Fire Lancer
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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Fire Lancer
CastleThe coach's briefing
Commander, the Fire Lancer is infantry, not cavalry — it fires once at short range, then fights hand to hand. With 65 HP and 9 attack for 45 wood and 45 gold, it is not built to trade with the Militia-line or with archers, which the official help names as its weaknesses. Its value is the bonus it carries against mounted units and against buildings: put it where enemy cavalry has to come to you, or where a wall has to fall. Five civilizations can train it — Chinese, Jurchens, Khitans, Koreans and Vietnamese.
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
Gunpowder shock infantry, anti-cavalry
Tactical Playbook
One shot, then melee
It fires a short-ranged firearm before contact — the shot is part of the approach, not a ranged role. Do not micro it like an archer.
Put it where cavalry must come
Its bonus is against mounted units. Hold a choke or stand beside what the enemy cavalry wants, rather than chasing.
It also hurts buildings
The official help names buildings among its strengths — useful when a forward position has to be removed.
Critical Point
Weak to the Militia-line and to Archery Units, and it walks at infantry speed. It cannot disengage.
Understanding The Stats
A 65 HP infantry body with 9 attack, 1 melee armor and no pierce armor, for 45 wood and 45 gold in 35 seconds.
Attack
Plus a bonus against mounted units
Armor
Nothing against arrows
HP
Infantry durability, not cavalry
Speed
Walks — it cannot escape a bad fight
Coach's Tip
65 HP and no pierce armor: archers are its named weakness, and it has no way to reach them quickly.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Cavalry | +5 |
| Camel | +4 |
| War Elephant | +5 |
Armor Classes
Infantry
Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.
Gunpowder
Vulnerable to units with bonus damage vs this class.
Eagle Warrior
Vulnerable to Champions and Hand Cannoneers.
Key Upgrades
Civilizations
* 5 civilizations have access to this unit.
AoE Coach analysis
Context & meta
The Fire Lancer is gunpowder Shock Infantry available to Shu, Wei, and Wu. The record gives 45 wood and 45 gold, 35 seconds to train, 65 HP, 9 attack, 1 melee/0 pierce armor, speed 0.96, and line of sight 5; its firearm is used at contact, not at range. The official help says it is strong against Cavalry and buildings, but weak against the Militia-line and Archery Units. It is also tagged Infantry, Eagle Warrior, and Gunpowder and carries bonuses against Cavalry, Camels, and War Elephants. It is therefore a fast shock body with a meaningful first shot, not a conventional long-range gunner.
History & balance
The Fire Lancer belongs to the Three Kingdoms regional roster and gives three very different civilizations access to a shared shock profile. Shu are built around Archers and Siege, with food-producing Lumberjacks, cheaper Archery technologies, and faster Siege Weapons. Wei are a Cavalry civilization with free Villagers from economic upgrades, tougher mounted units, and cheaper Traction Trebuchets and Lou Chuans. Wu receive food from Military production buildings, regenerate Infantry by age, and give Jian Swordsmen +2 attack in Imperial Age. The Fire Lancer keeps the common 65-HP, 45-wood/45-gold shell, while the surrounding economy changes its timing.
In pro play
Use Fire Lancers as the first contact in a mixed army. At 0.96 speed they move at ordinary infantry pace: they reach the edge of a formation only behind a screen, and force the opponent to react while Infantry or Archery Units follow. The 35-second train time supports a quick group, but 45 wood and 45 gold make a continuous stream a serious commitment. Do not treat the 65 HP body as disposable: the unit needs an angle, not a blind charge into a prepared line. Against Cavalry and buildings, let the bonus damage do the work; against Archers, use the Fire Lancer to close distance while your own support handles the ranged exchange.
How to counter it
The classic mistake is answering Fire Lancers with Cavalry, the category the official help marks as strong. The official help gives the categories: Militia-line and Archery Units. Hand Cannoneers carry +10 against Infantry, so they punish the class from range; a Militia-line screen absorbs the approach. Keep Archers spread, focus one Fire Lancer before contact, and do not let the fast body reach buildings for free. If you keep losing to Fire Lancers without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.