Elite Urumi Swordsman
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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Urumi Swordsman
CastleElite Urumi Swordsman
ImperialThe coach's briefing
You now have 65 HP and 11 attack with improved charge damage. Your AoE capabilities are even more devastating. The upgrade costs 900F/450G. Mass Elite Urumis and charge into enemy infantry - their clumped formations will evaporate.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
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Your coach names the counters during the match — not once the game is over.
Strategic Analysis
Tactical Identity
The Elite Urumi Swordsman becomes a **devastating AoE infantry** with improved stats and charge damage.
Tactical Playbook
Better Charge
Higher charge damage. First hits deal massive AoE damage.
More HP
65 HP survives longer to keep dealing AoE.
Higher Attack
11 base attack. Better sustained DPS too.
Critical Point
**Still 0 pierce armor**. Archers remain a significant threat. Need to close distance fast.
Understanding The Stats
The Elite upgrade enhances all stats and charge capabilities for superior AoE infantry combat.
Higher Attack
+2 over base. Better sustained DPS.
More HP
+10 HP. Survives longer in melee.
Better Charge
Charged attacks deal more bonus damage.
Same Speed
Standard infantry speed.
Coach's Tip
11 attack + charge + AoE = devastating first strike. A group of Urumis can eliminate entire infantry lines before they respond.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Eagle Warrior | +3 |
| Standard Building | +2 |
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 Urumi Swordsman is the Dravidian Castle-to-Imperial infantry upgrade: 65 food and 20 gold, 65 HP, 11 attack, 1 melee armor, no pierce armor, and no range. It trains in 9 seconds, moves at 1.1, and sees 3 tiles. The charged blast gives this short-range unit a way to punish bodies that stand together, while zero pierce armor makes every exposed approach costly. Read it as mobile melee pressure, not as a front line that can walk through arrows. Its profile is compact and specialized: it reaches combat quickly, hits hard enough to threaten structures, and asks you to choose the approach carefully.
History & balance
In AoE2, the Elite Urumi Swordsman is the Dravidian unique infantry endpoint, upgraded from the Castle Age Urumi Swordsman in the Imperial Age for 900 food and 450 gold. Dravidians make this line easier to support because Barracks technologies cost 50% less. Wootz Steel later gives Infantry and Cavalry attacks the ability to ignore armor, a natural high-level continuation for an infantry army. The unit therefore belongs to a clear Dravidian arc: early wood support, a Castle Age unique infantry identity, then an Imperial transition that rewards reaching melee contact without wasting the charge.
In pro play
Use Elite Urumi Swordsmen when you can control the approach and force a fight around a front line, a choke, or a building. Their 1.1 speed and 9-second training time let a stable production plan add pressure, but the 900 food and 450 gold upgrade is a real Imperial commitment. Keep the unit moving until the charged attack can land on several targets, then let it work at close range instead of chasing scattered archers. Respect the zero range and zero pierce armor: add vision, choose terrain, and do not make the Urumi absorb arrows before the fight begins. Squires and Arson are listed as key support upgrades, with Wootz Steel as the later Dravidian payoff.
How to counter it
The classic mistake is feeding a clump of melee infantry into the charged blast and expecting numbers to solve it. The official help gives the categories: buildings and units at close range on the strong side, and Ranged Soldiers at long range on the weak side; it does not name individual counters. In practice, Hand Cannoneers have +10 attack against Infantry in counter data, while Heavy Scorpions have +2 against Infantry and fire from distance. Hold formation, deny the approach, and make the Urumi cross open ground before contact. Its zero pierce armor then matters. That is exactly what AoE Coach does: it reads your match-up and gives you the counter composition and timing.