Temple Guard unit icon - Age of Empires 2

Temple Guard

Infantry
Food80
Gold45
Hit Points100
Attack12
Melee Armor1
Pierce Armor1
Train Time20s
Speed0.95

Evolution

Food 500 Gold 650

STRONG AGAINST

You win these trades cost-effectively.

Knight
Knight
Cavalier
Cavalier
Camel Rider
Camel Rider
Battle Elephant
Battle Elephant

WEAK AGAINST

Avoid these fights or bring support.

Arbalester
Arbalester
Hand Cannoneer
Hand Cannoneer
Scorpion
Scorpion
Mangudai
Mangudai

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

-0.2s/hit

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

+3 vs Cav

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

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

0.95 Speed

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

TargetBonus 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.