Unidad ÚnicaUnidad Única

Berserker

Viking unique infantry unit that slowly heals itself.

Coste

6520

Combate

P. vida54
Ataque12
Armadura1 · 1
Velocidad1.05

Entrega

EdificioCastillo
Entrena14s
Cadencia2s
Vista3

Valores base antes de tecnologías y mejoras; en una partida avanzada suelen ser mayores.

Línea de evolución

  1. Berserkerde los Castillos

Berserker es fuerte contra

Berserker es débil contra

Conocimiento

Bonificaciones de ataque

ObjetivoBonoÉlite
Infantería de Choque+2+3
Edificios+2+3

Clases de armadura

InfanteríaUnidades Únicas

Determina qué bonificaciones de ataque le afectan.

Civilizaciones

Vikingos

Unidad exclusiva de esta civilización.

Mejoras clave

Edad Feudal

  • Arson

    +2 Attack vs Buildings for infantry

Edad de los Castillos

  • Squires

    +10% Speed for infantry

Tácticas

The Berserk is a heavy infantry unit that is armed with an axe and shield, and has the ability to regenerate 40 hit points per minute. This allows them to last long between combats and makes them effective in pitched battles. Like most infantry, Berserks have a small attack bonus against and . The Viking civilization bonus gives them +20% hit points, so a Berserk will have 65 hit points, 14 attack, and 3/3 armor in the Castle Age. An Elite Berserk will have 74 hit points, 18 attack, and 5/5 armor when fully upgraded. They also have good speed for an infantry unit, making them decent at fighting small groups of foot archers. On land maps, a Viking player has to make a choice between training Elite Berserks or Champions. Due to the costs involved in upgrading both units and the role they fill, it is impractical to train both units. The Berserk's advantages over the Militia line lies in their regeneration and speed. On the downside, they have fewer hit points, less pierce armor (due to Gambesons), cost an additional (though the gold cost is the same), and are harder to mass at Castles compared to Barracks. The Viking Militia line has superior hit points compared to Berserks, since both units are equally affected by the Viking hit point bonus, but the Berserks still have more hit points compared to the Militia line of other civilizations bar the Armenians. Both unit lines, along with the Spearman line, are equally affected by Chieftains as well. === Counters === Berserks share all the weaknesses of most infantry, but to a lesser extent. Berserks can catch up with foot archers, but they still should not be used against them, especially in mass battles. Hand Cannoneers and Slingers absolutely devastate Berserks. Massed Scorpions can also inflict massive losses against Berserks. Samurai (unlike Champions) and Jaguar Warriors are the melee units that threaten Berserks. Cataphracts counter Berserks as well. Like against almost all melee units, Teutonic Knights and Boyars are also effective against Berserks, though the former's slow speed is even starker compared to the Berserk's. Berserks should avoid battles against Leitis, as their attack ignores melee armor, but their regeneration can give them a slight advantage. However, the Leitis' attack can be very devastating with all 4 Relics collected, dealing 22 damage per hit. Despite the regeneration giving an advantage, prolonged combat against Obuchs may leave Berserks prone to the attacks of other units, especially against archers, because the Obuch's attacks remove armor. What is more, the Berserks are near evenly-matched with Obuchs in equal numbers, while the latter is cheaper. Monaspas can quickly overwhelm Berserks due to their high attack when massed, and their own regeneration helps them last longer. The regeneration is not enough to overcome the Liao Dao's bleeding damage. As a result, Liao Daos are extremely effective against Berserks.

Consejos

  • Upgraded Berserks do just fine against Cavalry unit and are cost effective. A Berserk costs 25 gold while a knight costs 75.ageofnotes
  • Upgraded Berserks are highly cost effective against cavalry costing only twenty five gold to field.ageofnotes
  • Since they are infantry units they are inherently weak to Hand Cannoneers.ageofnotes
  • They possess a unique passive ability to heal themselves slowly over time.ageofnotes
  • Heavy cavalry and archers can still overwhelm them in large numbers if you forget armor upgrades.ageofnotes
  • They excel at base raiding thanks to their steady movement speed and bonus building damage.ageofnotes
  • You're a self-healing infantry unit with 54 HP, 12 attack, and 1.05 speed - faster than most infantry. Your regeneration means you can fight, retreat, heal, and fight again without needing monks. With +2 bonus vs cavalry and buildings, you're versatile. But you're still infantry - Archers and Hand Cannoneers will tear you apart. Use your regeneration to stay in fights longer than opponents expect.aoecoach
  • Ranged units destroy you. 54 HP and 1/1 armor means Arbalesters will shred Berserks before they can regenerate.aoecoach

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