point
**Still slow at 1.05 speed**. Fast Fire Ships remain your counter. Keep Galleons escorting at all times.
Understanding The Stats
The Elite Cannon Galleon is the most powerful ranged naval unit with unmatched siege capability.
Maximum Range
Nothing else comes close. Safe from all shore defenses.
Devastating Attack
+10 over base. Combined with bonuses, melts everything.
Improved Durability
+30 HP and +2 PA. Survives longer if caught.
Upgrade Cost
Expensive but worth it for naval dominance.
Coach's Tip
150 HP with 6 pierce armor is notably tanky. You can survive several Fast Fire Ship attacks. But still avoid isolated positions.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Building | +275 |
| Siege Weapon | +25 |
Armor Classes
Ship
Takes bonus from Heated Shot, Fire Ships, and Demolition Ships.
Gunpowder Unit
Vulnerable to Condottieros.
Key Upgrades
Civilizations
* 20 civilizations have access to this unit.
Other Units
AoE Coach analysis
Context & meta
Elite Cannon Galleon is a long-range siege gunpowder warship available to many civilizations in the live tree. It costs 200 wood and 150 gold, trains in 46 seconds, and has 150 HP, 60 attack, 0 melee armor and 6 pierce armor. Its range is 5 to 15, speed 1.05, and line of sight 17. The official help gives the categories: Buildings as a strength, and units at close range as a weakness. It is a specialist for opening shore defenses and distant structures, not a ship that wants to be surrounded. Its power is the distance it can keep.
History & balance
The Elite Cannon Galleon brings the land siege question onto the water: how much space can a defensive position buy when the attacker can fire from beyond ordinary reach? Its 15 maximum range and 60 attack make buildings the obvious conversation, while the 46-second train time and 150-gold price stop it from being a casual replacement for every warship. The design is strongest when the fleet controls the approach and weakest when a faster close-range threat breaks that control. It rewards naval positioning before it rewards button pressing.
In pro play
Use Elite Cannon Galleons behind the rest of the fleet, with a clear retreat path and a target priority already chosen. Range 15 and line of sight 17 let them pressure docks, towers and shoreline buildings before the fleet enters the same danger zone, but the 46-second train time means one idle Dock is a strategic mistake. The 200-wood, 150-gold cost also asks for a real naval economy. Keep close-combat ships between the cannons and the enemy, fire at structures that unlock the next move, and relocate after each salvo instead of letting the opponent close the gap for free.
How to counter it
The classic mistake is treating Elite Cannon Galleons like ordinary front-line ships and sailing them into a close fight. The official help gives the categories: Buildings as a strength, and units at close range as a weakness. In practice, Fast Fire Ships can close the distance and keep the cannon from using its long firing lane, while Demolition Ships can punish a packed escort with their explosive approach; neither claim needs to be attributed to the official category list. Spread the fleet, attack the screen first, and deny the safe range. Losing to Elite Cannon Galleons without knowing what to produce or when? AoE Coach reads your matchup and gives you the composition + timing.