Elite Teutonic Knight — Age of Empires II

Elite Teutonic Knight

Infantry
Food85
Gold30
Hit Points110
Attack17
Melee Armor8
Pierce Armor2
Train Time12s
Speed0.8

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.

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Evolution

Food 950 Gold 500

The coach's briefing

The Elite Teutonic Knight has 110 HP, 17 attack and 8 base melee armor. The Teutons' Imperial Age bonus adds 2 effective melee armor, keeping its usual resilience. At 0.8 speed, it still needs Rams for arrow protection and Monks for healing.

STRONG AGAINST

You win these trades cost-effectively.

?
All melee units
Paladin
Paladin
Champion
Champion
Cataphract
Cataphract

WEAK AGAINST

Avoid these fights or bring support.

Arbalester
Arbalester
Cavalry Archer
Cavalry Archer
Heavy Scorpion
Heavy Scorpion
Monk
Monk
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Strategic Analysis

Tactical Identity

The Elite Teutonic Knight is **melee incarnate**. Its 8 base armor benefits from the Teutons' Imperial Age bonus, but its low speed makes positioning essential.

Tactical Playbook

Armored Infantry

The civilization bonus restores its effective melee resilience despite the reduction to 8 base armor. Keep it in close combat.

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 provides 8 base melee armor; the Teutons' Imperial Age bonus keeps its effective protection high.

Base Melee Armor

8 Armor

The Imperial Age civilization bonus adds 2 effective melee armor in play.

Brutal Attack

17 Attack

+3 over base. Kills most infantry in 3-4 hits.

Tank HP

110 HP

+20 HP. Combined with armor, you're absurdly tanky.

Still Slow

0.8 tiles/s

No change. Your fatal flaw remains. Build around it.

Coach's Tip

17 attack makes this a strong melee fighter, but its slow speed makes poor engagements hard to escape.

Mechanics & Bonuses

Attack Bonuses

TargetBonus 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.

Civilizations

Teutons

* 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, 8 base 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 8 base 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.