Elite Huskarl unit icon - Age of Empires 2

Elite Huskarl

Infantry
Food75
Gold35
Hit Points70
Attack12
Melee Armor0
Pierce Armor8
Train Time13s
Speed1.05

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.

The AoE Coach mascot: a medieval helm wearing a headset

Stop searching after the game

The coach calls out counters live, the moment the unit shows up.

Try it free

Evolution

Food 1200 Gold 550

The coach's briefing

The Elite Huskarl reaches 8 pierce armor - the highest of any land unit. Arbalesters deal exactly 0 damage to you (minimum 1). You gain +2 attack for 12 total, killing archers even faster. Combined with Goth infantry discount and Perfusion for faster training, you can flood the map with archer-immune infantry that deletes any archer composition.

STRONG AGAINST

You win these trades cost-effectively.

?
All archers
Cavalry Archer
Cavalry Archer
Skirmisher
Skirmisher
Longbowman
Longbowman
Chu Ko Nu
Chu Ko Nu

WEAK AGAINST

Avoid these fights or bring support.

Champion
Champion
Paladin
Paladin
Cataphract
Cataphract
Hand Cannoneer
Hand Cannoneer
Teutonic Knight
Teutonic Knight
The AoE Coach mascot: a medieval helm wearing a headset

Just lost against this unit?

Your coach names the counters during the match — not once the game is over.

Try the coach for free

Strategic Analysis

Tactical Identity

The Elite Huskarl is the **ultimate archer counter**. With 8 pierce armor, you're essentially immune to ranged damage. Archer civilizations have no answer.

Tactical Playbook

Arrow Immunity

8 PA means even Elite Longbowmen (7 attack) are down to the 1 minimum damage. You walk through arrow storms untouched.

Perfusion Spam

With Perfusion (-50% train time), Elite Huskarls train in 6.5 seconds. Spam them endlessly from multiple Barracks.

Force Composition Switch

Your existence forces archer civs to switch to melee. But Goths counter infantry with champions. Win-win.

Critical Point

**Hand Cannoneers pierce your armor**. A Hand Cannoneer hits for 17, minus your 8 pierce armor = 9 damage. They're your only archer counter. Prioritize killing them.

Understanding The Stats

The Elite upgrade makes an already specialized unit even more extreme. 8 pierce armor is game-breaking against archer compositions.

Maximum Pierce Armor

8 PA

Highest in the game for land units. Most archers deal minimum 1 damage to you.

Higher Attack

12 Attack

+2 over base. Combined with +10 vs Archers = 22 damage per hit to archers.

More HP

70 HP

+10 HP. Helps survive melee encounters slightly better.

Same Speed

1.05 tiles/s

Still faster than standard infantry. Chase down retreating archers.

Coach's Tip

12 attack + 10 bonus = 22 damage to archers. Arbalesters have 40 HP. You kill them in 2 hits. With your speed advantage, they can't escape.

Mechanics & Bonuses

Attack Bonuses

TargetBonus Dmg
Archer+10
Eagle Warrior+3
Standard Building+3

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

Goths

* 1 civilizations have access to this unit.

AoE Coach analysis

Context & meta

Elite Huskarl is the Goth elite infantry unit built to walk through ranged fire. It costs 75 food and 35 gold, trains in 13 seconds, and has 70 HP, 12 attack, 0 melee armor and 8 pierce armor. Its speed is 1.05 and its line of sight is 5. The 8 pierce armor is the headline: it reduces the value of ordinary ranged volleys while the Huskarl closes. It is still a melee unit with no range, so cavalry, stronger contact units, and bad terrain can keep it from converting that protection into damage. Contact is still the final test.

History & balance

The Huskarl turns the image of a raider protected by a heavy shield into a direct gameplay promise: ranged soldiers cannot rely on their usual safety. The Goth identity is aggressive and numerous, but the unit remains a ground fighter whose route determines whether the promise is fulfilled. Its history-flavored silhouette is less important than the tactical conversation it starts. When a player sees Huskarls, the question is no longer how many arrows to fire; it is how to create enough contact power to stop the walk.

In pro play

Move Elite Huskarls through the threat that their 8 pierce armor is meant to neutralize, then reach the economy or the support behind it. The 1.05 speed is enough to advance with a screen, while the 13-second train time lets active production maintain a broad front. Keep the group compact so no ranged unit slips around a single Huskarl, but do not clog every path with one blob. Spend 75 food and 35 gold on a route that ends in contact. If cavalry appears, add the unit that can hold the front instead of asking Huskarls to do every job.

How to counter it

The classic mistake is answering Elite Huskarls with Archers and assuming more volleys will solve a unit with 8 pierce armor. The official help gives the categories: Ranged Soldiers and buildings as strengths, and Cavalry and the Militia-line as weaknesses. In practice, Elite Cataphracts carry a real bonus against Infantry and can force a contact fight where Huskarl armor is less special; use cavalry as a group and protect it from a second screen. Do not fight under the Huskarl production block. Struggling against Elite Huskarls without knowing what to produce or when? AoE Coach reads your matchup and gives you the composition + timing.