Heavy Scorpion unit icon - Age of Empires 2

Heavy Scorpion

Siege Weapon
Wood75
Gold75
Hit Points60
Attack14
Melee Armor1
Pierce Armor8
Train Time30s
Speed0.65

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 800 Wood 750

The coach's briefing

The Heavy Scorpion improves on the Scorpion with 60 HP, 14 attack, and stronger bonus damage. Bolts still pierce through all units in a line. With 33 civilizations having access, it's a common upgrade. Essential for siege-based strategies.

STRONG AGAINST

You win these trades cost-effectively.

?
Infantry
Archer
Archer
?
Elephant
?
Ram

WEAK AGAINST

Avoid these fights or bring support.

Bombard Cannon
Bombard Cannon
Cavalier
Cavalier
Onager
Onager
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Strategic Analysis

Tactical Identity

The Heavy Scorpion is your **upgraded line damage dealer**. More survivable and deadlier than the basic Scorpion.

Tactical Playbook

Mass Production

In Imperial Age, massing Heavy Scorpions becomes viable. 5+ Scorpions can devastate enemy armies with concentrated fire.

Elephant Counter

+10 vs Elephants makes Heavy Scorpions excellent against elephant civs. Line damage means you hit multiple elephants per shot.

Siege Support

Pair with Rams. Scorpions kill infantry trying to stop your Rams while the Rams tank arrow fire.

Critical Point

**Bombard Cannons** are your Imperial Age nightmare. They outrange you significantly and one-shot you. Scout for BBC and have cavalry ready to snipe them.

Understanding The Stats

The Heavy Scorpion is a direct upgrade that significantly improves survivability and damage.

Better Attack

14 Attack

+3 over Scorpion. Combined with pass-through, this adds up fast.

More HP

60 HP

+20 HP. Can now survive 5 Knight hits instead of 4.

Stronger Bonuses

+10 vs Elephants

Doubled elephant bonus. 24 damage per hit makes you deadly against elephant armies.

Better Armor

+1 Melee

Now takes 1 less damage from melee attacks. Helps against cavalry dives.

Coach's Tip

Your 60 HP is much better than Scorpion's 40 HP. You survive 50% longer against Knight dives. Still protect your Scorpions, but they can now survive minor mistakes.

Mechanics & Bonuses

Attack Bonuses

TargetBonus Dmg
War Elephant+10
Building+6
Ram+2

Armor Classes

Siege Weapon

Takes bonus from Mangonels and Bombard Cannons. Can be repaired.

Civilizations

Armenians
Bengalis
Berbères
Bohémiens
Britanniques
Bulgares
Birmans
Celtes
Chinois
Dravidiens
Éthiopiens
Francs
Géorgiens
Goths
Gurjaras
Incas
Japonais
Jürchen
Khmers
Magyars
Malais
Mayas
Mongols
Perses
Romains
Siciliens
Slaves
Tatars
Teutons
Turcs
Vikings
Wei
Wu

* 33 civilizations have access to this unit.

AoE Coach analysis

Context & meta

The Heavy Scorpion is a siege weapon with 60 HP, 14 attack, 1 melee armor, 8 pierce armor, an effective 2–7 range, 0.65 speed and 9 line of sight. It costs 75 wood and 75 gold and takes 30 seconds to build. Its pass-through attack is designed for large groups, while the official help is explicit that it cannot attack at close range. It is strong against Infantry, Archers, Elephants and Rams, but weak against Siege Weapons and units that reach it. The unit therefore gains value from formation and protection: its armor does not matter if the opponent surrounds it before the next shot.

History & balance

The Heavy Scorpion is the larger siege expression of the line attack: one machine, one lane and a punishment for armies that move as a tight block. Its official help keeps the identity readable rather than adding a special conversion or mobility trick: ranged pass-through fire, strength against large groups, and a blind spot at close range. The data gives it bonuses against Elephants, Buildings and Rams, so it can contribute beyond an infantry fight when the target is exposed. The 30-second build time and 75 wood plus 75 gold cost make it an investment that must be protected. It is not a front line; it is a control piece whose history is written by the distance it maintains.

In pro play

Place Heavy Scorpions behind a screen and make the opponent walk into the line, not the reverse. Their 2–7 range and pass-through attack reward a narrow approach, a wall corner or a choke where several units overlap; open ground with no escort gives cavalry the route to the blind spot. Focus the front unit only when the projectile will pass through the formation, then reposition before a dive. The official strengths make Infantry, Archers, Elephants and Rams valuable targets, but the machine is slow at 0.65, so retreat orders must start early. Keep one screen for the siege and another for the flank, and never queue the next Scorpion at the cost of the units that make the first one live.

How to counter it

The classic mistake is feeding Infantry into the Heavy Scorpion line or clumping ranged units where every pass-through shot gets value. The official help gives the categories: Siege Weapons and units at close range. In practice, Bombard Cannons and Onagers attack the siege piece from outside its 7-range ceiling, while Cavalier can exploit the close-range blind spot once the screen is busy. Spread the army, send the dive from two angles, and kill the escort only after the Scorpions are safe to reach. If Heavy Scorpions keep deciding your fights and you do not know what to build or when, AoE Coach reads your match-up and gives you the counter composition and timing.