Light Cavalry unit icon - Age of Empires 2

Light Cavalry

Cavalry
Food80
Hit Points60
Attack7
Melee Armor0
Pierce Armor2
Train Time30s
Speed1.5

Base 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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Evolution

Food 150 Gold 50

Hussar

Imperial
Food 500 Gold 600

The coach's briefing

The Light Cavalry is your Scout Cavalry evolved. With 1.5 speed and +10 bonus vs Monks, Light Cav becomes a serious raiding threat in Castle Age. They're still trash units, making them perfect for constant pressure while you save gold for Knights or unique units. Essential for protecting your siege and sniping enemy Monks.

STRONG AGAINST

You win these trades cost-effectively.

Monk
Monk
Archer
Archer
?
Siege
Skirmisher
Skirmisher

WEAK AGAINST

Avoid these fights or bring support.

Pikeman
Pikeman
Camel Rider
Camel Rider
Knight
Knight
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Strategic Analysis

Tactical Identity

The Light Cavalry is your **Castle Age raiding workhorse**. The speed upgrade to 1.5 makes them nearly impossible to catch, and the improved stats let them fight better in small skirmishes.

Tactical Playbook

Siege Assassination

Light Cavalry excel at diving past defenses to kill Mangonels and Scorpions. Their speed lets them get in, deal damage, and escape.

Monk Counter

With +10 vs Monks, Light Cavalry are the premier Monk counter. Keep a few near your Knights to protect them from conversions.

Trash Wars Opener

Start building Light Cavalry when gold gets low. They counter Skirmishers (indirectly by forcing response) and raid efficiently.

Critical Point

Still very weak to **Pikemen** and **Camels**. The speed increase doesn't help if you run into a wall of spears.

Understanding The Stats

Light Cavalry represents a significant power spike over Scout Cavalry. The speed and attack improvements transform them from scouts into true raiders.

Speed Demon

1.5 Speed

25% faster than Scout Cavalry. You can outrun everything except other Light Cavalry. Use this to raid and escape constantly.

Attack Upgrade

7 Attack

More than double the Scout's 3 Attack. You can now kill Villagers in 3 hits instead of 5. Raids become much more deadly.

Monk Slayer

+10 vs Monk

A Monk has 30 HP. You deal 17 damage per hit. Two hits and the Monk is dead or nearly dead.

Durability

60 HP

+15 HP over Scout Cavalry. Combined with 2 Pierce Armor, you can tank archer fire while raiding.

Coach's Tip

Your 1.5 speed is elite-tier mobility. Use it to constantly raid - hit a woodline, kill 2 Villagers, and leave before Pikemen arrive. Repeat everywhere on the map.

Mechanics & Bonuses

Attack Bonuses

TargetBonus Dmg
Monk+10

Armor Classes

Cavalry

Takes heavy bonus damage from Pikemen/Halberdiers and Camels.

Civilizations

Armenians
Bengalis
Berbères
Bohémiens
Britanniques
Bulgares
Bourguignons
Birmans
Byzantins
Celtes
Chinois
Coumans
Dravidiens
Éthiopiens
Francs
Géorgiens
Goths
Gurjaras
Hindustanis
Huns
Italiens
Japonais
Jürchen
Khitans
Khmers
Coréens
Lituaniens
Magyars
Malais
Maliens
Mongols
Perses
Polonais
Portuguese
Romains
Sarrasins
Shu
Siciliens
Slaves
Espagnols
Tatars
Turcs
Vietnamiens
Vikings
Wei
Wu

* 46 civilizations have access to this unit.

AoE Coach analysis

Context & meta

Light Cavalry is the Castle Age upgrade that turns Scout Cavalry into a faster raiding unit. It costs 80 food and no gold, has 60 HP, 7 attack, 0 melee/2 pierce armor, 1.5 speed and 4 line of sight, with a 30-second train time. The official help keeps the conversion resistance and says it is exceptionally strong against Monastery Units, while the Spearman-line and Camel Riders remain its weaknesses. Its +10 bonus against Monks explains the specialization: it is a mobile answer to conversion pressure, not a unit that wins every melee exchange.

History & balance

The Light Cavalry is the Castle Age branch of the Scout Cavalry line, and the official help points forward to Hussar or Winged Hussar in the Stable. Blacksmith attack and armor, Stable speed and HP, and the creation-speed upgrade all support a continuous raid identity. The jump to 1.5 speed and 7 attack is a functional change rather than a new class: it reaches more targets, punishes retreating Monastery units and keeps the no-gold economy. The counter relationship remains visible because the spear-line and Camel Riders still answer it.

In pro play

Use Light Cavalry to make the opponent respect every exposed Monk, siege unit or economic route. The 1.5 speed lets the group choose contact, while 60 HP, 2 pierce armor and 7 attack make a short raid meaningful; the +10 Monk bonus gives priority to conversion support. Because the unit costs only food, it can maintain pressure while gold is reserved for a different Castle Age plan. Do not turn speed into autopilot: check for spears and camels first, strike the edge of the army, retreat before the screen closes, and return where the opponent cannot cover everything.

How to counter it

The classic mistake is to believe Light Cavalry can run through any line because it is faster. The official Weak vs. lists the Spearman-line and Camel Riders. Spearmen have +15 against Cavalry and Camel Riders +9, so the bonus damage makes a direct dive expensive even when the Light Cavalry escapes the first contact. Build the counter at the route or target, then use the wall of bodies to deny the raid instead of chasing. If you keep losing to Light Cavalry without knowing what to build or when, that is exactly what AoE Coach does: it reads your match-up and gives you the counter composition and timing.