Elite Champi Warrior
Imperial Age final upgrade of the Champi line. Enhanced stats with +5 vs Archers and +3 vs Siege make it a versatile raider.
Tactical Briefing
Commander, the Elite Champi Warrior is the pinnacle of the American infantry tradition. With 90 HP, 10 attack, 4 pierce armor, and devastating bonuses of +5 against Archers and +3 against Siege, this warrior is the most versatile infantry unit available to American civilizations. At 1.3 speed, the Elite Champi Warrior can chase down fleeing archers, dive behind enemy lines to snipe siege weapons, and serve as a mobile counter to ranged compositions. In Imperial Age trash wars, their low gold cost of 25 makes them extremely sustainable. A full army of Elite Champi Warriors supported by Halberdiers or unique units creates an unstoppable anti-ranged force that dismantles conventional archer-siege compositions.
Statistics
- HP
- 90
- Attack
- 10
- Melee Armor
- 2
- Pierce Armor
- 4
- Speed
- 1.3
Cost
- Food: 40
- Gold: 25
Strong Against
Weak Against
Strategic Analysis
The Elite Champi Warrior is the **ultimate anti-ranged and anti-siege infantry**. With improved bonuses and stats, they dominate Imperial Age compositions that rely on archers or siege.
- Archer Annihilation: +5 vs Archers means 15 total damage per hit. Arbalesters (40 HP) die in 3 hits. A group of 15 Elite Champi Warriors will erase any archer ball in seconds.
- Siege Diving: +3 vs Siege is new at this tier. Use your 1.3 speed to dive behind enemy lines and destroy Trebuchets, Bombard Cannons, and Onagers.
- Trash War Dominance: At only 40F/25G, Elite Champi Warriors are nearly trash-tier in cost. When gold runs low, they outperform most alternatives.
- Versatile Composition: Pair with Halberdiers against cavalry-heavy opponents, or with your civ's unique unit for a complete army. Elite Champi Warriors handle the ranged threats while allies handle melee.
Warning: Still weak to **Champions** (+8 bonus from Infantry counter) and **Cataphracts** (+12 bonus). Heavy cavalry also trades favorably. Stick to your role: kill archers and siege, not melee units.
Attack Bonuses
- +5 vs Archer
- +3 vs Siege