Two-Handed Swordsman unit icon - Age of Empires 2

Two-Handed Swordsman

Infantry
Food50
Gold20
Hit Points65
Attack12
Melee Armor1
Pierce Armor1
Train Time21s
Speed0.96

Base 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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Evolution

Food 100 Gold 40
Food 150 Gold 65
Food 200 Gold 100

Champion

Imperial
Food 650 Gold 350

The coach's briefing

The Two-Handed Swordsman is your early Imperial Age infantry option. With 12 attack and 65 HP, they're now a serious threat. They excel in trash wars, shredding Hussars and Halberdiers alike. The upgrade to Champion costs significant resources but is worth it for infantry civilizations. Classes: Infantry.

STRONG AGAINST

You win these trades cost-effectively.

Hussar
Hussar
Halberdier
Halberdier
Elite Eagle Warrior
Elite Eagle Warrior
Skirmisher
Skirmisher

WEAK AGAINST

Avoid these fights or bring support.

Arbalester
Arbalester
Hand Cannoneer
Hand Cannoneer
Paladin
Paladin
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Strategic Analysis

Tactical Identity

The Two-Handed Swordsman bridges the gap to Champion while being immediately useful. They dominate **trash wars** and continue to hard-counter Eagles.

Tactical Playbook

Trash War Dominance

2HS beat Hussars and Halberdiers in equal fights. In late game when gold runs out, they're your answer to trash spam.

Raiding Potential

With Squires and good armor from Blacksmith upgrades, they can raid enemy economy effectively.

Champion Transition

If you're going infantry, upgrade to Champion ASAP. The +13 attack and +70 HP makes a huge difference.

Critical Point

Still vulnerable to **Hand Cannoneers**, **Arbalesters**, and **Paladins**. You need siege or cavalry support against these threats.

Understanding The Stats

The Two-Handed Swordsman has solid Imperial Age stats but is often skipped in favor of going straight to Champion when resources allow.

Strong Attack

12 Atk

12 attack cuts through trash units quickly. Hussars (with 0 melee armor) take the full 12 damage per hit.

Good Durability

65 HP

65 HP with armor upgrades makes them tanky enough to close distance and engage.

Eagle Destruction

+8 vs Eagles

Combined with 12 base attack, you deal 20 damage to Eagles. Elite Eagle Warriors die in 3 hits.

Cost Efficiency

50F 20G

Same cost as Militia. Extremely gold-efficient for an Imperial Age combat unit.

Coach's Tip

12 attack is a major power spike. You now threaten all trash units and can hold your own against light cavalry in melee.

Mechanics & Bonuses

Attack Bonuses

TargetBonus Dmg
Standard Building+4
Eagle Warrior+8

Armor Classes

Infantry

Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.

Civilizations

All civilizations

* 1 civilizations have access to this unit.

AoE Coach analysis

Context & meta

Two-Handed Swordsman is the Imperial Infantry step that raises the sword line to 65 HP and 12 attack. It costs 50 food and 20 gold, has 1 melee/1 pierce armor, 0.96 speed and 5 line of sight, with a 21-second train time. The official help says it is strong against buildings, Infantry, Scout Cavalry-line and Skirmisher-line, but weak against Ranged Soldiers at long range. Its +3 building bonus and +10 Eagle Warrior bonus make it a direct answer to structures and specific Infantry; it remains a zero-range unit whose strength begins only when it reaches the fight.

History & balance

Two-Handed Swordsman is the final general sword upgrade before Champion in the standard Barracks path, while the official help also lists Legionary as an alternative destination from the previous stage. The progression keeps the same economic recipe and train time, then adds attack, HP and building pressure instead of changing the role. Blacksmith upgrades, Barracks speed and pierce armor, and creation speed at the Castle support the line. The design is an Imperial commitment to bodies that trade well into Infantry and structures, not a solution to a battlefield ruled by long-range fire.

In pro play

Use Two-Handed Swordsmen to make a committed ground push: they have the 12 attack, 65 HP and +3 building bonus to punish a structure or clear a melee screen. Keep the group moving toward a decision rather than scattering it across the map, because 0.96 speed and zero range still make every open approach readable. A mixed army can supply the reach they lack; the swordsmen then hold the contact and convert time into damage. Protect the route from Ranged Soldiers, choose the target before production scales, and switch when the opponent has paid for the counter.

How to counter it

The classic mistake is to answer a ranged army with more Two-Handed Swordsmen simply because the unit is Imperial and has 12 attack. In practice, the counters are Arbalesters, Hand Cannoneers and Paladins. Hand Cannoneers carry +10 against Infantry; Arbalesters keep the distance, while Paladins use speed and melee damage to choose the contact. The swordsman has only 1 pierce armor, so the fix is cover, a closing unit or a different composition, not a longer walk under fire. If you keep losing to Two-Handed Swordsmen without knowing what to build or when, that is exactly what AoE Coach does: it reads your match-up and gives you the counter composition and timing.