Siege Elephant
ElephantBase 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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Armored Elephant
CastleSiege Elephant
ImperialThe coach's briefing
Commander, the Siege Elephant is the upgraded Armored Elephant. With +105 bonus vs buildings and 220 HP, it demolishes everything faster and survives longer. The 150 pierce armor makes it even more arrow-immune. Use Siege Elephants for Imperial Age pushes against fortified positions. Nothing survives their assault.
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
Elite siege elephant for Imperial Age pushes
Tactical Playbook
Maximum Destruction
+105 vs buildings is the highest in the game. Siege Elephants delete castles in record time.
Even Tankier
220 HP and 150 pierce armor means nothing ranged can stop you.
Expensive Investment
The upgrade costs 850F. Only research when committed to siege elephant play.
Critical Point
Same weaknesses as base version - Monks, Halberdiers, and melee damage. Support required.
Understanding The Stats
Siege Elephants are the upgraded endgame siege unit. Maximum building damage with maximum arrow resistance.
Maximum Building
Highest building bonus in game
Maximum Pierce
Virtually arrow immune
Elite HP
+40 HP from base version
Still Slow
Same slow speed
Coach's Tip
+105 vs buildings = 109 damage per hit. A Castle falls in 44 hits = about 2 minutes from one Siege Elephant.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Building | +105 |
| Siege Weapon | +35 |
Armor Classes
Elephant
Vulnerable to units with bonus damage vs this class.
Siege Weapon
Takes bonus from Mangonels and Bombard Cannons. Can be repaired.
Cavalry
Takes heavy bonus damage from Pikemen/Halberdiers and Camels.
Civilizations
* 4 civilizations have access to this unit.
Other Units
AoE Coach analysis
Context & meta
The Siege Elephant is regional anti-building siege cavalry: a 220-HP, 4-attack unit with 150 pierce armor, zero range, and only 0.6 speed. It costs 120 food and 95 gold, takes 36 seconds to train, and is built to absorb ranged fire while it reaches a structure. The official help is unusually clear about its identity: exceptionally strong versus buildings, resistant to most ranged attacks, and weak to the Spearman-line. It also carries a special rule: enemy Monks cannot convert it from a distance. This is an objective breaker, not a fast raider.
History & balance
The Siege Elephant sits at the end of the Armored Elephant path: the imperial upgrade costs 850 food before the unit can take its place in the siege roster. That progression explains the shape of the investment. You are not buying a cheap first response; you are converting a durable elephant into a structure-focused weapon whose high pierce armor changes how ranged defenders trade. Its 36-second training time and 0.6 movement speed make the transition deliberate. Once researched, the unit gives the civilizations that access it a way to turn a protected elephant mass into direct pressure on buildings.
In pro play
Use Siege Elephants when the map and the objective let their durability matter. Move them with a screen of units that keeps Spearmen and Halberdiers from surrounding them, then give the elephants a concrete structure to attack instead of sending them into an unfocused army fight. Their 150 pierce armor lets them walk through much ranged fire, but their 0.6 speed means every detour costs time. The safest pressure is layered: the elephants take the building, faster units control the approach, and the rest of the army punishes the defender for massing the Spearman-line. Keep Monks at a respectful distance; the official rule matters.
How to counter it
The classic mistake against a Siege Elephant is trying to solve it with ranged fire alone. The official help gives the categories: strong vs. buildings; weak vs. Spearman-line. Build the answer: the game gives Halberdiers +28 against War Elephant and +32 against Cavalry, while Pikemen carry +25 against War Elephant and +22 against Cavalry. Their melee bonus is why you fight under the elephant rather than shoot its 150 pierce armor. Do not plan a distant Monk conversion—the official help says that is blocked at range. If this push keeps breaking your base and you do not know what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.