Elite Chakram Thrower
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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Chakram Thrower
CastleElite Chakram Thrower
ImperialThe coach's briefing
Commander, the Elite Chakram Thrower gains 10 HP and extended range to 6. The attack bonuses also increase, making them even deadlier against infantry and Eagles. That extra range is crucial - it means more time attacking before enemies reach you. Combined with Gurjara economic bonuses, you can mass these efficiently. Just remember: more powerful doesn't mean less fragile. Keep protecting them.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
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Strategic Analysis
Tactical Identity
Elite ranged infantry with enhanced pass-through damage
Tactical Playbook
Extended Reach
Range 6 lets Elite Chakrams outrange most melee units by a wider margin. Position them at maximum distance and let the chakrams fly.
Stacking Bonuses
+1 vs infantry and +2 vs Eagle Warriors. Against Meso civs or infantry-heavy opponents, Elite Chakrams become a hard counter.
Mass Destruction
In large groups, the pass-through damage compounds. 10 Elite Chakrams can obliterate clumped armies in seconds.
Critical Point
Still only 50 HP and 0 pierce armor. A handful of Crossbowmen can still delete your Chakram mass. Never let them be caught alone.
Understanding The Stats
Elite upgrade provides +10 HP, +1 attack, +1 range, and doubled attack bonuses. A significant power spike.
Enhanced Attack
Base 4 damage with +1 vs infantry and +2 vs Eagles
More HP
25% more health provides slightly better survivability
Superior Range
Extra range means more attacks before engagement
Better Sight
Increased line of sight helps spot threats earlier
Coach's Tip
50 HP means you survive maybe one extra archer shot. The real upgrade is your range and damage - use them to kill before taking hits.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Infantry | +1 |
| Eagle Warrior | +2 |
| Standard Building | +2 |
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 Chakram Thrower is the Gurjara unique infantry unit with a ranged melee attack that passes through targets. It costs 65 food and 30 gold, trains in 15 seconds, and has 50 HP, 4 attack, 1 melee armor and 0 pierce armor. Its range is 6, speed 1.15, and line of sight 8. The official help gives the categories: Infantry and large groups as strengths, and Cavalry and Siege Weapons as weaknesses. The low base attack is not the full story. A packed line gives the chakram more bodies to reach, while open space and heavy targets deny its best value.
History & balance
The Elite Chakram Thrower turns infantry combat into a problem of alignment. Its projectile is still attached to a short, fragile body, but the ranged melee attack can punish a dense front without asking the Gurjara player to stand in the first contact. That makes the unit unusual: it wants infantry numbers, yet it does not want the same clump that lets enemy siege or cavalry reach it. The upgrade preserves that tension instead of smoothing it away. The chakram is memorable because the formation can be both its weapon and its warning.
In pro play
Keep Elite Chakram Throwers behind a compact but not immobile infantry screen. Range 6 and line of sight 8 let them fire before contact, while the pass-through attack rewards lanes where several enemy bodies are aligned. Their 50 HP and zero pierce armor make every exposed step expensive, so use the 1.15 speed to change angle rather than to chase cavalry. The 15-second train time supports pressure from active Castles, but 65 food and 30 gold still demand a steady economy. Against siege, split the group and let a faster unit clear the threat before the chakrams return to the front.
How to counter it
The classic mistake is feeding infantry into a dense line and letting Elite Chakram Throwers collect several hits . The official help gives the categories: Infantry and large groups as strengths, and Cavalry and Siege Weapons as weaknesses. In practice, Elite Cataphracts have a real +12 bonus against Infantry, and Heavy Scorpions have +2 against Infantry; use the durable cavalry to reach the back line and siege to punish the clump from a safe distance. Spread your own units, focus the fragile throwers, and never let them choose a perfect corridor. Facing Elite Chakram Throwers without knowing what to produce or when? AoE Coach reads your matchup and gives you the composition + timing.