Sacerdote Guerrero
Armenian unique Monastery Infantry that can heal friendly units. Can collect Relics and bring them to
Coste
Combate
Entrega
Valores base antes de tecnologías y mejoras; en una partida avanzada suelen ser mayores.
Sin datos de counters todavía
Aún no tenemos matchup registrados para Sacerdote Guerrero. En el navegador de counters puedes ver de qué es fuerte y de qué débil cada unidad del juego.
Explorar todos los countersConocimiento
Clases de armadura
Determina qué bonificaciones de ataque le afectan.
Civilizaciones
Unidad exclusiva de esta civilización.
Mejoras clave
Edad de los Castillos
- Squires
+10% Speed for infantry
Tácticas
=== Healing === Warrior Priests heal at the rate of 2 hit points per second, i.e. 120 hit points per minute, from a range of 4 tiles (same as the generic Monk). This is 80% as fast as regular Monks and Missionaries, who heal at a rate of 150 hit points per minute. Researching Fereters increases their healing speed by 100%, i.e. 4 hit points per second, making them 60% faster than regular Monks. With both a Byzantine ally and Fereters, the heal speed is doubled again to 8 hit points per second. Keeping a small number of Warrior Priests close by and not making them fight while other units fight will help immensely during engagements. This can be done by keeping them on "Stand Ground" or "No Attack" stance. Warrior Priests are better than Monks at this, because they cannot be easily sniped, especially by archers or scout units, and can defend themselves when necessary. === Relics === Warrior Priests can pick up and garrison Relics. This lends the Armenians an advantage, as they can attack enemy Monks, who will most likely lack Atonement in the early Castle Age. They can also try to fight enemy scout units, but as the latter do bonus damage to religious units, the Warrior Priest may lose, depending on other technologies obtained by the players. Warrior Priests should be favored in picking up Relics, because they move 21.4% (33.6% with Squires) faster, are created 70% faster, and of course can kill enemy Monks. The only disadvantage they have is their Line of Sight, which is capped at , whereas Monks start out at 11 (though Monks with Relics start at 9), and can have +3 with Block Printing. === Combat === In addition to picking up Relics and healing allied units, Warrior Priests, being infantry, can engage in combat. They cost 20% more than the Eagle Scout line. They do not exactly resist conversion like the latter, but they cannot be converted without Atonement. Coming to their combat statistics, they start out fairly strong for a Castle Age infantry, unless one remembers that Armenians have Imperial Age infantry available in the Castle Age, which makes the comparison fairer. However, they are not directly comparable to any unit in terms of statistics (other than cost). * They start with 80 hit points, and, unlike other infantry, they can gain +15 from Sanctity. They can further increase their hit points by +30 with Fereters, like the Armenian Militia line. * They start with a speed of 0.85 (which is mid-way between the Teutonic Knight and Obuch lines), but can increase their speed to 0.98 with Fervor (which is mid-way between the Militia and Spearman lines). They can further increase their speed by +10% with Squires, like other infantry. * They do not have any attack bonuses. Heavy infantry usually have a huge attack bonus vs. and , and lighter infantry have a token attack bonus vs. the same. However, like other infantry, they can pick up +2 against the former with Arson. * Being religious units, they take anti- damage, making them worse against Light Cavalry, and even worse against Eagle Warriors (due to the lack of attack bonus as well). * They have 11 melee attack and armor, which is comparable to the Two-Handed Swordsman. It is worse by 1 attack, and does not benefit from Gambesons. * They have a Line of Sight of only 3, which is worse than 4 of the Halberdier, and much worse than the 5 of the Two-Handed Swordsman. * Like and units, they also take attack bonuses as such. Their high hit points and decent speed after Fortified Church technologies makes them decently good vs. foot archers by soaking up damage and chasing them down, respectively. Hand Cannoneers, however, remain very effective against them, as do Slingers. They are still slow enough to be mowed down by Plumed Archers and mounted archers.
Consejos
- Commander, the Warrior Priest is a fighting healer. With 11 attack and 80 HP, he can actually engage in combat while healing nearby units. He's slower than regular infantry at 0.85 speed, but his healing aura is invaluable. Use Warrior Priests mixed into your infantry to sustain them during prolonged battles. They're especially powerful with tanky units like Legionaries.aoecoach
- Only 1/1 armor and slow speed. They die quickly to focused fire and can't escape cavalry.aoecoach
