Stats - Stronghold Crusader Unit

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Stats - Stronghold Crusader Unit

The Verdict: Do not confuse Pikemen with Spearmen. Pikemen are heavy infantry that specifically murder Knights, War Elephants, and Mounted Sergeants. In a 1v1, a Pikeman loses to a Swordsman. But a Pikeman kills a Knight in two hits.

These are your heavy-hitting, armored troops. They are expensive, slow, but durable.

Here is the narrative that competitive players learn:


The stats above are your map. But remember: Stronghold Crusader is about economics feeding the war machine. A unit with a "bad" stat line (like the Spearman) is still a god-tier unit if you are poor. A unit with a "godly" stat line (the War Elephant) is a liability if you cannot afford to replace it.

Use the Maceman for early game. Scale into Crossbowmen for mid-game defense. Finish with Knights and Pikemen for the final push. And never, ever forget the humble Assassin hiding in the corner, waiting to stab the enemy Lord.

Now raise your banner, sharpen your sword, and reclaim the Holy Land—one stat at a time.

Stronghold Crusader , unit efficiency is defined by a balance of gold cost, recruitment speed, and specific damage resistances. While the game does not display these numbers in-game, community testing has established the following performance data for the primary unit roster. Crusader Barracks Units

These units are generally slower to produce because they require manufactured weapons, but they often possess higher specialized armor. Primary Stats & Characteristics Notable Resistances/Weaknesses 1 DPS / 22 HP.

Extremely cheap; high rate of fire but low impact against heavy armor. 50% Damage Reduction (DR) from enemy arrows. Crossbowman 5x base Bow damage. High pierce; effective against plate and chainmail. High resistance to arrows; very slow movement speed.

Low health; primarily used for pushing ladders, digging moats, or as fodder. Very vulnerable to archers; dies in roughly 2-3 hits. 20 Gold + Pike/Metal. High health tank; moves slowly but absorbs massive damage. 25 seconds to kill at 2 DPS (high HP pool). 20 Gold + Mace/Leather. High speed, high offense "glass cannon". Faster than most melee but lacks heavy arrow resistance. 40 Gold + Sword/Metal. Highest HP and melee damage (10 DPS). from Arrows; nearly immune to bow archers. 200 Gold + Sword/Metal + Horse. Extreme speed and damage; requires high Honor.

Often considered "overrated" due to high cost and vulnerability to pikes. Mercenary Post Units

Mercenaries require only gold and peasants, allowing for "instant" army generation, though they often cost more per unit than barracks counterparts. Arabian Archer: 2 DPS / 26 HP.

Slightly more durable and damaging than the European Archer; features 50% DR from arrows

Disposable unit used for burning enemy economies or digging moats; extremely efficient for their price.

Ranged unit effective against light armor; fast but lacks the protection of crossbowmen. 8 DPS / 32 HP. stronghold crusader unit stats

Stealth unit capable of climbing walls without ladders. Features 67% DR from arrows Horse Archer:

Exceptional for hit-and-run; can fire while moving. Often considered one of the strongest tactical units. Arabian Swordsman: 10 DPS / 46 HP.

Similar to the European Swordsman but slightly faster recruitment; maintains 94.25% arrow resistance Combat Efficiency Factors Arrow Damage Tiers: Standard bows do base damage. Crossbows deal roughly 5x bow damage

per shot, making them essential for killing heavy armor units like Swordsmen or Pikemen. Fear Factor Influence:

Maintaining a positive fear factor (through "good things") can increase unit health and damage by up to , though it reduces economic production speed. Unit Speed vs. HP:

Fast units like Macemen and Assassins trade survival for mobility. For static defense, heavy units like Pikemen and Crossbowmen are superior due to their time-to-kill (TTK) stats.

For more technical data or specific AI strategies, you can reference the Stronghold Wiki or community-compiled Unit Stats Sheets for specific AI opponents? Stronghold 2 units GUIDE - Steam Community

Stronghold Crusader , unit stats like Health Points (HP) and Damage Per Second (DPS) are often hidden, but community testing and game files reveal how these troops truly stack up. Core Unit Statistics Comparison

The following table summarizes the primary combat units available in the Barracks and Mercenary Post. Health (approx.) Special Traits Heavy Infantry Extreme armor; high damage reduction Defensive Tank Highest HP; great for holding choke points Fast Attacker High speed; best for raiding and wall clearing Elite Heavy Mounted version of swordsmen; high durability Crossbowman Heavy Ranged High armor penetration; best for armored units Arabian Archer Elite Ranged Higher HP and damage than European Archers Invisible to enemies from a distance; can climb walls Low-Cost Heavy High melee damage for their low cost Harassment Used for burning buildings or digging moats Key Strategic Takeaways The Tanking Meta

are the ultimate "soak" units due to their massive 50,000 HP, making them nearly impossible to kill quickly with standard arrows. Armored Resilience

have high damage reduction against arrows (up to 96.5% for Knights), meaning range units without armor-piercing capabilities (like Archers) are ineffective against them. Ranged Superiority European Archers are cheap, Arabian Archers

have significantly better survival stats and damage output, often winning head-to-head trades. Siege Tactics : For wall-clearing,

are frequently preferred over Swordsmen because their speed allows them to overwhelm defenders before they can be picked off by towers. stats or a comparison of the unit preferences?

Stronghold Crusader , unit effectiveness is defined by a balance of Health (HP), Damage Per Second (DPS), and speed. Key meta-units like the Arabian Archer The Verdict: Do not confuse Pikemen with Spearmen

often outperform their European counterparts due to higher HP and faster attack speeds. Core Unit Statistics

Below are the base statistics for the most common units found in the game: Health (HP) Ranged Resist Heaviest armor; slow movement. Arabian Swordsman More expensive but faster than European version. High damage and health with horse speed. Best "tank" unit for defensive walls. Optimal for quick castle raids/rushing. Arabian Archer 75% faster attack speed than standard Archers. Crossbowman Best anti-armor ranged unit. High damage for price but very fragile.

Stronghold Crusader Unit Stats: The Ultimate Tactical Guide Mastering Stronghold Crusader isn't just about building the biggest castle; it’s about understanding the math behind the steel. Whether you are holding the line against the Rat or sieging the Lionheart, knowing your unit stats is the difference between a glorious victory and a shameful defeat.

This guide breaks down the essential stats for every unit in the game, categorized by their source. 1. Barracks Units (Crusader Forces)

The Barracks houses the traditional European units. These are generally reliable but often slower than their Arabian counterparts. Spearman 8 Gold, Spears Archer Low (Ranged) 12 Gold, Bows Maceman 20 Gold, Maces Crossbowman High (Ranged) 20 Gold, Crossbows, Leather Pikeman 20 Gold, Pikes, Metal Armor Swordsman 40 Gold, Swords, Metal Armor Knight 40 Gold, Swords, Metal Armor, Horse Key Tactical Insight:

The Crossbowman is arguably the best defensive unit in the game. Their high damage allows them to pierce metal armor, making them essential against late-game AI rushes.

The Maceman is your "glass cannon." They are incredibly fast and hit hard, perfect for rushing an enemy lord before they can build a moat. 2. Mercenary Post (Arabian Units)

Arabian units cost more gold upfront but require no weapon production. They offer unique utility and specialized roles. Arabian Archer Low (Ranged) Slave Slinger Medium (Short Range) Assassin Horse Archer Low (Ranged) Arabian Swordsman Fire Thrower High (Area Fire) Key Tactical Insight:

Horse Archers are the ultimate "harassment" unit. Their ability to shoot while moving allows you to kite slower infantry indefinitely.

Assassins are invisible to the enemy until they are close. Use them to scale walls and open gatehouses from the inside. 3. Engineer’s Guild & Specialist Units

These units provide the utility needed to crack open the toughest stone curtains.

Engineer (30 Gold): Essential for building and manning siege engines (Catapults, Trebuchets, Ballistae). They are defenseless on their own.

Ladderman (4 Gold): Very fast but very fragile. Used to provide a point of entry for your infantry.

Tunneler (30 Gold): Used to undermine and collapse enemy walls from beneath. Armor & Resistance Mechanics The stats above are your map

Understanding stats isn't just about HP; it's about damage types.

Leather Armor (Macemen, Crossbowmen): Provides moderate protection against arrows but fails against melee strikes.

Metal Armor (Swordsmen, Pikemen, Knights): Highly resistant to standard arrows. To kill these units effectively, you must use Crossbowmen or fire-based attacks.

Fire Damage: Fire ignores armor values. A well-placed Fire Thrower or Pitch Rig can incinerate a squad of expensive Swordsmen in seconds. Summary: Which Units Should You Use?

For Defense: A mix of Crossbowmen and Pikemen. The Crossbows deal the damage, and the Pikemen act as a "meat shield" to block the stairs.

For Offense: A swarm of Horse Archers to clear the battlements, followed by Assassins or Macemen to finish the Lord.

For Economy Sabotage: Send Slaves to burn down the enemy’s farms and woodcutters. It’s cheap and devastating.

Knowing these stats allows you to spend your gold efficiently. Don't just mass-produce units; build the right units for the job.

| Unit | HP | Damage | Cost | Crew | Best against | | :--- | :--- | :--- | :--- | :--- | :--- | | Mangonel | 100 | 60 (AoE) | 600 Gold + 5 Wood | 6 | Clustered archers, towers | | Trebuchet | 120 | 150 (Single target) | 800 Gold + 10 Wood + 10 Stone | 8 | Walls, Lord's castle | | Ballista | 80 | 40 (Piercing line) | 400 Gold + 5 Wood | 4 | Enemy siege, elephants, knights | | Battering Ram | 200 | 50 (Gate only) | 300 Gold + 10 Wood | 4 | Gatehouses | | Fire Ballista | 80 | 25 (Fire AoE) | 500 Gold + 5 Wood + Oil | 4 | Enemy siege towers, pitch ditches |

Key Siege Tip: The Ballista is underrated. A single Ballista bolt will pierce through 5 Knights lined up, killing all of them. It is the ultimate anti-cavalry siege weapon.


| Unit | HP | Dmg | Range | Special | |------|----|-----|-------|---------| | Engineer | 20 | none | n/a | Builds siege equipment, sets mantlets | | Tunneler | 20 | 0 (melee) | n/a | Digs under walls; explodes | | Assassin | 40 | 20 | n/a | Invisible; climbs walls; kills lord | | Monk | 30 | none | n/a | Heals nearby units (very slow) |

Assassin Note: Can kill enemy Lord in 2–3 hits if undetected.


The Verdict: The most frustrating unit to fight. A skilled player can kill 100 Swordsmen with 20 Horse Archers by shooting, running away, and repeating. The counter? Pikemen (who reduce horse speed) and Crossbowmen (who one-shot them). Horse Archers lose defensively; they must never stop moving.