Keshik
CavalryBase 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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Keshik
CastleElite Keshik
ImperialThe coach's briefing
You generate gold every time you attack - about 0.7 gold per hit. This adds up significantly in prolonged fights. With 120 HP, 9 attack, and 1/2 armor, you're tankier than Knights but deal less damage. At only 60F/40G, you're very cheap to mass. Use your gold generation to outlast enemies economically.
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
The Keshik is an **economy-generating cavalry**. Gold from attacks helps sustain production in extended games.
Tactical Playbook
Gold Generation
~0.7 gold per attack. 10 Keshiks attacking = 7 gold per attack cycle.
Very Cheap
60F/40G is incredibly gold-efficient. Mass them easily.
Tanky
120 HP is more than Knights. Good for extended fights.
Critical Point
**Low attack**. Only 9 damage means you kill slowly. Need numbers to be effective.
Understanding The Stats
The Keshik offers unique gold generation with high HP but lower attack than standard cavalry.
Gold Generation
Generates gold when attacking. Adds up in fights.
High HP
More than Knights. Very tanky for cavalry.
Low Attack
Less than Knights. Need numbers to kill.
Cheap Cost
Very gold-efficient. Easy to mass.
Coach's Tip
120 HP with 1/2 armor means Arbalesters deal only 4 damage. You can tank 30 arrows - excellent for raiding under fire.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| No damage bonus: this unit deals the same damage to every target. | |
Armor Classes
Cavalry
Takes heavy bonus damage from Pikemen/Halberdiers and Camels.
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 Keshik is the Tatar unique Heavy Cavalry, built to turn contact time into economy. It costs 60 food and 40 gold, trains in 17 seconds, and brings 120 HP, 9 attack, 1/2 armor, 1.4 speed, and line of sight 5. The official help gives the categories: Strong vs. Archery Units; Weak vs. Spearman-line, Camel Riders and Monks. Its defining extra is that it generates gold while fighting other units, so a successful raid can refund part of the investment. Tatars also deal 25% more damage from higher elevation, making terrain and engagement choice part of the unit.
History & balance
The Keshik ties Tatar cavalry identity to a reward loop: the unit must reach a fight, survive long enough to deal damage, and convert that pressure into gold. The current package supports that loop with 120 HP, 1/2 armor, 1.4 speed, and a 17-second train time, but its 60 food/40 gold cost still asks for disciplined economy. Tatar bonuses make the timing flexible rather than automatic: livestock lasts 50% longer, new Castle Age Town Centers spawn two Sheep, and Thumb Ring plus Parthian Tactics are free. The design therefore favors mobile, terrain-aware heavy cavalry instead of a blind frontal mass.
In pro play
Use Keshiks as a mobile investment, not as a unit that must win one decisive fight immediately. Seventeen seconds of training and 1.4 speed let them rotate between exposed workers, archers, and reinforcement paths; 120 HP and 1/2 armor buy time for a clean retreat. Favor higher ground when the Tatar elevation bonus is active, and keep enough gold income to replace losses because the refund only matters if the Keshik reaches combat. A mixed group works better than a pure charge: make the opponent turn toward the Keshiks while your other units secure the exit. Their value grows through repeated, controlled contacts.
How to counter it
The classic mistake is to chase Keshiks with ordinary cavalry and let their 1.4 speed choose every engagement. The official help gives the weak categories: Spearman-line, Camel Riders and Monks. Halberdiers carry +32 against Cavalry, Pikemen +22, and Camel Riders add +9 against Cavalry; Monks provide the conversion threat named by the help and punish a careless dive. Anchor the fight with the spear line, deny the retreat, and use Monks only when the Keshiks are committed. Do not give them isolated workers to farm gold from. If you keep losing to Keshiks without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.