Elite Ghulam unit icon - Age of Empires 2

Elite Ghulam

Infantry
Food30
Gold45
Hit Points70
Attack11
Melee Armor0
Pierce Armor6
Train Time12s
Speed1.2

Base 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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Evolution

Ghulam

Castle
Food 950 Gold 575

The coach's briefing

You now have 70 HP, 11 attack, 6 pierce armor, and +6 bonus vs archers. That's 17 damage per hit to archers! The upgrade costs 950F/575G. With 6 pierce armor, Arbalesters deal 0 damage (minimum 1). You're essentially immune to archer fire.

STRONG AGAINST

You win these trades cost-effectively.

?
All Archers
?
All Cavalry Archers
?
All ranged units

WEAK AGAINST

Avoid these fights or bring support.

Paladin
Paladin
Champion
Champion
Hand Cannoneer
Hand Cannoneer
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Strategic Analysis

Tactical Identity

The Elite Ghulam becomes the **ultimate archer killer** with insane bonus damage and immunity to arrows.

Tactical Playbook

+6 vs Archers

17 damage per hit. Three-shots Arbalesters.

6 Pierce Armor

Archers deal minimum 1 damage. Arrow-immune.

Better Splash

11 base attack for stronger AoE damage.

Critical Point

**Still loses to melee units**. Knights and Champions beat you without archer bonus.

Understanding The Stats

The Elite upgrade makes Ghulams the supreme archer counter with arrow immunity.

Higher Archer Bonus

+6 vs Archers

+2 over base. 17 damage to archers.

Extreme Pierce Armor

0/6

+3 over base. Arrows deal 1 damage.

Higher Attack

11 Damage

+2 over base. Better splash.

More HP

70 HP

+10 HP. Better survivability.

Coach's Tip

17 damage to archers means Arbalesters die in 3 hits. Heavy Cavalry Archers (60 HP) die in 4 hits.

Mechanics & Bonuses

Attack Bonuses

TargetBonus Dmg
Archer+6
Eagle Warrior+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.

Civilizations

Hindustanis

* 1 civilizations have access to this unit.

AoE Coach analysis

Context & meta

Elite Ghulam is the upgraded Hindustani unique infantry unit that thrusts through multiple targets. It costs 30 food and 45 gold, trains in 12 seconds, and has 70 HP, 11 attack, 0 melee armor and 6 pierce armor. Its speed is 1.2 and its line of sight is 6. The official help gives the categories: Archery Units and the Spearman-line as exceptional strengths, and Cavalry as a weakness. The forward thrust rewards a line that reaches several bodies, but the lack of melee armor means the unit still needs a favorable path into contact.

History & balance

The Elite Ghulam makes one infantry attack carry through the formation instead of stopping at the first body. That gives the Hindustani army a distinct answer to crowded lines and to ranged troops protected by a thin screen. The design stays honest through its defensive profile: zero melee armor makes a bad approach costly, while Cavalry can change the angle and punish the unit before the thrust repeats. Its 12-second train time also gives the upgrade a feeling of momentum. The Ghulam is not a universal swordsman; it is a spear-shaped lane through the right formation.

In pro play

Use Elite Ghulams against a line that must stand still. Their 1.2 speed and 6 pierce armor help them cross arrow fire, while the thrusting attack gains value when several targets are packed in the same lane. Keep the group moving toward the back of the formation rather than stopping at its first edge, and bring support for Cavalry that can turn the fight. The 12-second train time allows several Barracks to build pressure, but 30 food and 45 gold make the composition a real investment. Focus ranged units or Spearmen, then disengage before a mobile counter surrounds the line.

How to counter it

The classic mistake is clumping Archers or Spearmen and letting Elite Ghulams turn one contact into several simultaneous hits. The official help gives the categories: Archery Units and the Spearman-line as exceptional strengths, and Cavalry as a weakness. In practice, Hand Cannoneers have a real +10 bonus against Infantry, and Elite Cataphracts have a real +12 bonus against Infantry; use protected fire or a durable cavalry angle, then keep the formation open so the thrust cannot pay repeatedly. Do not feed a second line into the same lane. Facing Elite Ghulams without knowing what to produce or when? AoE Coach reads your matchup and gives you the composition + timing.