Kamayuk
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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Kamayuk
CastleElite Kamayuk
ImperialThe coach's briefing
You're infantry with 1 range - you can attack from behind other units. With 70 HP and 7 attack, you're not super strong alone, but you have bonus damage vs cavalry. Stack Kamayuks behind each other for devastating DPS - multiple Kamayuks attack the same target simultaneously. This is your key strength.
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 Kamayuk is a **stacking anti-cavalry infantry**. The 1 range allows multiple units to attack a single target.
Tactical Playbook
Stacking DPS
1 range means 3-4 Kamayuks can attack one target. DPS multiplies dramatically.
Anti-Cavalry
Bonus vs cavalry makes them excellent vs Knights and Cavaliers.
Gold Efficient
70F/30G is cheap for the power they bring when massed.
Critical Point
**Weak alone**. Single Kamayuks are underwhelming. Need mass to be effective.
Understanding The Stats
The Kamayuk offers unique stacking potential that multiplies effectiveness when massed.
1 Range
Multiple Kamayuks attack same target. Key ability.
Decent HP
Good survivability for infantry.
Low Base Attack
Compensated by stacking multiple attacks.
Cheap
Very gold-efficient. Mass them easily.
Coach's Tip
7 attack seems weak, but 4 Kamayuks deal 28 damage per attack cycle to one target. That's 4x a single unit's DPS.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Cavalry | +8 |
| War Elephant | +20 |
| Camel | +6 |
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
The Kamayuk is the Inca unique infantry with increased attack range, so it can place more spears into a fight than a normal melee line. It costs 70 food and 30 gold, trains in 10 seconds, has 70 HP and 7 attack, carries 1 melee armor, and reaches range 1 at speed 1.0 with line of sight 4. The official help gives the categories: Strong vs. Cavalry and Infantry; Weak vs. Archery Units and Gunners. Inca military units also cost 8/12/16/20% less food across the four Ages, so the real threat is a cheap mass with extra contact space.
History & balance
The Kamayuk is designed to make infantry formation itself a weapon. Its 10-second train time and 70 food/30 gold cost encourage a steady Inca production rhythm, while range 1 lets several units contribute damage without needing a perfect surround. The Inca context is unusually economical for this role: military food cost falls by 8/12/16/20% by Age, buildings cost 15% less stone, and Settlements replace the normal Lumber Camp, Mining Camp, and Mill drop-off network. That combination keeps the Kamayuk relevant as a pressure unit even when the opponent is trying to deny a gold-heavy transition.
In pro play
Start with the Kamayuk when the map or the opponent makes a cavalry answer likely. Ten seconds of training and the Inca food discount support a wide infantry count, while range 1 gives the front rank more damage than its 7 attack suggests. Use the 70 HP body to hold a corridor, protect ranged support, and punish cavalry that tries to dive through the line. Do not send a small handful into open ground: the unit still moves at 1.0 and its range advantage matters most when several Kamayuks are packed together. Keep gold flowing, add the right infantry armor, and make the opponent fight where your formation can stay intact.
How to counter it
The classic mistake is to feed cavalry or infantry into the Kamayuk one wave at a time, giving its range 1 more contacts to hit. The official help gives the weak categories: Archery Units and Gunners. Hand Cannoneers have +10 against Infantry, Slingers have +4, and Heavy Scorpions have +2 while adding area damage to a packed line. These bonuses attack the Kamayuk class directly and the ranged damage exploits its modest 0 pierce armor. Keep distance, focus one section, and only commit melee units after the formation is broken. If you keep losing to Kamayuks without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.