Elite Turtle Ship
ShipBase 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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Turtle Ship
CastleElite Turtle Ship
ImperialThe coach's briefing
The Elite Turtle Ship has 350 HP, 13 attack, and 7 range. It's nearly unkillable by Galley-line ships. Still weak to Fast Fire Ships but can tank even them better than before. The upgrade is expensive but makes your Turtle Ships into naval fortresses.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
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Strategic Analysis
Tactical Identity
The Elite Turtle Ship is a **naval fortress**. It's nearly invincible against standard naval units.
Tactical Playbook
Maximum Firepower
13 attack, and its bonuses target buildings, siege weapons and walls — not ships. One-shots many ships.
Incredible Tankiness
350 HP with 3/12 armor. Galleons deal 1 damage per shot to you. You're immortal vs arrows.
Range Upgrade
7 range ties Galleon. You no longer need to close distance as much.
Critical Point
**Still slow at 1.0 speed**. Fast Fire Ships remain dangerous. But with 350 HP, you can survive and fight back better.
Understanding The Stats
The Elite Turtle Ship is one of the most powerful naval units in the game.
Devastating Attack
+10 over base. 13 attack, and no bonus against ships.
Fortress Durability
+100 HP and +2/+1 armor. Nearly unkillable.
Improved Range
+1 range. Trades favorably with Galleons now.
Expensive Upgrade
Very costly. Only if you commit to Turtle Ship strategy.
Coach's Tip
350 HP with 3 melee and 12 pierce armor is fortress-level. Galleons (9 attack) deal only 1 damage per shot against your 12 pierce armor. You're practically immune to arrows.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Building | +7 |
| Siege Weapon | +3 |
| Mounted Siege | +3 |
| Walls and Gates | +6 |
Armor Classes
Ship
Takes bonus from Heated Shot, Fire Ships, and Demolition Ships.
Turtle Ship
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Castle Age
Civilizations
* 1 civilizations have access to this unit.
Other Units
AoE Coach analysis
Context & meta
The Elite Turtle Ship is the Korean unique Siege Warship, listed at 190 wood and 130 gold, 50 seconds to train, 350 HP, 13 attack, 3/12 armor, 7 range, 1.0 speed and 9 line of sight. It carries no attack bonus against Ships. The official help gives the categories: strong versus most Warships and buildings, weak versus Galleys. High HP, melee armor and a siege identity make it a heavy center piece, but the cost and 50-second train time prevent careless replacement. It should be read as a slow naval anchor that wins space when protected, not as a fast raider or a complete fleet by itself.
History & balance
The Elite Turtle Ship is the Korean answer to a fleet that needs to hold a position rather than chase. The official description combines high armor and attack with a broad advantage against Warships and buildings, then preserves a clear naval weakness to Galleys. Korean tower-and-defense play gives the ship a natural home: it can sit near a protected coast while faster vessels and shore structures shape the approach. Its siege role is clear, but the 1.0 speed and long training cycle create the balancing cost. Its identity is pressure through durability and damage, balanced by poor tempo when the fleet must turn or retreat.
In pro play
Use Elite Turtle Ships as the center of a Korean water push, with faster ships screening the flanks and shore defenses protecting the expensive core. Seven range and 350 HP let them sit in the first exchange, but 1.0 speed means the army must choose its direction before the fight. Keep the formation wide and focus one target instead of splitting fire. The 50-second train time demands several Docks before losses begin; queue early and preserve fishing income. On a closed water map, an Elite Turtle Ship line can deny a crossing or hold a harbor while land units advance. On open water, never let the slow fleet be surrounded by Galleys.
How to counter it
The classic mistake is sending expensive ranged Warships into an Elite Turtle Ship line one at a time and donating them to the heavy hull. The official help gives the categories: strong versus most Warships and buildings, weak versus Galleys. Galleons and other Galley-line ships use range and numbers to keep the heavy vessel turning, while Heavy Demolition Ships punish a compact Korean core with a decisive impact. Spread the fleet, attack from two directions and deny the protected position where its 350 HP matters most. If you keep losing to Elite Turtle Ships without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.