Temple Guard
InfantryEvolution
Temple Guard
CastleElite Temple Guard
ImperialSTRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Strategic Analysis
Tactical Identity
The Temple Guard is a **ramping melee powerhouse** that grows stronger the longer a fight lasts. Its attack speed acceleration makes it devastating in sustained engagements.
Tactical Playbook
Sustained Combat
Temple Guards need time to ramp up. Engage, hold position, and let the attack speed acceleration kick in. After 3-4 hits, they attack nearly 50% faster.
Anti-Cavalry Wall
+3 vs Cavalry, +2 vs Camels, +3 vs Elephants makes Temple Guards versatile anti-mounted infantry. They fill a similar role to the Pikeman but with much higher base damage.
Dual Training
Uniquely, Temple Guards can be trained at both Barracks and Monastery. Use both production buildings to flood the field with them.
Anti-Ship Utility
+2 vs Ships may seem niche, but when defending shorelines, Temple Guards can deal solid damage to beached or close ships.
Critical Point
0.95 speed is very slow — faster units can kite them endlessly. Archers are particularly dangerous as Temple Guards have only 1 pierce armor and no way to close the distance quickly.
Understanding The Stats
The Temple Guard has strong base stats for infantry (100 HP, 12 attack) but the real power is in the attack speed ramping mechanic that turns sustained fights into one-sided massacres.
Attack Acceleration
Each hit reduces reload by 0.2s for 5 seconds. From 2.0s base to 1.4s minimum — that's a 30% DPS increase after ramping.
Anti-Cavalry
Combined with 12 base attack, Temple Guards deal 15 damage per hit to cavalry. With ramped speed, that's devastating DPS.
Solid HP
100 HP with 1/1 armor is decent for Castle Age infantry. They can tank enough hits to ramp up their attack speed.
Slow Movement
Slower than most infantry (1.0). Cannot chase, cannot retreat. Positioning before engagement is critical.
Coach's Tip
Your 12 attack with ramping speed means you deal more DPS than a Champion in prolonged fights. The key is STAYING in combat — don't let enemies kite you.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Cavalry | +3 |
| Camel | +2 |
| War Elephant | +3 |
| Ship | +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.