Tiger Cavalry
CavalryBase 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.
Stop searching after the game
The coach calls out counters live, the moment the unit shows up.
Try it freeEvolution
Tiger Cavalry
CastleElite Tiger Cavalry
ImperialThe coach's briefing
Commander, the Tiger Cavalry hunts enemy cavalry. With +6 bonus against cavalry, they excel at eliminating enemy horsemen. At 110 HP with 4 pierce armor, they survive archer fire well. Use Tiger Cavalry to counter enemy cavalry plays - they win most cavalry-on-cavalry fights. Their 1.35 speed keeps them mobile enough for pursuit and flanking.
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
Anti-cavalry specialist with high pierce armor
Tactical Playbook
Cavalry Hunter
+6 vs cavalry makes Tiger Cavalry devastating against enemy horsemen. Knights, Hussars, and even Paladins fall quickly.
Archer Resistant
4 pierce armor means archers deal minimal damage. You can chase archers without fear of attrition.
Mobile Fighter
1.35 speed is good for heavy cavalry. Use it to catch fleeing cavalry or reposition during battles.
Critical Point
Weak to Pikemen and Camels like all cavalry. Your anti-cavalry bonus does not help against these counters.
Understanding The Stats
Tiger Cavalry combines anti-cavalry bonuses with exceptional pierce armor. At 110 HP and 0/4 armor, they are specialized cavalry killers.
Cavalry Killer
Base 11 attack with massive bonus vs cavalry
Pierce Focus
4 pierce armor makes archers nearly harmless
High HP
Substantial health pool for sustained fights
Good Speed
Standard knight speed for mobile warfare
Coach's Tip
110 HP and 4 pierce armor = near immunity to archers. But 0 melee armor = vulnerable to infantry.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Archer | +6 |
Armor Classes
Cavalry
Takes heavy bonus damage from Pikemen/Halberdiers and Camels.
Unique Unit
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Feudal Age
Castle Age
Civilizations
* 1 civilizations have access to this unit.
AoE Coach analysis
Context & meta
The Tiger Cavalry is the Wei unique Cavalry: 60 food and 80 gold, 18 seconds to train, 110 HP, 11 attack, 0 melee/4 pierce armor, speed 1.35, and line of sight 5. When it defeats enemy military, it gains HP and attack, according to the official help. The same help calls it exceptionally strong against Ranged Soldiers and weak against the Spearman-line. It is tagged Cavalry and Unique Unit and carries +6 against Archers. It is a snowball unit with a clear condition: the first kill improves the next fight, so denying that first kill matters more than trading one body at a time.
History & balance
The Tiger Cavalry belongs to the Wei cavalry identity, where economic tempo and durable mounted pressure reinforce one another. Wei receive one free Villager for each researched economic upgrade, gain +20% then +30% HP for Hei Guang Cavalry and Xianbei Raiders in Castle and Imperial Age, and make Traction Trebuchets and Lou Chuans 25% cheaper. The team bonus gives Cavalry +2 attack against Siege Weapons. The Tiger itself keeps its 60-food/80-gold cost and 18-second train time, then adds a kill-based reward that makes a successful Wei attack compound. It is strongest when the player chooses fights that guarantee a military target without feeding the first unit.
In pro play
Use Tiger Cavalry with a kill plan. At 1.35 speed, 110 HP, and 4 pierce armor, the unit can reach ranged positions, but 80 gold makes random contact a bad investment. Focus one Ranged Soldier, Siege Weapon, or exposed support unit, secure the first military defeat, then immediately use the extra HP and attack to switch targets. Keep the group together so one Tiger can be screened while another takes the finish; do not let a wounded unit chase alone. The 18-second train time supports a rolling pressure wave, and Wei economic Villagers keep that wave growing, but only if the player refuses fights that offer no safe first kill.
How to counter it
The classic mistake is letting Tiger Cavalry farm Archers one by one and create its first permanent power spike. The official help gives the category: Spearman-line. Halberdiers carry +32 against Cavalry and Pikemen +22. Place them between Tigers and ranged targets, focus the same Tiger until it falls, and never donate a low-HP military unit that can trigger the reward. The goal is to deny the kill condition, not chase 1.35-speed cavalry. If you keep losing to Tiger Cavalry without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.