Units

Companion

Companion is House of Vasa heavy cavalry with a Stun ability. Its charge and trample attacks create a mobile threat, while the special effect can disrupt a target during an engagement.

APPLIES TO Definitive Edition — The Baltic Powers (2026)
Companion in Age of Empires III
Companion
IN-GAME VALUES

Recorded values

Cost
100 Food, 100 Coin
Available
Commerce Age · Trading Post or Tambo on a House of Vasa palace; Native Embassy
Training
50 sec · 20 XP per train
Durability & mobility
335 hit points · 20% ranged resistance · 7.0 speed · 12 line of sight
Siege attack
18 base damage · range 6 · attack interval 3.0
Hand attack
17 base damage · attack interval 1.5
Trample attack
14.67 base damage · attack interval 2.0 · area of effect 3
Lance Charge (charged)
28 base damage · range 2 · attack interval 2.0 · area of effect 1 · recharge 60 · requires Rohatyna
Bleeding damage
2 base damage · attack interval 1.0 · requires Rohatyna

Role, availability & values

It is available through a House of Vasa settlement or Native Embassy. Its recorded profile includes 335 hit points, 20% ranged resistance and a charged Lance Charge; it also has a Bleeding damage effect. The unit costs two standard resources and requires population, so it competes with ordinary cavalry production.

Matchup & timing

Use Stun to interrupt a key target or create time for the rest of the army to close. Commit only when the Companion has support for the follow-up; its ability does not protect it from anti-cavalry units surrounding it.

Vasa cavalry statistics and Rohatyna charge

The Companion is a Commerce Age heavy hand cavalry native warrior introduced in The Baltic Powers. It becomes available by allying with the House of Vasa: build a Trading Post or Tambo on one of that palace’s sites, then recruit through the associated native access. A Native Embassy can also provide the unit where the civilization’s native roster permits it. Each Companion costs 100 Food and 100 Coin, trains in 50 seconds and uses two population. The House of Vasa palace limits recruitment to nine. Its profile has 335 hit points, 20% ranged resistance, speed 7.0 and line of sight 12. The ordinary hand attack deals 17 damage every 1.5 seconds. Trample deals 14.67 damage every two seconds in an area of three, allowing the unit to threaten clustered targets while it moves through combat. Its siege attack deals 18 damage at range six every three seconds, reflecting the war hammer’s structure damage. These attacks make the Companion a mobile melee unit that can pressure light infantry, counter-skirmishers and artillery, but it remains vulnerable to Heavy Infantry, Light Ranged Cavalry, ranged Shock Troops and Ninjas. Use its speed to threaten a flank or intercept an exposed artillery piece, and withdraw before anti-cavalry units pin it down. Research Rohatyna to unlock Lance Charge. The charged attack hits for 28 damage at range two, in an area of one, and stuns its target for two seconds. It recharges over 60 seconds. Rohatyna also adds a bleeding effect of two damage each second for four seconds to hand, trample and charged attacks. The charge is a control ability as much as a damage tool: use it to interrupt a dangerous target or create a short window for the rest of the cavalry to engage. Avoid spending it on a low-value target just before an expected fight, because it cannot be used again until the cooldown has elapsed. Companions upgrade through the native warrior progression. Veteran Vasa costs 125 Wood and 125 Coin and adds 20% hit points and damage. Royal Guard Vasa costs 350 of each resource, requires Veteran Vasa and adds 40% hit points and damage. Imperial upgrades grant a further 50% hit points and damage for 1,500 Food and 1,500 Wood through the available civilization-specific technology. These upgrade costs are a significant investment; compare them with adding units and with the timing of the match. The Poles can raise the train limit through Leszczyński Alliances, while other civilizations may improve native warriors through cards or technologies. The Companion replaces the Winged Hussar for the House of Vasa in The Baltic Powers content. This means the palace ally’s roster differs from an ordinary Polish cavalry build: the Companion uses a war hammer, has an area trample attack and gains the Rohatyna charge, while the Winged Hussar is not the unit trained from this specific palace. Treat the name and statistics as a distinct Age III unit and keep them separate from similarly named units in other titles. Use Companions as a small, fast cavalry wing supported by ranged infantry or artillery. Their 7.0 speed helps them reach a target, but their two-population cost makes losses expensive. A few can disrupt a firing line, threaten a structure after defenders are removed or pin an enemy unit with the charge. They should not replace a complete anti-cavalry screen or be sent alone into a defended Town Center. Protect the unit while its long upgrades and cooldown provide value.

Choose the House of Vasa alliance for the map

The nine-unit cap is tied to each House of Vasa palace and should be checked before planning a large cavalry mass. The Trading Post site determines where the army can reinforce, while the Native Embassy route depends on the player’s civilization and available native roster. Keep the alliance’s recruitment position protected: a lost Trading Post can interrupt access and force the cavalry to travel from another site. Companion production is slower than its ten-second charge might suggest because each unit trains for 50 seconds and occupies two population. Queue it when Food and Coin are both available, then support the group with a ranged line that discourages anti-cavalry infantry from closing in.

Spend the charge on a decisive target

Because Lance Charge stuns for only two seconds and recharges for 60, use it to interrupt a dangerous attack or stop a key unit from escaping. The bleeding damage then continues after the Companion leaves contact, while ordinary attacks and trample keep contributing during the cooldown.

House of Vasa cavalry and stun timing

The Companion is heavy cavalry allied through a House of Vasa palace settlement or a Native Embassy where that roster is available. Its 7.0 speed and 335 hit points allow it to move with a cavalry force, while Stun and the recorded bleeding effect can disrupt a selected target. The ability is most valuable when it creates a short opening for friendly units to connect or when it interrupts an important enemy action; using it without nearby support wastes the opportunity. The Companion still has a two-population cost and can be punished by anti-cavalry units. Choose the engagement before charging, use mobility to approach from a safe direction and pull the unit away once the opposing counter force arrives.

Trading Post access and reinforcement limits

The palace settlement determines whether the House of Vasa roster is available, so a player may need to secure the relevant Trading Post or Tambo before relying on Companions. Their 100 Food and 100 Coin cost and 50-second training time mean the alliance is a slower reinforcement route than ordinary cavalry production. Protect the post and consider whether its other allied units or technologies also support the army plan. A Companion can initiate a flank or help contain an isolated target, but it does not replace a durable frontline or dedicated siege. Build a formation that can benefit from the stun and bleeding window, and keep enough resources to replace losses without delaying the rest of the army.