Elite Teutonic Knight
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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Teutonic Knight
CastleElite Teutonic Knight
ImperialThe coach's briefing
The Elite Teutonic Knight reaches absurd stats: 110 HP, 17 attack, and 10 melee armor. Champions deal only 3 damage per hit to you. You kill them in 4 hits. The math is overwhelming in your favor. However, you're still stuck at 0.8 speed. With Rams for arrow protection and Monks for healing, Elite Teutonic Knights can steamroll through bases.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Just lost against this unit?
Your coach names the counters during the match — not once the game is over.
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 |
| Standard 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.
Key Upgrades
Feudal Age
Castle Age
Civilizations
* 1 civilizations have access to this unit.
AoE Coach analysis
Context & meta
Elite Teutonic Knight is a slow, heavily armored infantry unit for the Teutons. It costs 85 food and 30 gold, trains in 12 seconds, and has 110 HP, 17 attack, 10 melee armor and 2 pierce armor. Its speed is only 0.8 and its line of sight is 5. The profile is a walking shield: it wins time in melee, survives ordinary contact, and asks the enemy to bring the correct ranged answer. Do not measure it by speed; measure how much space its armor lets your army occupy. Its route matters before contact. And patience matters.
History & balance
The Elite Teutonic Knight evokes the armored order as a battlefield wall: disciplined, expensive, and difficult to push aside by ordinary melee force. In the game, that image is not a promise of universal superiority. The unit is deliberately slow, so its historical weight becomes a strategic question about approach and support. A knight that reaches the fight can dominate the contact zone; one that is forced to cross open ground under ranged fire can spend its advantages before it ever swings. That is the real tradeoff.
In pro play
Use Elite Teutonic Knights to anchor a push, not to chase. Their 10 melee armor and 110 HP let the front line absorb contact while ranged or siege support works behind it; their 0.8 speed means the rally point and attack route matter before the fight begins. Queue them from a protected production block, keep the group compact, and use walls or terrain to reduce the directions from which the enemy can kite. The 12-second train time supports a steady core, but 85 food and 30 gold make every idle building and reckless detour expensive.
How to counter it
The classic mistake is sending ordinary melee units into the Elite Teutonic Knight and calling the fight lost when the armor holds. The official help gives the categories: Archery and Gunners as weaknesses, with melee units as a strength. In practice, Hand Cannoneers bring a real bonus against Infantry, while Elite Longbowmen or other ranged units exploit the knight's 0.8 speed by firing from distance and refusing contact. Keep the firing line protected from a cavalry dive; the answer is range plus space, not a prettier melee unit. Struggling against Elite Teutonic Knights without knowing what to produce or when? AoE Coach reads your matchup and gives you the composition + timing.