Siege Ram
Siege WeaponBase 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 Siege Ram is the king of building destruction. 270 HP and 195 pierce armor makes it nearly indestructible to ranged units. With +200 vs Buildings, it melts structures. Garrison 4 infantry to double attack speed. The upgrade costs 1000 food - expensive but devastating. Use it to end games.
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 Siege Ram is your **game-ending siege weapon**. When you have map control and need to break through fortified positions, Siege Rams are the answer.
Tactical Playbook
Castle Breaker
Siege Rams destroy Castles efficiently. With 270 HP, they survive multiple Trebuchet shots while closing distance. Perfect for breaking turtle players.
Wonder Race
In Wonder race games, Siege Rams with Halberdier escort are the fastest way to destroy enemy Wonders. The garrison bonus makes destruction lightning-fast.
Forward Push
Use Siege Rams to push into enemy territory. They tank all defensive fire while your army secures the area. Then target key buildings.
Critical Point
**Paladins and Champions** are your nightmare. Paladins deal full melee damage and have the speed to catch you. Champions are cheap and do massive damage. Always have Halberdiers screening your Rams.
Understanding The Stats
The Siege Ram is the ultimate Ram variant. Expensive to upgrade but unmatched in building destruction capability.
Massive HP
+70 HP over Capped Ram. Can survive extended assaults.
Near Arrow Immunity
Arrows deal 0-1 damage. Castle arrows barely tickle you.
Building Devastation
With garrison bonus, you destroy buildings in seconds.
Expensive Upgrade
Costly but worth it for ending games against fortified opponents.
Coach's Tip
Your -1 melee armor is the best of any Ram. Combined with 270 HP, you survive longer against melee threats. But 270 HP vs Paladin's 14 attack is still only 19 hits - keep those Halberdiers close!
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Building | +200 |
| Siege Weapon | +65 |
Armor Classes
Siege Weapon
Takes bonus from Mangonels and Bombard Cannons. Can be repaired.
Ram
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Civilizations
* 27 civilizations have access to this unit.
AoE Coach analysis
Context & meta
The Siege Ram is the final ram in this lot, with 270 HP, 4 attack, -1 melee armor, 195 pierce armor, 0 range, 0.6 speed and 3 line of sight. It costs 160 wood and 75 gold and takes 36 seconds to build. The official help makes the job unambiguous: it is exceptionally strong against buildings, resists most ranged attacks, is weak against melee units and cannot be converted by enemy Monks from distance. Infantry in the garrison increases speed and attack. Its 195 pierce armor is why an opponent must change damage type, while its slow movement and negative melee armor are the openings that keep the unit balanced.
History & balance
The Siege Ram is the completed upgrade path from the Capped Ram: same anti-building purpose, but more HP, a larger building bonus and a stronger bonus against Siege Weapons. The official help keeps the progression honest rather than turning it into a general combat unit. It still has no range, still needs Infantry inside for maximum pressure and still falls to melee contact. The 36-second build time means the upgrade is a commitment to a breach plan, not a panic button. Read the tech tree as a sequence: first create the opening with the Capped Ram, then use Siege Rams when the defender has enough ranged fire or the target is important enough to justify the heavier investment.
In pro play
A Siege Ram is a win-condition tool when it reaches the correct building, so prepare the route before you click the Siege Workshop. Garrison Infantry and escort the ram with a melee screen. Its 0.6 speed makes the first move predictable; create pressure on another side so the defender cannot meet it in a clean surround. Concentrate several rams on one gate, wall section or key structure, then retreat the escort only after the building falls. The 36-second train time rewards a planned wave and punishes idle workshops. Do not send Siege Rams to fight an army: their value is the building that disappears while the opponent is busy.
How to counter it
The classic mistake is trying to solve a Siege Ram with arrows or a ranged siege unit whose pierce damage is absorbed by 195 armor. The official help gives the category: melee units. In practice, Paladins and Champions are the named melee answers in the unit data; both are direct contact responses. Contain the ram, surround it and keep villagers away from the escort. Do not confuse a bonus against Siege Weapons with a good pierce attack against a ram. If Siege Rams keep reaching your base without you knowing what to build or when, AoE Coach reads your match-up and gives you the counter composition and timing.