Monaspa
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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Monaspa
CastleElite Monaspa
ImperialThe coach's briefing
Commander, the Monaspa fights best in packs. When near other Monaspas, their attack speed increases dramatically. This synergy makes them terrifying in groups - three Monaspas together hit faster than three Knights. Build them in mass and keep them together. They're lighter than Knights but their pack bonus compensates. Don't split them up - their power comes from unity.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
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Strategic Analysis
Tactical Identity
Pack cavalry with synergistic attack speed bonus
Tactical Playbook
Strength in Numbers
Each nearby Monaspa increases attack speed. In groups of 5+, they attack significantly faster than normal cavalry. Always mass before engaging.
Lightning Charges
1.4 speed makes Monaspas among the fastest cavalry. Use this to catch fleeing units or escape unfavorable fights.
Cost Efficiency
At 60F/45G, Monaspas are cheaper than Knights. Combined with their pack bonus, they offer excellent value when massed.
Critical Point
Individually weaker than Knights with only 70 HP. Pikemen and Camels still counter them effectively. Never engage with lone Monaspas.
Understanding The Stats
Monaspas trade individual power for pack synergy. At 70 HP, they need numbers to shine, but their 12 attack and speed make them deadly in groups.
Pack Attack
Solid base attack that scales with pack attack speed bonus
Light Armor
Decent protection but less tanky than Knights
Exceptional Speed
Among the fastest cavalry units in the game
Affordable
Cheaper than Knights, enabling faster mass production
Coach's Tip
70 HP is fragile for cavalry. You need 3+ Monaspas together to match Knight effectiveness. Build the mass first.
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 Monaspa is the Georgian unique Heavy Cavalry: 70 HP, 12 attack, 3/2 armor, 1.4 speed, and line of sight 4 for 60 food/45 gold and 14 seconds of training. Its official help says it becomes stronger when other Monaspas or Knight-line units are nearby, then gives the categories: Strong vs. Infantry and Cavalry; Weak vs. Spearman-line and Monks. Georgia adds a powerful positional layer: mounted units regenerate 2/8/14 HP per minute from Feudal to Imperial Age, and units on higher elevation take 15% less damage.
History & balance
Monaspa design turns formation into a resource. A single 70 HP cavalry unit is useful, but the official nearby-unit effect asks the Georgian player to build a coherent group instead of scattering raids. The 14-second train time, 3/2 armor, and 1.4 speed make that group mobile enough to choose a fight, while Georgia rewards a patient position with elevation reduction and mounted regeneration. The 60 food/45 gold price remains manageable only while the economy keeps producing; the unit is not a free answer to every matchup. Its identity is a compact cavalry block that grows stronger through support and terrain.
In pro play
Mass Monaspas around a clear anchor: another Monaspa group, the Knight-line, a fortified position, or high ground. Fourteen seconds of training and 1.4 speed let the group rotate, but its strength is lost if the units arrive in separate waves. Keep the 3/2 armor body between the enemy and your economy, use the Georgian elevation bonus when possible, and let regeneration matter between engagements rather than forcing a bad fight. The 60 food/45 gold cost supports pressure, not reckless trades. Add enough support to stop the spear line from fixing the engagement, then use the group bonus to finish one target at a time.
How to counter it
The classic mistake is to send one spear group at a time into a Monaspa mass and let its nearby-unit strength grow. The official help gives the weak categories: Spearman-line and Monks. Halberdiers carry +32 against Cavalry and Pikemen +22, so keep a dense spear block and deny the surrounding space; Monks add the conversion threat when the Georgian group is committed. Fight away from high ground, focus one Monaspa cluster, and do not allow regeneration to reset the exchange for free. If you keep losing to Monaspas without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.