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Flaming Camel

Flaming Camel

SiegeImperial

Tatar unique demolition Siege Cavalry. Strong vs. Mounted Units, especially Elephants. Weak vs. Foot Archers and Infantry. Self-destructs when used.

Counter analysisSimulate a fightCompare
Hit points

55

Attack

20 Melee

Armor

0 / 0

melee / pierce

Speed

1.3

melee

Cost

75F30G
Training time30s
Attack speed0s
Line of sight4

Combat detail

Hit points55
Attack (Melee)20
Melee armor0
Pierce armor0
Blast radius2 tiles

Armor classes

Unique UnitsCamelsUnblockable Melee (Armor-ignoring melee attack against units, but not against buildings)Cavalry Resistance -3

Fully upgraded

Every generic upgrade that reaches this unit — blacksmith, university, stable, archery range, barracks, dock and monastery — researched.

Hit points5575+20
Attack2024+4
Melee armor03+3
Pierce armor04+4
Speed1.31.43+0.13

Upgrade bill

1695F795G
ForgingIron CastingBlast FurnaceScale Barding ArmorChain Barding ArmorPlate Barding ArmorHusbandryBloodlines

Civilization bonuses and unique techs are not included — pick a civ on the battle simulator to see which of these it actually has.

Notes

Upgrades: attack (University); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).

Attack bonuses

Extra damage against specific armor classes

vs All Buildings+200
vs Mounted Units (except Camels)+50
vs Camels+50
vs Elephants+130
vs Siege Units+25

Strong and weak against are computed by this site from attack classes, armour and cost — the game files ship no counter list. See the counter analysis for the full working.

Strong against

Computed, not from the game files

No lopsided matchup in its favour.

Weak against

Units that win the trade against Flaming Camel

Nothing clearly counters it.

Upgrade path

Heavy Scorpion
Flaming Camel

Research bill

Heavy Scorpion
800F750W
50s