Unidad ÚnicaUnidad Única

Guardia del Templo

Muisca unique Shock Infantry that attacks faster the longer it remains in combat.

Coste

7045

Combate

P. vida100
Ataque12
Armadura1 · 1
Velocidad0.95

Entrega

EdificioCuartel
Entrena28s

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

Línea de evolución

  1. Guardia del Templode los Castillos

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Conocimiento

Bonificaciones de ataque

ObjetivoBonoÉlite
Caballería+5+8
Camellos+4+6
Elefantes+5+8
Barcos+4+6
Edificios+0+2

Clases de armadura

InfanteríaInfantería de ChoqueUnidades Únicas

Determina qué bonificaciones de ataque le afectan.

Civilizaciones

Muiscas

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 Temple Guard is a peculiar infantry unit. It has high hit points and a high attack, the reload time of which is reduced with each hit to its target. Temple Guards also have attack bonuses against cavalry units in general, putting this unit somewhere in between the Militia line and the Spearman line in its utility. Temple Guards are effective against units that either have high hit points or high melee armor, since their ability accelerates their attack speed when fighting those units, enabling them to be effective counters against elephant units, Boyars, Paladins, etc. However, Cataphracts remain as a major exception, as the Temple Guards' lower bonus attack against cavalry is entirely negated, and they are decisively defeated by them in pitched battles, especially with Logistica. Konniks are also another exception due to turning into their dismounted forms. They should avoid heavy infantry, since Temple Guards are shock infantry, and archers, since they have average movement speed. They are still effective against trash units and other shock infantry. Depending on positioning and micromanagement, Temple Guards can be effective against many siege weapons, such as rams, Siege Elephants, Trebuchets, Bombard Cannons, and Onagers, but must avoid masses of Scorpions. For dealing with siege weapons, the Muisca should generally use Champi Warriors, Slingers with Huaracas (gaining the same range as Onagers with Siege Engineers), and their excellent Monks instead. Temple Guards should be supported by Slingers for countering infantry, and Guecha Warriors, Champi Warriors, or Skirmishers for countering archers. Since the Muisca lack the Halberdier and Blast Furnace, the Temple Guard should be their cavalry-counter unit of choice, except in the cases when they run out of gold, which is an unlikely scenario until the very late game, due to their team bonus of natural gold sources (Gold Mines, Oysters, etc.) lasting longer. Temple Guards can also be trained at Monasteries, so in case the player needs to protect Relics, they can train this unit from the Monastery that holds the Relic, making it particularly useful for Capture the Relic or any game where the player aims for a Relic victory. The Muisca can perform a Temple Guard Rush in two ways. The first is to perform an early Champi rush in the Feudal Age and then incorporate Temple Guards upon reaching the Castle Age. Alternatively, they may perform a Fast Castle, followed by building many Monasteries and combine Temple Guards with Monks, which will help to heal them and convert enemies when possible. Temple Guards are also excellent against buildings, as their ability, high hit points, and bonus damage helps them to destroy buildings with ease. One useful tactic for this is to use either rams or Siege Towers to get close to buildings such as Castles and Town Centers.

Consejos

  • Commander, the Temple Guard is the sacred protector of the Muisca temples. Armed with a tumbaga war pick, this heavy infantry unit channels battle fervor — each consecutive hit reduces their attack cooldown by 0.2 seconds for 5 seconds, down to a minimum of 1.4 seconds. They deal bonus damage to cavalry, camels, and elephants. In prolonged melee engagements, Temple Guards become a whirlwind of destruction. Pair them with Guecha Warriors: the Guechas handle archers while Temple Guards demolish anything that gets close.aoecoach
  • 0.95 speed is very slow — faster units can kite them endlessly. Archers are particularly dangerous as Temple Guards have only 1 pierce armor and no way to close the distance quickly.aoecoach

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