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There are 10 hirable unit types in Autumn Dynasty Warlords, each with their own characteristics and special abilities that are unlocked with their respective buildings.

Melee unit counter

Melee unit counter chart

Not reflected in this chart:

  • Mercenaries gain a further attack bonus if in Closed Order.
  • Spearmen also deal bonus damage to Mounted Archers.
  • Sappers take less damage from arrows.
  • Swordsmen deal bonus damage to structures.
  • Horsemen deal bonus damage to ranged units but lesser damage to structures.


ArchersEdit

Description: Fire arrows at a distance, but weak in close combat.

Archers
Cost: 700 Upkeep: 300
HP: 300 Defence: 0%
Attack Damage: 15 Attack Speed: Normal
Move Speed: 17 Range: 190

Special Abilities: Deploy, Arrowstorm

Requires: Archer's Den


CatapultsEdit

Devastating against buildings, but unable to target troops.

Catapults
Cost: 750 Upkeep: 200
HP: 250 Defence: 0%
Attack Damage: 100 Attack Speed: Slow
Move Speed: 15 Range: 300

Special Abilities: Bombard, Flare

Requires: Forge


ElephantsEdit

Slow moving, heavily armoured cavalry that can trample enemies around them.

Elephants
Cost: 750 Upkeep: 500
HP: 750 Defence: 20%
Attack Damage: 40 Attack Speed: Slow
Move Speed: 18 Range: Melee

Special Abilities: Rampage, Rest

Requires: Reserves


HorsemenEdit

Fast moving troops that can quickly take out poorly armored enemies.

Horsemen
Cost: 750 Upkeep: 300
HP: 500 Defence: 0%
Attack Damage: 30 Attack Speed: Normal
Move Speed: 42 Range: Melee

Special Abilities: Charge, Fire

Requires: Stables


Notes:

  • Horsemen deal bonus damage to all ranged units and Swordsmen, but lesser damage to buildings.


HwachaEdit

A powerful artillery unit that can rain destruction on any area, but must be manually triggered.

Hwacha
Cost: 750 Upkeep: 250
HP: 200 Defence: 10%
Attack Damage: ? Attack Speed: ?
Move Speed: 15 Range: ?

Special Abilities: Spread, Focused, Rockets

Requires: Powder Mill


Notes:

  • The Hwacha has no normal attack but is able to use the Spread ability from the start of the game.


MercenariesEdit

Versatile infantry that can switch between mobility or combat strength.

Mercenaries
Cost: 700 Upkeep: 300
HP: 425 Defence: 10%
Attack Damage: 24 Attack Speed: Fast
Move Speed: 24 Range: Melee

Special Abilities: Open Ranks, Close Order, Rush, Swing

Requires: Mercenary Guild


Notes:

  • Mercenaries are able to switch between Open Ranks and Close Order, two different modes which confers Attack or Move Speed bonuses and changes their second ability.
  • Mercenaries also deal bonus damage to Elephants and Spearmen.


Mounted ArchersEdit

Fast moving troops with a short ranged attack, but vulnerable when cornered.

MountedArchers
Cost: 650 Upkeep: 350
HP: 300 Defence: 0%
Attack Damage: 15 Attack Speed: Normal
Move Speed: 31 Range: 130

Special Abilities: Crippling Shot, Split Arrows

Requires: Range


SappersEdit

Support troops adept in laying traps or destroying enemy structures.

Sappers
Cost: 550 Upkeep: 250
HP: 500 Defence: 0%
Attack Damage: 20 Attack Speed: Fast
Move Speed: 22 Range: Melee

Special Abilities: Trap, Sabotage

Requires: Workshop


Notes:

  • Sappers take lesser damage from all towers.


SpearmenEdit

Defensive infantry, extremely effective against mounted enemies.

Spearmen
Cost: 600 Upkeep: 300
HP: 625 Defence: 20%
Attack Damage: 20 Attack Speed: Normal
Move Speed: 20 Range: Melee

Special Abilities: Ambush, Shield

Requires: Sparring Yard


Notes:


SwordsmenEdit

Line infantry effective at melee combat.

Swordsmen
Cost: 700 Upkeep: 300
HP: 450 Defence: 10%
Attack Damage: 30 Attack Speed: Normal
Move Speed: 21 Range: Melee

Special Abilities: Smoke, Avalanche

Requires: Barracks


Notes:

  • Swordsmen deal bonus damage to Spearmen and all buildings.