Ibirapema Warrior
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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Ibirapema Warrior
CastleElite Ibirapema Warrior
ImperialThe coach's briefing
Commander, the Ibirapema Warrior is the Tupi's answer to massed formations. Armed with the legendary ibirapema — a flat-edged war club carved from ironwood — this heavy infantry unit delivers crushing blows that damage all enemies in a small radius. Against tightly packed infantry, trash units, or clumped archers, the Ibirapema Warrior becomes a walking massacre. Their area damage means that even small groups can trade efficiently against much larger armies. However, they are slow and vulnerable to kiting. Pair them with Blackwood Archers for ranged support and use terrain chokepoints to maximize their splash damage.
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 Ibirapema Warrior is a **melee AoE specialist** that punishes grouped formations. In chokepoints or against deathball compositions, they become one of the most efficient melee units in the game.
Tactical Playbook
Chokepoint King
Force fights in narrow passages — walls, forests, or bridge maps. When enemies are forced to clump, your splash damage multiplies your effective DPS by 3-4x.
Anti-Trash Sweeper
Against Halberdier/Hussar spam in late game, Ibirapema Warriors clean up entire groups. Their AoE means 5 Ibirapemas can handle 15+ trash units.
Archer Ball Punisher
If you can close the distance on clumped archers, the splash damage devastates them. Use rams or buildings as cover to approach.
Eagle Warrior Counter
+2 vs Eagle Warriors makes them a natural counter to Meso infantry. Combined with AoE, grouped Eagles melt.
Critical Point
At 1.0 speed, you are barely quicker than a Champion (0.96). Ranged units can kite you endlessly on open maps. **Never chase** — let the enemy come to you or use map features to close distance.
Understanding The Stats
The Ibirapema Warrior trades speed for devastating AoE damage. With 80 HP, 8 attack, and 2/1 armor, they are tanky enough to close distance and their splash damage makes every hit count double or triple.
Area Damage
Each swing damages all enemies in a small radius around the target. Against 3 clumped enemies, your effective DPS triples.
Solid Tank
80 HP with 2/1 armor is solid for Castle Age infantry. You can absorb several archer volleys before going down.
High Base Attack
8 base attack, 80 HP and 2 melee armor make it a durable Castle Age infantry option. Combined with AoE, your damage output is enormous.
Slow but Steady
Below average infantry speed. You will not catch anything that runs. But in a fight, your damage speaks for itself.
Coach's Tip
Your 8 attack with AoE is the real story. In a chokepoint with 3+ enemies in splash range, you effectively deal 39+ damage per swing. Position near walls and narrow passes for maximum impact.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Standard Building | +1 |
| Eagle Warrior | +2 |
Armor Classes
Infantry
Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.
Key Upgrades
Feudal Age
Castle Age
Civilizations
* 1 civilizations have access to this unit.
AoE Coach analysis
Context & meta
The Ibirapema Warrior is the Tupi unique Infantry with a powerful frontal area attack. It costs 30 food and 60 gold, trains in 24 seconds, has 80 HP, 8 attack, 2 melee/1 pierce armor, speed 1.0, and line of sight 5. The official help says it is strong against Infantry and weak against Foot Archers at long range. It is tagged Infantry and carries bonuses against Eagle Warriors and Standard Buildings. Its frontage is the important detail: a correctly angled Ibirapema can punish a compact line, but the 1.0 speed and lack of a ranged attack leave it exposed when long-range units keep distance.
History & balance
The Ibirapema is the Tupi answer to the problem of sustaining an infantry campaign. Tupi start with +25 of each resource, let Villagers garrison in Settlements, recover 15% of the cost of fallen units, and make Archery Range and Barracks upgrades 50% cheaper in food. Towers and Castles also provide +10 population space. The unique technology Caciques makes Champi Warriors and Slingers attack 25% faster, while Curare gives Foot Archers and Fortifications poison damage. Within that roster, the Ibirapema supplies a durable frontal tool: 80 HP and 2 melee armor hold a lane while the Tupi economy keeps replacing it.
In pro play
Give Ibirapema Warriors a narrow objective: hold the front and make the opponent respect the frontal area attack. At 24 seconds, 30 food, and 60 gold, they are a meaningful but repeatable investment; use them in a line that faces the target rather than scattering them into side fights. Their 2 melee armor and 80 HP make them comfortable against Infantry, while speed 1.0 means they should start the move before the enemy reaches the resource. Pair them with ranged units that punish anything kiting backward, and use Tupi recovery to make a lost unit less devastating. Never let the unit chase Foot Archers into open ground without a second angle.
How to counter it
The classic mistake is meeting Ibirapema Warriors with melee Infantry and letting the frontal area attack touch the whole line. The official help gives the category: Foot Archers at long range. Hand Cannoneers have +10 against Infantry, so their range damages the 80-HP body without entering the frontal zone. Keep the firing line wide, focus one unit, and use terrain to deny approach; do not let a choke become a multi-hit exchange. If you keep losing to Ibirapema Warriors without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.