Elite Samurai
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.
Evolution
Samurai
Castle AgeElite Samurai
Imperial AgeThe coach's briefing
The Elite Samurai gains +2 attack for 12 total and +10 HP for 80 total. Your +12 bonus vs unique units remains devastating. With faster attack speed than Champions, you can 1v1 almost any unique unit in the game - even Elite Teutonic Knights (you deal 12+12-10=14 per hit, they deal 17-1=16, but you attack faster).
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Prepare your next matchup
Choose both civilizations for a game plan, key threats and an army composition.
Strategic Analysis
Tactical Identity
The Elite Samurai is the **apex unique unit hunter**. Enhanced stats make you competitive even in generic fights while dominating unique unit matchups.
Tactical Playbook
Universal Counter
12 attack + 12 bonus = 24 damage vs unique units. Most die in 3-4 hits.
DPS King
12 damage every 1.45 seconds = 8.3 DPS. Champions deal 13 damage every 2.0 seconds = 6.5 DPS. You out-DPS them.
Hybrid Option
Unlike base Samurai, Elite can fight generic infantry reasonably well. You're not locked into anti-unique role.
Critical Point
**Still infantry**. Archers and Hand Cannoneers remain dangerous. Bring Skirmishers or siege support.
Understanding The Stats
The Elite upgrade improves all stats while maintaining the Samurai's core identity as a fast-attacking unique unit counter.
Higher Attack
+2 over base. With +12 bonus = 24 vs unique units.
More HP
+10 HP. Helps win prolonged fights against other elite units.
Same Speed
Attack speed unchanged. Still 38% faster than Champions.
Same Mobility
Standard infantry speed. Mobile enough to catch most targets.
Coach's Tip
12 attack at 1.45 speed = 8.3 DPS. Elite Teutonic Knight has 17 attack at 2.0 speed = 8.5 DPS. But you deal 24 to them (12+12 vs unique), they deal 16 to you (17-1). You win.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Unique Unit | +12 |
| 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.
Key Upgrades
Feudal Age
Castle Age
Civilizations
* 1 civilizations have access to this unit.
AoE Coach analysis
Context & meta
Elite Samurai is the Japanese elite infantry unit, a fast melee fighter with a clear anti-unique identity. It costs 45 food and 30 gold, trains in 9 seconds, and has 80 HP, 12 attack, 1 melee armor and 1 pierce armor. Its speed is 1.0 and its line of sight is 5. The documented bonus against Unique Units gives it a target, not a license to fight everything. It wants a clean path to the enemy special unit, enough bodies to survive the approach, and support against archers and gunners. Scouting turns the bonus into value.
History & balance
The Samurai is one of the clearest examples of a unique unit whose identity is also a matchup instruction. Its Japanese flavor evokes a disciplined elite warrior, while the game gives that warrior a reason to seek other special units. The Elite upgrade makes the lesson stronger without removing the basic infantry problem: a fighter must still cross the battlefield. The result rewards a player who scouts the opponent's composition and turns the special bonus into a deliberate target priority rather than a generic attack order.
In pro play
Scout before committing Elite Samurai. If the opponent is investing in a Unique Unit, use the 9-second train time to build a mass that can reach it together, then let the Samurai focus that target while a second line handles the rest. Their 1.0 speed is workable but not enough to catch every ranged unit, so fight near walls, buildings, or an allied screen. The 45-food and 30-gold price supports a large core when production stays active. Do not let the anti-unique bonus tempt you into an unscouted march.
How to counter it
The classic mistake is feeding Elite Samurai ordinary infantry while the real problem is a massed melee block, or letting them reach the ranged line unchallenged. The official help gives the categories: Unique Units as a strength, and Archery and Gunners as weaknesses. In practice, Hand Cannoneers have a real bonus against Infantry, while Elite Longbowmen exploit the Samurai's lack of range by firing through protected space. Keep the target moving, focus the front Samurai, and do not offer a special unit alone. Facing Elite Samurai without knowing what to produce or when? AoE Coach reads your matchup and gives you the composition + timing.