Abus Gunner
The Abus Gunner is an Ottoman gunpowder unit trained at the Artillery Foundry. Its ranged attack is effective against Infantry, giving the Ottoman army a specialist response behind its frontline.

Recorded values
- Available
- Commerce Age · Artillery Foundry; Fort; Galleon; American Citadel
- Training
- 44 sec · 2 population · 15 XP per train
- Durability & mobility
- 130 hit points · 20% ranged resistance · 4.0 speed · 22 line of sight
- Hand attack
- 10 damage · 1.5 attack interval · bonuses: 1.75x vs. Heavy infantry; 0.5x vs. Heavy cavalry; 0.5x vs. Hand shock trooper
- Ranged attack
- 2-18 range · 3.0 attack interval · bonuses: 2.25x vs. Light ranged cavalry; 2.25x vs. Ranged shock trooper; 1.75x vs. Heavy infantry; 0.5x vs. Artillery; 0.4x vs. Cavalry; 0.4x vs. Shock troops; 0.3x vs. Villager
- Siege attack
- 15 damage · 10 range · 3.0 attack interval · bonuses: 2.0x vs. Ship
Role & counters
Although classed as Infantry, the Abus Gunner deals strong ranged damage to Infantry. It has little ability to protect itself from Cavalry or focused attacks, and its production building is also used for artillery. Janissaries can screen it while it fires.
When to field it
Add Abus Gunners when enemy Infantry are the target. Screen them with Janissaries or another anti-cavalry line, and choose artillery instead when buildings or opposing cannon are the larger problem. Reposition if fast units reach the backline.
Cost, access and combat statistics
The Abus Gunner is an Ottoman Commerce Age ranged infantry unit trained at the Artillery Foundry and select other production sources. It costs 50 Food and 105 Coin, takes 44 seconds to train, uses two population and awards 15 experience on training or defeat. Its current profile lists 130 hit points, 20% ranged resistance, speed 4 and line of sight 22. The ranged attack deals 34 damage at range 2–18 every three seconds, while its attack is classified as siege damage rather than ordinary ranged damage. It also has a 15-damage siege attack at range 10, with a bonus against Ships. These unusual tags are central to the unit: it can damage artillery and other targets that resist ordinary ranged attacks, but the unit remains vulnerable to artillery itself.
Target classes and damage multipliers
The Abus Gunner’s ranged attack deals 2.25 times damage to Light ranged cavalry and Ranged shock troops, and 1.75 times damage to Heavy infantry. Its damage is reduced against Artillery, Cavalry, Shock troops and Villagers, so it should not be used as an all-purpose unit. The shot’s siege classification also means that it can pressure ships and artillery more effectively than a normal rifle unit with similar reach; Culverins remain a better answer to ships because of their longer range and specialized multipliers. Select a target that fits the gunner’s bonus and keep the formation focused. If the opponent fields Heavy cavalry, use Janissaries, Cavalry Archers or another suitable screen to prevent the guns from being overrun.
The Janissary screen and force composition
Abus Gunners pair well with Janissaries. The Janissaries protect them from cavalry, while the Abus Gunners eliminate enemy infantry and can help remove artillery. This combination uses two different resource profiles and two population per Abus Gunner, so it can strain the economy if produced without a plan. Keep Janissaries between the guns and the approaching cavalry, and do not let the support line lag behind while moving. Cavalry Archers or Deli can provide other forms of protection and mobility depending on the matchup. If the opponent has no infantry or artillery for the Abus Gunners to attack, shift production rather than maintaining a costly specialist mass without useful targets.
Commerce Age timing and later scaling
The Abus Gunner becomes available in the Commerce Age, earlier than many artillery-style counters. That early access creates an opportunity to pressure infantry before the opponent has a mature army, but the unit’s Coin cost and training time limit how quickly it can be massed. It becomes safer to produce in larger numbers as the Coin economy improves in later Ages. The Home City can support Abus Gunners through artillery and Grenadier upgrade cards, and some age-up choices can deliver a small group. Use an early shipment to strengthen a timing only if the Ottoman army can protect the guns once they arrive. Later, compare the Abus Gunner with conventional artillery: its mobility and target flexibility differ from the larger cannon’s area damage and siege role.
Weaknesses and protecting the line
Although the Abus Gunner has a hand attack, it is not a practical melee unit; its hand damage per second is substantially lower than the ranged attack. The hand strike may fend off a nearby enemy long enough for support to respond, but it does not replace a screen. The unit moves at speed 4, so it cannot reliably outrun cavalry once caught in the open. Keep it behind infantry, use terrain or Outposts to identify the approach, and retreat early if the screen breaks. Enemy artillery is a particularly dangerous counter because Abus Gunners are infantry and lack the durability of a cannon. Spread the formation against area attacks and use cavalry or Culverins to threaten the enemy guns.
Siege role without being a conventional cannon
The Abus Gunner’s attack type makes it a hybrid specialist rather than a standard cannon. It can focus fire more flexibly than a slow-firing Falconet or Great Bombard and can finish survivors after a cannon volley. It also lacks the heavy artillery’s area damage and can be countered by units that target infantry. Use it to pick off priority infantry, pressure artillery or ships at appropriate range, and support a larger siege force. When attacking buildings, assess whether the Abus Gunners or a dedicated siege unit provides better value for the cost and risk. The best target can change during a fight, but the gunner’s role should stay tied to its damage class and protection needs.
Upgrade and card choices
Veteran, Guard and Imperial artillery upgrades improve the Abus Gunner with age, while Home City cards shared with artillery or Grenadiers can strengthen its performance. Research and shipments should follow the role the unit will play in the next phase. If the army depends on Abus Gunners to remove infantry, an upgrade may be worthwhile; if enemy cavalry has become the dominant threat, spend first on the Janissary or cavalry screen. Check current upgrade costs and effects in the technology entry, since balance updates can alter exact values. Keep the unit’s two-population cost in mind when comparing it with other counters.
Target priority in a mixed battle
Choose targets in an order that protects the Ottoman force. Focus Heavy infantry and Light ranged cavalry first when they threaten the main line, then turn on enemy artillery if it is exposed. Avoid firing into Villagers or heavy cavalry unless no better target is available, because the attack has severe penalties against those classes. If the opponent sends artillery to counter the Abus Gunners, redirect Janissaries or cavalry to those guns and pull the infantry back. The Abus Gunner’s long reach can punish a unit that is already occupied, but it should not advance beyond the screen just to maintain line of sight.
Economy and population tradeoffs
At 50 Food and 105 Coin, two population and 44 seconds of training, the Abus Gunner is a meaningful investment rather than a disposable ranged unit. Build its numbers at a pace that still leaves Food for Yörük support choices and Coin for Janissaries or Age advancement. A smaller group can be effective when it fires on the correct target behind a screen. A large force is justified when the opponent offers suitable infantry, artillery or ships and the economy can replace losses. If the army needs a cheap screen, spend on that role separately instead of counting every Abus Gunner as frontline strength.
Retreat and formation spacing
Keep enough distance between Abus Gunners to avoid giving artillery a single dense target, but keep them close enough for the Janissary screen to cover both sides. When the front breaks, retreat the guns early because speed 4 will not reliably escape cavalry. Use a protected path toward a War Camp, Town Center or Outpost, regroup and allow the next unit batch to join. Their long line of sight can help spot danger, but it should not tempt the player to stand in the open after the screen is gone.
Attack with the right screen
Advance only while Janissaries or cavalry can protect the formation. If the screen turns to face a different threat, pull the Abus Gunners back before they are exposed.
Do not confuse siege damage with durability
The attack classification helps the Abus Gunner hit targets with high ranged resistance, but it remains an infantry unit with limited durability against artillery. Use its damage type to choose a target, not as a reason to leave it without protection.
Use the range without overextending
Its range 18 allows the Abus Gunner to contribute from behind the line. Hold a safe firing position and let mobile allies identify or occupy targets before advancing.
Preserve the costly specialist
A retreating Abus Gunner can return to the field after healing. Avoid trading its two population and Coin cost for low-value Villager damage.
Screen the artillery line
Use the Janissaries to block cavalry paths while Abus Gunners remain behind them and focus the opposing infantry.
Long-range profile and Ottoman cost split
The Abus Gunner costs 50 Food and 105 Coin, takes 44 seconds to train and uses two population. Its 34-damage ranged attack reaches from 2 to 18 and fires every three seconds. It has a 1.75× multiplier against Heavy Infantry, 2.25× against Light ranged Cavalry and Ranged Shock Troops, but only 0.4× against ordinary Cavalry and Shock troops, 0.5× against Artillery and 0.3× against Villagers. The wide range band means it can fire at distance, but it cannot use the attack point-blank; keep a screen between it and units that can close the gap. Its separate Siege attack deals 15 damage at range 10 and is not the same as a Mortar or Falconet’s building pressure. Because the unit is produced at the Artillery Foundry, it competes with Ottoman artillery access for that production site. Train it when enemy Infantry and ranged cavalry are the problem, then add another answer if the opponent changes composition.
Ottoman anti-infantry gunpowder unit
The Abus Gunner is an Ottoman gunpowder unit trained at the Artillery Foundry, Fort, Galleon or American Citadel in its listed contexts. Although it is classified as Infantry, its ranged attack is specialized against Infantry, with strong bonuses against Light ranged cavalry, Ranged shock troopers and Heavy infantry. At 130 hit points, 20% ranged resistance and four speed, it needs a frontline to keep Cavalry from reaching it. Use Janissaries or another anti-cavalry force to screen while the Abus Gunners fire.
Cost, range and production choices
An Abus Gunner costs 50 Food and 105 Coin, uses two population and takes 44 seconds to train. Its 2–18 range supports sustained fire, but its attack is reduced against cavalry, Shock troops, artillery and Villagers. The Artillery Foundry also trains siege units, so choose production according to the opponent’s composition: use Abus Gunners against infantry masses and dedicated artillery against buildings or enemy guns. Reposition if fast units reach the backline, and protect the Foundry so the Ottoman army can replace losses.
Historical cost, range and counter values
The Abus Gunner currently costs 105 Coin and takes 44 seconds to train; the earlier values were 100 Coin before update 15.30007 and 42 seconds before update 14.43676. Ranged resistance is now 20%, compared with 25% between updates 13.27885 and 13.58326. Its siege attack is currently 34 damage, versus 36 before update 19.18309 and 40 before update 13.27885. The ranged attack reaches from 2 to 18; its minimum range was 4 before update 13.27885. Against Light Ranged Cavalry and Ranged Shock Troopers, the current 2.25× bonus replaces a sequence of 1.5× before update 13.27885, 1.0× before 13.58326 and 2.5× before 14.43676. Its ranged interval is 3.0 seconds now; it was 3.5 seconds after the Definitive Edition and before update 13.27885. These patch snapshots explain why older Abus guides may present very different target roles.