Elite Teutonic Knight
InfantryEvolution
Teutonic Knight
CastleElite Teutonic Knight
ImperialSTRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Strategic Analysis
Tactical Identity
The Elite Teutonic Knight is **melee incarnate**. With 10 armor, even bonus damage dealers struggle. You're designed to be placed and not moved.
Tactical Playbook
10 Melee Armor
Champions deal 13-10=3 damage. You have 110 HP. That's 37 hits to kill you. You need 4 hits to kill them.
Ram Escort
March behind Siege Rams. Rams absorb arrows while you follow. When Rams breach walls, you pour through.
Garrison Transport
Use Transport Ships on water maps. Land them directly in enemy bases to bypass your speed problem.
Critical Point
**Scorpions are deadly**. Their pass-through bolts deal full damage to your slow, clumped Teutonic Knights. Always have siege to counter siege.
Understanding The Stats
The Elite upgrade pushes already extreme stats to absurd levels. 10 melee armor makes you nearly immune to melee damage.
Maximum Melee Armor
Highest possible. Most melee units deal 1-3 damage to you.
Brutal Attack
+3 over base. Kills most infantry in 3-4 hits.
Tank HP
+20 HP. Combined with armor, you're absurdly tanky.
Still Slow
No change. Your fatal flaw remains. Build around it.
Coach's Tip
17 attack vs 10 armor means you deal 7 damage to another Elite Teutonic Knight. Mirror matches take forever - avoid them if possible.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Eagle Warrior | +4 |
| Building | +4 |
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.