UNIT · BARRACKS
Two-Handed Swordsman
A late-game upgrade that strengthens the militia line’s damage and durability.

Overview
A late-game upgrade that strengthens the militia line’s damage and durability.
Availability and investment
Two-Handed Swordsman becomes available in Imperial Age. Its listed production context is Barracks. The listed cost is 50 Food, 20 Gold and the training time is 21 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.
- Upgrade path: Militia → Man-at-Arms → Long Swordsman → Two-Handed Swordsman → Champion
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: 65
- Melee armor: 1
- Pierce armor: 1
- Line of sight: 7
- Reload time: 2 seconds
- Movement speed: 0.96
- Bonus damage vs. Shock Infantry: 9
Field use
Use it to hold space, protect support units, or pressure an opponent that cannot kite it safely. The listed armor and bonus-attack classes determine which opponents it can trade with efficiently.
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.
- Armor class: Infantry
- Two-Handed Swordsman deals +9 bonus damage to units in the Shock infantry class
- Two-Handed Swordsman deals +4 bonus damage to units in the Standard building class
Related unit plan: Two-Handed Swordsman early-Imperial answer
Two-Handed Swordsman: Two-Handed Swordsmen offer an affordable attack increase when the Imperial Age begins, and can be useful in a focused infantry push against Halberdiers, rams, or Eagle Warriors. Their place in the technology tree makes timing important Research the upgrade when the existing infantry line can immediately use the stronger attack. Move the group with siege or ranged support to remove a specific counter formation, then reassess whether Champion is a better long-term investment The upgrade is often transitional because Champion becomes available after it. Avoid investing if the army is not ready to fight or if the opponent’s composition calls for a different counter
Battlefield role and use
A late-game upgrade that strengthens the militia line’s damage and durability. Available in the Imperial Age. Training cost: 50 Food, 20 Gold. Training time: 21 seconds. Its upgrade path is Militia → Man-at-Arms → Long Swordsman → Two-Handed Swordsman → Champion. It must close to attack, so formation support and the opponent’s bonus-damage counters determine whether it trades efficiently in a prolonged fight.
Base unit statistics
- Age
- Imperial Age
- Training time
- 21 seconds
- Melee attack
- 12
- Reload time
- 2 seconds
- Movement speed
- 0.96
- Bonus damage vs. Shock Infantry
- 9
Base values before civilization bonuses or researched technologies.
- Focus
- Infantry · melee
- Signature / category
- Barracks
- Release / context
- Core roster
- Region
- Barracks
- Classification
- Units
upgrade Line: Militia → Man-at-Arms → Long Swordsman → Two-Handed Swordsman → Champion