Elite Kamayuk
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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Kamayuk
CastleElite Kamayuk
ImperialThe coach's briefing
You gain +10 HP for 80 total and +1 attack for 8. Your cavalry bonus is +12. The upgrade costs 900F/500G - quite reasonable. Stacked Elite Kamayuks with the +1 attack each deal 18 damage per hit to Knights (8+12-2 armor). Mass them and cavalry becomes irrelevant.
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 Kamayuk becomes an **absolute cavalry nightmare** when massed. Stacking multiplies the already high anti-cavalry damage.
Tactical Playbook
Better Stacking
8 attack x 4 units = 32 base damage before cavalry bonuses.
More Survivable
80 HP helps them survive longer to keep stacking damage.
Paladin Counter
Even Paladins melt to massed Elite Kamayuks.
Critical Point
**Still 0 pierce armor**. Archers remain a hard counter. Need Eagle support or siege.
Understanding The Stats
The Elite upgrade enhances the already powerful stacking mechanic with better base stats.
More HP
+10 HP. Survives longer in fights.
Better Attack
+1 over base. Each stacked unit contributes more.
Same Range
Still allows stacking. Core mechanic unchanged.
Same Speed
Standard infantry speed. Chase with Eagles.
Coach's Tip
4 Elite Kamayuks deal (8+12) x 4 = 80 damage per cycle to cavalry before armor reduction. Paladins (160 HP, 2 melee armor) die in 3 cycles.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Cavalry | +12 |
| War Elephant | +20 |
| Camel | +10 |
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 Kamayuk is the upgraded Inca unique infantry unit with increased attack range. It costs 70 food and 30 gold, trains in 10 seconds, and has 80 HP, 8 attack, 1 melee armor and 1 pierce armor. Its range is 1, speed 1.0, and line of sight 5. The official help gives the categories: Cavalry and Infantry as strengths, and Archery Units and Gunners as weaknesses. The extra range lets the second rank contribute to a melee fight, so a Kamayuk line can surround a mounted target without waiting for every unit to reach the same tile. It is a formation weapon before it is a damage number.
History & balance
The Elite Kamayuk changes the usual infantry traffic jam into a deliberate advantage. Spearmen normally lose damage when their own bodies prevent the second row from reaching the enemy; the Kamayuk uses that row. This is why the unit feels especially natural against large cavalry bodies and why a loose formation can waste its purpose. The trade-off remains clear. Archery Units and Gunners can attack the line before the extra range matters, and the 1.0 speed does not create a chase unit. Its history is the Inca answer to crowding: make depth count.
In pro play
Keep Elite Kamayuks in a broad, connected line so the extra attack range reaches past the first rank. Their 80 HP and 1/1 armor let them hold a cavalry charge, while the 10-second train time supports constant Barracks production. Use the short range 1 to surround rather than to chase, and place Gunners or other ranged support behind them when the opponent adds infantry. The 70-food, 30-gold price is manageable for numbers, but a broken line removes the reason to pay for the unit. Against ranged fire, close through terrain; against cavalry, keep enough depth for every Kamayuk to contribute.
How to counter it
The classic mistake is letting Elite Kamayuks reach Cavalry in a dense, protected line, then fighting them with more melee bodies. The official help gives the categories: Cavalry and Infantry as strengths, and Archery Units and Gunners as weaknesses. In practice, Hand Cannoneers have a real +10 bonus against Infantry, while Elite Cataphracts also have a real +12 bonus against Infantry; keep ranged fire behind a screen and avoid feeding cavalry into the extra-range surround. Break the formation before contact, then focus the exposed units. Facing Elite Kamayuks without knowing what to produce or when? AoE Coach reads your matchup and gives you the composition + timing.