Serjeant
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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Serjeant
CastleElite Serjeant
ImperialThe coach's briefing
The Serjeant is a 'Mobile Fortress Engineer'. It carries heavy armor and can construct Donjons on the battlefield. Unique Feature: It takes 50% less bonus damage from counters (like Hand Cannoneers or Jaguar Warriors). It also auto-upgrades for free in the Castle Age. Use them to creep forward with towers or hold positions.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Just lost against this unit?
Your coach names the counters during the match — not once the game is over.
Strategic Analysis
Tactical Identity
The **Tanky Builder**. A unit that allows for aggressive fortification strategies ('Donjon Rushes').
Tactical Playbook
Donjon Rush
In Feudal Age, forward Serjeants can build Donjons to strangle enemy resources while fighting off villagers.
Damage Sponge
With high base stats and the 50% bonus damage resistance, they are incredibly hard to kill efficiently with trash units (Skirms/Pikes).
Auto-Upgrade
Upon reaching Castle Age, existing Serjeants instantly gain +20 HP and stats. This is a massive power spike if you massed them in Feudal.
Critical Point
Weak to **Knights & Heavy Melee**. While they resist bonus damage, they lack the raw DPS to beat Knights in Castle Age or Teutonic Knights.
Understanding The Stats
Built for endurance. The combination of high armor and bonus reduction makes them one of the most reliable units in the game.
Builder
Can construct Donjons (defensive towers). Build speed equals a Villager.
Bonus Resist
Civ Bonus: Takes half damage from anti-infantry attacks (e.g. Hand Cannoneers do less).
Pierce Armor
Elite Serjeant has massive Pierce Armor, requiring ~43 Arbalester shots to kill.
Coach's Tip
You're built to tank and build! Use your construction ability aggressively - drop a Donjon in enemy territory during fights. Your auto-upgrade at Castle Age is a free power spike.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Eagle Warrior | +2 |
| Standard Building | +2 |
Armor Classes
Infantry
Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.
Unique Unit
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Civilizations
* 1 civilizations have access to this unit.
AoE Coach analysis
Context & meta
The Serjeant is the Sicilian unique infantry, costing 55 food and 25 gold for 50 HP, 5 attack, 2/1 armor, 0.95 speed, line of sight 3, and a 12-second train time. It can construct Donjons, so the unit is both a soldier and a way to anchor territory. The official help gives the categories: Strong vs. Infantry and Camel Riders; Weak vs. Mounted Archers and Gunners. Sicilian soldiers take 40% less bonus damage, while Donjons replace the Watch Tower-line and can appear in Dark Age, making every Serjeant pressure more structural than a normal infantry raid.
History & balance
The Serjeant is a territorial infantry design. Its 12-second train time and 55 food/25 gold cost make early numbers possible, but the defining value is that the same unit can turn a resource position into a Donjon. Fifty HP and 2/1 armor are enough to escort builders, while the Sicilian -40% bonus-damage rule makes the line harder to remove with specialized attacks. The civilization also starts with +100 stone and builds fortifications 50% faster. The result is a unit whose history is expressed through map shape: every successful escort can become a permanent production and vision problem.
In pro play
Use Serjeants when the first goal is to make a location safe, not merely to win a skirmish. Twelve seconds of training supports a quick escort, and 0.95 speed is enough to stay with builders without pretending to be cavalry. Place a Donjon where it protects a resource or closes a route, then use the Serjeants as the infantry body around that anchor. Their 50 HP means the timing must be coordinated: send builders only when the opponent cannot focus them, and keep reinforcements moving to the same point. Sicilian bonus-damage resistance rewards fights near your fortifications, where every second of survival creates more space.
How to counter it
The classic mistake is to attack a Serjeant-and-Donjon position with ordinary melee units and fight under the structure until the Sicilian player adds more bodies. The official help gives the weak categories: Mounted Archers and Gunners. Cavalry Archers can kite a 0.95-speed infantry unit, while Hand Cannoneers carry +10 against Infantry and punish the 50 HP body from range. Keep the fight away from the Donjon, deny the builders first, and use mobility to choose a second angle rather than feeding one choke. If you keep losing to Serjeants without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.