UNIT · STABLE
Cavalier
An Imperial Age upgrade to the Knight with improved combat performance.


Overview
An Imperial Age upgrade to the Knight with improved combat performance.
Availability and investment
Cavalier becomes available in Imperial Age. Its listed production context is Stable. The listed cost is 60 Food, 75 Gold and the training time is 30 seconds. This tells you when it can first join an army and which resources must be reserved alongside Villager production, upgrades, and other military lines.
Combat profile
The available combat values are included here so the numbers can be read as a profile rather than an isolated list. Hit points and armor describe how long the unit can remain exposed; attack and any bonus damage describe what it threatens; range, reload, accuracy, and movement describe how reliably it can engage or disengage. A value shown for a whole upgrade line applies to the listed stages as recorded, so compare the stage names instead of treating the line as one base unit.
- Melee attack: 12
- Hit points: 120
- Melee armor: 2
- Pierce armor: 2
- Line of sight: 4
- Reload time: 1.8 seconds
- Movement speed: 1.35
Field use
Use its mobility to choose the engagement: pressure exposed economy, reinforce quickly, or withdraw from a prepared counter. Avoid trading its movement advantage for a stationary fight unless the target justifies it.
Armor classes and counters
Armor-class bonuses are separate from base attack and the target’s melee or pierce armor. The class list below shows the unit’s documented combat categories and bonus-damage relationships; use it to judge matchups instead of relying on the unit label alone.
Related unit plan: Cavalier flanking and frontline plan
Cavalier: Use Cavaliers as a flexible heavy-cavalry line: flank exposed economy, absorb fire for ranged units and siege, or switch from Knights when the Castle Age upgrade creates a useful timing. Their role can be more economical than pursuing Paladin in a match where gold is limited Research Cavalier as the Imperial Age begins when the added durability and attack can be used immediately. Keep a group together for a flank, then return it to screen the main ranged army after the raid. Scout whether the opponent is adding anti-cavalry before queuing more Halberdiers and Heavy Camel Riders are hard counters, and Monks can convert isolated units. Do not send Cavaliers into a prepared anti-cavalry line or pay for an upgrade whose timing cannot affect the next engagement
Battlefield role and use
An Imperial Age upgrade to the Knight with improved combat performance. Available in the Imperial Age. Training cost: 60 Food, 75 Gold. Training time: 30 seconds. Its upgrade path is Knight → Cavalier → Paladin. Mobility gives it options to choose engagements, threaten exposed Villagers, and reinforce distant fronts; avoid leaving it committed where counters can surround it.
Base unit statistics
- Age
- Imperial Age
- Training time
- 30 seconds
- Hit points
- 120
- Melee attack
- 12
- Reload time
- 1.8 seconds
- Movement speed
- 1.35
Base values before civilization bonuses or researched technologies.