Teutonic Knight
The Teutonic Knight is a slow, durable heavy Infantry unit found in several European rosters and in Livonian campaign play. Its 35-damage hand attack affects enemies in a radius of two, giving it a useful role against clustered Cavalry and Shock troops. Support its approach with faster or ranged units so it can reach the frontline intact.

Recorded values
- Available
- Revolution · Barracks; Fort; Galleon; Hospital (Maltese) ; Livonian Bishopric (The Livonian War)
- Training
- 40 sec · 2 population · 20 XP per train
- Durability & mobility
- 320 hit points · 30% hand resistance · 4.25 speed · 12 line of sight
- Siege attack
- 50 base damage · range 6 · attack interval 3.0
- Hand attack
- 35 base damage · attack interval 1.5 · area of effect 2 · bonus damage: 2.0x vs. Cavalry; 1.5x vs. Shock troops
Role, availability & values
Production is available through Barracks, Fort, Galleon, Hospital (Maltese), or Livonian Bishopric in The Livonian War. It has 320 hit points, 30% hand resistance, speed 4.25 and uses 2 population. Training costs 100 Food and 100 Coin and takes 40 seconds. Its 35-damage hand attack affects an area of 2 and deals 2× damage against Cavalry and 1.5× against Shock troops; the siege attack deals 50 damage. The slow, durable profile suits a supported frontline: use ranged units to cover the approach, then let the area attack punish clustered enemies.
Matchup & timing
Place Teutonic Knights where enemies must fight around them: their slow movement is offset by a radius-2 hand attack and 50 siege damage. They can punish grouped Cavalry or Shock troops, but ranged units can kite them before contact. Pair them with mobile or ranged support, then use their siege attack only after the route to a structure is controlled.
Livonian revolutionary heavy infantry
Teutonic Knight is Heavy Infantry in Definitive Edition’s The Baltic Powers content, available to Livonia after the Revolution and through specific roster access for the Maltese or The Livonian War. It costs 100 Food and 100 Coin, uses two population and takes 40 seconds to train. The unit has 320 hit points, 30% hand resistance, speed 4.25 and line of sight 12. Its hand attack deals 35 damage every 1.5 seconds with an area of effect of two, while its siege attack deals 50 damage at range six every three seconds. These values make it a durable close-range unit that can damage nearby enemies together and contribute against buildings. Its two-population cost and slow movement mean it should be supported by ranged units and should not chase mobile enemies alone. Access depends on whether the player is using Livonia, the Maltese Hospital route or the Livonian War Bishopric; check the active civilization and scenario. Since this unit is tied to a newer expansion and revolutionary transition, older build orders will not include it. Use the hand area attack when enemies are grouped and preserve the unit against counters that can kite it.
Area attack and role
The hand attack’s area of effect is two, so Teutonic Knights can damage clustered enemies when they reach melee range. Keep the two-population unit supported by ranged fire and avoid chasing faster targets.
Two-population investment
At two population per unit, a Teutonic Knight occupies significant army capacity despite its high durability. Build the group around a clear frontline role and add ranged support to cover threats that can kite it. The 40-second train time and 100-Food, 100-Coin cost make replacements slow, so avoid sending the unit into an engagement without an escape plan. Its area attack is most useful when enemy units are clustered; against scattered or mobile opponents, it may not reach enough targets to justify the commitment. The siege attack gives it a secondary use once the enemy force is controlled, but it should not be left alone near defensive structures.
Engagement setup
The 35-damage hand attack and area-of-effect two reward close contact with grouped enemies. Use supporting ranged troops to cover the slow approach and keep the Knight from being kited.
Pair with ranged units
Ranged support can damage enemies that try to kite the Knight, while the Knight’s area attack rewards reaching clustered units. Protect the approach and avoid losing two population to a countercharge.
Livonian heavy infantry and area attack
The Teutonic Knight is heavy infantry available to Livonia after the Revolution and in the Livonian War scenario. Its 35-damage hand attack has an area effect, while the 50-damage siege attack supports pressure on structures. With 320 hit points and 30% hand resistance, it can hold a close engagement, but its 4.25 speed makes ranged opponents difficult to chase. Use it to anchor the frontline after other troops have occupied the enemy, and avoid sending it alone against units that can kite or focus fire.
Separate skirmish access from scenario access
Barracks, Forts and Galleons are listed after the Revolution; Maltese can use a Hospital, and the Livonian Bishopric trains the unit in The Livonian War. The scenario route does not automatically apply to ordinary skirmish. A Teutonic Knight costs 100 Food and 100 Coin, takes two population and trains in 40 seconds. Its area attack can punish clustered units, but the army needs ranged support and anti-cavalry protection to help it reach contact. Build the unit into the Livonian force when its durability and melee damage fill a frontline need, not as a universal answer to every enemy composition.