Kona
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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Kona
CastleElite Kona
ImperialThe coach's briefing
Commander, the Kona is the ferocious mounted warrior of the Mapuche people. These horsemen strike harder as their prey weakens — for every 15% of hit points the target has lost, the Kona gains +1 attack, up to +6 on near-death targets. They also carry a deadly bonus against gunpowder units. Use them to chase down wounded enemies and finish off retreating forces. However, their lack of cavalry armor upgrades makes them fragile against concentrated ranged fire. Strike fast, strike wounded, retreat before the arrows fly.
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 Kona is a **finisher cavalry** — a predator that grows deadlier as the battle rages. Unlike other cavalry that deal flat damage, the Kona's scaling mechanic means it excels in prolonged engagements where enemies are already softened up.
Tactical Playbook
Wounded Hunt
Pair Konas with ranged units or siege. Let your archers soften the enemy, then send Konas to finish them off at maximum bonus damage.
Anti-Gunpowder Flank
With +5 bonus vs gunpowder, Konas are devastating against Hand Cannoneers and Bombard Cannons. Flank gunpowder formations to neutralize them.
Chase and Execute
Their 1.55 speed lets them run down retreating wounded units. After a won fight, send Konas to chase fleeing enemies for maximum value.
Hit-and-Run Raiding
Use their speed to raid enemy economy. Villagers under TC fire become wounded quickly, triggering the Kona's scaling damage for faster kills.
Critical Point
Konas lack cavalry armor upgrades, making them vulnerable to massed archers and Halberdiers. Never charge into fresh, full-HP infantry formations — the scaling bonus won't help until enemies are wounded.
Understanding The Stats
The Kona's base stats are modest for a Castle unique unit, but its true power is hidden in its scaling damage mechanic that can add up to +6 attack against near-death targets.
Scaling Damage
Gains +1 attack per 15% HP the target has lost. Against a target at 10% HP, that's +6 bonus — turning 9 base into 15 effective attack.
Anti-Gunpowder
Devastating against Hand Cannoneers and Bombard Cannons. Combined with speed, Konas are the bane of gunpowder compositions.
Cavalry Speed
Faster than Knights (1.35) but slower than Light Cavalry (1.5 base). Excellent for chasing wounded targets.
Armor Gap
No melee armor means melee units hit hard. The 3 pierce armor offers some ranged protection but no cavalry armor upgrades limit scaling.
Coach's Tip
Your 9 base attack looks mediocre, but against a target at 50% HP you deal 12 damage, and against a near-dead target you deal 15. Always target the weakest enemy unit first.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Gunpowder Unit | +5 |
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 Kona is the Mapuche unique Cavalry, a 65-food/40-gold unit with 125 HP, 9 attack, 0/3 armor, 1.55 speed and 5 line of sight. Its signature is increasing damage against injured units, while the official help gives the categories: strong versus Infantry and Foot Archers; weak versus the Spearman-line, Camel Riders and Monks. The 14-second train time makes the unit unusually quick to mass for a Castle-Age unique cavalry, but its base armor is modest. Kona is strongest when the first units create wounds and the next charge converts those wounds into kills.
History & balance
The Kona embodies the Mapuche counter-unit identity: it is not just a faster Knight, but a cavalry piece that becomes more dangerous as the battlefield is already damaged. The official help ties that mechanic to a clear target profile, Infantry and Foot Archers, while the Mapuche civilization also builds a wider economy around foragers, Settlements and mounted units that generate gold from military victories. Its short train time keeps the design aggressive, but the missing heavy armor profile prevents careless frontal fights. The result is a unit made for conversion of advantage: create wounds with one layer, then let Kona speed and scaling finish the retreating army.
In pro play
Open with a small Kona group that reaches the fight quickly, then prioritize damaged targets instead of spreading hits across a full army. At 1.55 speed, the unit can disengage, switch sides and return before a slow counter mass is ready. Mapuche Settlements and the flexible counter roster make Kona natural beside Skirmishers, Slingers or Spearmen: support creates the wounds and cavalry converts them into kills. Keep Monks and Camels in the scouting plan because the official weak categories are not surprises to discover after the first fight. The best timing is fast Castle pressure that keeps the opponent reacting instead of reaching a stable mass.
How to counter it
The classic mistake is feeding Kona a line of already wounded units and expecting more bodies to solve the problem. The official help gives the categories: Kona is strong versus Infantry and Foot Archers, and weak versus the Spearman-line, Camel Riders and Monks. Pikemen have +22 versus Cavalry and Camel Riders have +9; Monks can convert the expensive unit. Keep healthy targets behind the Spearman screen, focus the first Kona and do not let speed split your army. If you keep losing to Kona without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.