Pikeman
InfantryBase 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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The coach's briefing
The Pikeman is your Castle Age cavalry stopper. With +22 bonus damage against Cavalry, he can hold the line against Knight rushes. He's still weak to archers and infantry, but he's essential for protecting your economy during the mid-game. Upgrade to Halberdier as soon as you reach Imperial Age for maximum effectiveness.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
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Your coach names the counters during the match — not once the game is over.
Strategic Analysis
Tactical Identity
The Pikeman is your **Castle Age insurance policy** against Knight rushes. While not as devastating as the Halberdier, his +22 bonus damage is enough to make Knights think twice before diving your base.
Tactical Playbook
Knight Defense
Keep a small group of Pikemen near your vulnerable resources. Even 3-4 can deter a Knight raid, buying time for reinforcements.
Siege Protection
Position them around your Mangonels or Scorpions. Knights love to snipe siege, but Pikemen make that a very costly trade.
Economic Pressure
At only 35F/25W with no gold cost, you can produce them continuously while saving gold for Knights or upgrades.
Critical Point
Still very vulnerable to **Crossbowmen** and **Men-at-Arms**. A ball of Crossbows will melt your Pikemen before they can close the distance.
Understanding The Stats
The Pikeman is a transitional unit - better than Spearman but not yet the anti-cavalry powerhouse. His stats reflect this intermediate role.
Upgraded Bonus
Up from Spearman's +15. Against a Knight (5 armor), you deal (4-5)+22 = 21 damage per hit. Still deadly in groups.
Same Economy
Same 35F/25W cost as Spearman. The upgrade itself costs 160F/90G - worth it when facing Knight pressure.
Improved HP
+10 HP over the Spearman. This extra survivability helps you tank one more hit from Knights.
Timing Window
Available right when Knights become a threat. Research this upgrade immediately if enemy is going stable.
Coach's Tip
Your +22 bonus is respectable but not overwhelming. You need numbers to stop a Knight mass. Don't engage alone - cluster up and let them charge into your wall of pikes.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Cavalry | +22 |
| War Elephant | +25 |
| Camel | +18 |
Armor Classes
Infantry
Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.
Spearman
Weak to Skirmishers and Archers with Parthian Tactics.
Key Upgrades
Feudal Age
Castle Age
Civilizations
* 47 civilizations have access to this unit.
AoE Coach analysis
Context & meta
The Pikeman is the Castle Age spear-line step that keeps mounted units under control before Halberdier. It costs 35 food and 25 wood, has 55 HP, 4 attack, 0/0 armor and speed 1.0. Its identity is the bonus package: +22 against Cavalry, +25 against War Elephants and +18 against Camels. That makes it an efficient wall of bodies, not a general-purpose army. The official help calls it strong against Mounted Units, especially elephants, and weak against Ranged Soldiers and Infantry. Use it to hold the approach to Villagers or siege while a stronger damage dealer works behind it.
History & balance
The Pikeman is deliberately the bridge between Spearman and Halberdier. The official progression keeps the same spear-line identity: a Castle Age Barracks upgrade improves the unit, and the next Barracks upgrade leads to Halberdier with a stronger anti-mounted profile. Its low-cost resource profile uses no gold, which makes the line available as soon as mounted pressure appears. The trade-off is equally clear: 4 attack, 0/0 armor, speed 1.0 and melee-only range limit it outside that role. The design asks the Pikeman to hold ground and protect something valuable, not to chase every unit on the map. Ranged support remains part of the intended answer.
In pro play
Make Pikemen when mounted units appear, keep them between the threat and the target, and stop the chase at the next safe position. Small groups protect gold, wood and siege; larger groups form the front while Crossbowmen or other ranged units work behind. Because the Pikeman costs no gold, that resource remains available for the damage dealer and its upgrades. Speed 1.0 and melee-only attack make open-ground pursuit a trap, so use walls, buildings and narrow approaches to force contact. In Imperial Age, take the Halberdier upgrade while the fight is still cavalry-focused instead of waiting for the old line to be overwhelmed.
How to counter it
The classic mistake is sending Knights or Camels straight into a Pikeman wall and repeating the charge. The official help says Pikemen are weak to Ranged Soldiers and Infantry. Crossbowmen carry +3 against the Spearman class, and Elite Skirmishers +4, so they can fire before the Pikemen reach contact. Man-at-Arms and other Infantry meet them at melee, the second weakness named by the official text. Keep ranged units moving, focus the front, and do not feed cavalry into a protected line. If Pikemen keep stopping your army and you are unsure what to produce or when, that is exactly what AoE Coach does: it reads your match-up and gives you the counter composition and timing.