Paladin unit icon - Age of Empires 2

Paladin

Cavalry
Food60
Gold75
Hit Points160
Attack14
Melee Armor2
Pierce Armor3
Train Time30s
Speed1.35

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

Knight

Castle

Cavalier

Imperial
Food 300 Gold 300

Paladin

Imperial
Food 1300 Gold 750

The coach's briefing

The Paladin is the pinnacle of the Knight line. With 160 HP, 14 Attack, and 2/3 armor, Paladins are nearly unstoppable in direct combat. Only 10 civilizations have access to this elite unit. Use them to crush enemy armies, raid with impunity, and dominate late-game battles. Beware of Halberdiers, Heavy Camels, and Camel Archers. Classes: Cavalry.

STRONG AGAINST

You win these trades cost-effectively.

Archer
Archer
?
Infantry
?
Siege
?
Most units

WEAK AGAINST

Avoid these fights or bring support.

Halberdier
Halberdier
?
Heavy Camel
Monk
Monk
Camel Archer
Camel Archer
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Strategic Analysis

Tactical Identity

The Paladin is the **ultimate power unit**. When fully upgraded, Paladins can engage almost any unit in the game and win. They are the definition of 'quality over quantity' in AoE2.

Tactical Playbook

Overwhelming Force

Paladins win most fights simply by having superior stats. Engage confidently against archers, infantry, and siege. Only disengage against dedicated counters.

Raid Immunity

With 160 HP and high armor, individual Paladins can raid without fear. Enemy Town Centers and Towers barely scratch you.

Army Anchor

Build your composition around Paladins. Add siege for buildings, Skirmishers for Halberdiers, and light cavalry for Monks. The Paladin is your centerpiece.

Critical Point

The upgrade costs 1300F/750G - make sure you can afford it. **Halberdiers** still counter you hard, and **Heavy Camels** are very dangerous. Mass production is expensive.

Understanding The Stats

The Paladin has the best stats of any standard cavalry unit. Every aspect is designed to dominate in combat.

Massive HP

160 HP

With Bloodlines, you reach 180 HP. This is more than most unique units and allows you to tank enormous damage.

Elite Attack

14 Dmg

14 base attack is devastating. Archers die in 2-3 hits, Villagers in 2 hits. Even tanky units fall quickly.

Improved Pierce Armor

2/3 Armor

+1 Pierce armor over Cavalier. With full upgrades, you reach 6/7 - archers deal minimal damage.

Line of Sight

5 LOS

+1 LOS over Cavalier. See enemies coming earlier and react to threats before they reach you.

Coach's Tip

You are the king of stats. 160 HP, 14 Attack, 2/3 armor with Blacksmith upgrades reaching 6/7. Use this to bully fights. Engage first, retreat last, and know that few units can match you.

Mechanics & Bonuses

Attack Bonuses

TargetBonus 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.

Civilizations

Bourguignons
Byzantins
Celtes
Coumans
Francs
Huns
Lituaniens
Magyars
Espagnols
Teutons

* 10 civilizations have access to this unit.

AoE Coach analysis

Context & meta

The Paladin is the ultimate Knight-line upgrade and the most powerful standard cavalry unit in the game. With 160 HP, 14 attack and 2/3 armor, a fully-upgraded Paladin beats almost any unit in a straight fight. The catch is access and cost: only 10 civilizations can research the Paladin upgrade, and the upgrade itself costs a steep 1300 food / 750 gold on top of 60F/75G per unit. Paladins define the late-Imperial cavalry meta — civilizations like Franks, Persians, Teutons, Lithuanians and Cumans build their entire endgame around massing them. They are the textbook "quality over quantity" unit.

History & balance

Paladin stats have stayed close to their classic values across two decades, but balance designers control Paladin power mostly through who gets access and through anti-cavalry counters. The Definitive Edition kept the 1300F/750G upgrade cost high deliberately, so that reaching critical Paladin mass is a genuine economic commitment. Several civilizations have had Paladin access added or removed across DLCs to tune the late-game cavalry landscape. Husbandry (movement speed) and the full Blacksmith armor line remain mandatory companions — a Paladin without Plate Barding Armor loses much of its raid immunity.

In pro play

Paladins are the win condition for cavalry civilizations in long Imperial Age games, especially on closed maps like Arena, Hideout and Black Forest where matches reach full upgrades. Pros pair Paladins with siege (to break buildings), Skirmishers or Hand Cannoneers (to clear Halberdiers) and light cavalry (to snipe Monks). The "Paladin + Siege Onager + Skirmisher" Imperial composition is a textbook closed-map endgame. On open maps, reaching Paladin is rarer because games often end earlier in the Knight/Cavalier stage — but Frank and Persian players consistently push toward it as their lategame trump card.

How to counter it

Never fight Paladins with gold units they crush — counter them with cost-effective trash and anti-cavalry. Halberdiers are the #1 answer: cheap, food-based, with a massive anti-cavalry bonus, they trade brutally efficiently into Paladins. Heavy Camel Riders and Camel Archers hard-counter them while costing no wood. Monks convert them — at 160 HP a converted Paladin is a huge resource swing, so 4-6 Monks devastate a Paladin army. The economic counter matters most: the 1300F/750G upgrade plus per-unit gold means raiding the enemy gold and farms delays or prevents Paladins entirely. Force the fight before they reach critical mass.