Heavy Scorpion
Siege WeaponBase 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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Scorpion
CastleHeavy Scorpion
ImperialThe 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
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WEAK AGAINST
Avoid these fights or bring support.
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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
+3 over Scorpion. Combined with pass-through, this adds up fast.
More HP
+20 HP. Can now survive 5 Knight hits instead of 4.
Stronger Bonuses
Doubled elephant bonus. 24 damage per hit makes you deadly against elephant armies.
Better Armor
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
| Target | Bonus Dmg |
|---|---|
| War Elephant | +10 |
| Building | +6 |
| Ram | +2 |
Armor Classes
Siege Weapon
Takes bonus from Mangonels and Bombard Cannons. Can be repaired.
Key Upgrades
Civilizations
* 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.