Stronghold Crusader Unit — Stats
This guide covers the core unit stats and roles in Stronghold Crusader (including Definitive Edition ), based on community-tested values and game files.
Note: Health values are often calculated in thousands. Damage is often calculated in "ticks" per second. European Units (Barracks)
These units require weapons from your stockpile and a peasant to train. Archer (12 Gold):
Fast, cheap ranged unit. Best for wall defense. Low HP (10,000). Spearman (8 Gold):
Very fast, cheap. Weak, but useful for dismantling moat or early, low-cost defense. HP: ~8,000. Maceman (20 Gold):
Fast, heavy armor piercing. Great for raiding, destroying siege engines, and rushing. HP: 15,000. Crossbowman (20 Gold):
Slow movement, slow reload, high damage/armor. Best against heavily armored units. HP: 15,000. Pikeman (20 Gold):
Slow, armored tank. Excellent for holding choke points and defending walls. High HP (50,000). Swordsman (40 Gold):
Slowest unit, highest damage/defense. The ultimate melee unit, but weak against ranged fire if unsupported. HP: 25,000. Knight (40 Gold + Horse):
Fast, armored, expensive. Best for shock tactics and attacking weak points. HP: 20,000. Arabian Units (Mercenary Post)
These units cost only gold, requiring no weapons or peasants. Arabian Archer (75 Gold):
Faster and better archer than the European version. Excellent for rapid deployment. Slave (5 Gold):
Extremely weak but very cheap. Perfect for burning buildings and digging moats. HP: 6,000. Slinger (12 Gold):
Fast, lower range than archers but fast fire rate. Good for early harassment. Assassin (60 Gold):
Stealthy, fast. Ideal for sneaking into castles and killing the Lord. HP: 15,000. Horse Archer (80 Gold):
Fast, shoots while moving. Powerful for maneuvering and disrupting economies. HP: 10,000. Arabian Swordsman (80 Gold):
High HP/damage, but lower than European swordsmen and expensive. Fire Thrower (24 Gold): stronghold crusader unit stats
Weak health (6,000), but creates fire-based area damage. Excellent for clearing walls. Support & Specialized Units Engineer (30 Gold):
Builds siege equipment (catapults, shields, etc.). HP: 6,000. Ladderman (4 Gold): Moves fast, used to place ladders on walls. Tunneler (30 Gold): Digs under walls, causing them to collapse. Healer (40 Gold):
Heals nearby units. Very fragile (low HP) but essential for army longevity. Key Strategic Stats Best Anti-Archer: Arabian Archer (better range/speed), Fire Thrower. Best Anti-Tank/Wall: Macemen, Assassins, Catapults. Armor Mechanics:
European Swordsmen take reduced damage, making them the best tank against other melee units. Moat Removal: Slaves (best), Spearmen. Fire Effectiveness: Slaves take double damage from almost all melee units.
For detailed, in-depth calculations of every unit’s damage against others, you can check this Steam Community Sheet Steam Community
You're looking for unit stats from Stronghold Crusader! Here are some of the key units and their stats:
Crusader Units
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Knight:
- Health: 100
- Attack: 12
- Range: Melee
- Armor: 6
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Man-at-Arms:
- Health: 80
- Attack: 10
- Range: Melee
- Armor: 5
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Sergeant:
- Health: 120
- Attack: 14
- Range: Melee
- Armor: 7
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Longbowman:
- Health: 50
- Attack: 8
- Range: 8
- Armor: 2
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Crossbowman:
- Health: 60
- Attack: 10
- Range: 6
- Armor: 3
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Siege Engine:
- Health: 200
- Attack: 20
- Range: 10 (siege)
- Armor: 8
Crusader Hero Units
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King Richard:
- Health: 200
- Attack: 20
- Range: Melee
- Armor: 10
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King Philip:
- Health: 180
- Attack: 18
- Range: Melee
- Armor: 9
Saracen Units
(Similar units exist for the Saracen faction with slightly different stats)
Keep in mind that these stats can vary slightly based on the game version and any mods that might be installed.
Is there a specific unit you're interested in or perhaps strategies involving these units?
Stronghold Crusader , understanding unit statistics is the difference between a crumbling keep and a lasting empire. Units generally fall into two categories: European (Barracks) and Arabian (Mercenary Post). European Infantry (Barracks)
These units are typically recruited using a combination of gold and manufactured weapons from your Armory.
Archer: High speed but very low durability. They deal roughly 10 damage per shot with a 1.4-second cooldown. While weak in melee, they have the longest range of any standard infantry and are essential for picking off light targets.
Crossbowman: Often cited as the best ranged unit due to having 4x the damage of an archer. They excel at piercing armor, making them the hard counter to Pikemen and Swordsmen. However, they have a shorter range and a slower reload time.
Pikeman: The ultimate "tank" unit with extremely high health (approx. 50,000 HP in internal values). They have high resistance to arrows and are the most reliable unit for digging moats. Their primary drawback is a very slow movement speed.
Maceman: These are "glass cannons." They are very fast and deal high damage, capable of obliterating castle garrisons if they reach the walls. They have low armor and are vulnerable to focused fire.
Swordsman: Possesses high damage and the second-highest armor in the game. They are extremely slow, meaning they are often picked off by crossbowmen before reaching their target.
Knight: The most expensive non-unique unit. They have huge health and damage and are extremely fast on horseback. They are the best unit for destroying enemy siege equipment but cannot climb walls. Arabian Mercenaries (Mercenary Post)
Mercenaries are hired instantly with gold, bypassing the need for weapon production.
Arabian Archer: Slightly better health (26 HP vs 22-25 HP for European archers) but more expensive.
Slave: The cheapest unit (5 Gold). They have almost no health or damage but are used exclusively for setting enemy buildings on fire.
Slinger: Fast with a high rate of fire but very short range and low damage. This guide covers the core unit stats and
Assassin: Specialist units that remain invisible to the enemy until they are close. They can climb walls without ladders and have decent melee stats (8 DPS).
Horse Archer: Frequently considered one of the most powerful units because they can shoot while moving. In large numbers, they can kite almost any melee unit to death.
Arabian Swordsman: A slightly faster but weaker and more expensive version of the European Swordsman. Quick Comparison Table Primary Stat Strength Pikeman Highest arrow resistance Slowest movement Crossbowman 4x Archer damage Short range / Slow reload Knight Extreme damage and speed Very high cost Maceman High speed and wall damage Slave Extremely cheap / Fire Dies to a Woodcutter
For Stronghold Crusader, the most useful breakdown of unit stats involves understanding the hidden values for Health (HP), Damage, and specifically, damage reduction modifiers, which determine how long a unit lasts under fire. Core Unit Statistics Breakdown
Based on data from the community Crusader and Arab unit stats breakdown, here is how the primary units compare in raw numbers: Health (HP) Ranged Resistance Key Weakness Swordsman 96.5% vs. Arrows, 90% vs. X-bow Extremely slow speed. Knight 96.5% vs. Arrows, 87.5% vs. X-bow Cannot climb walls or dig moats. Pikeman High (Tanks 17 X-bow bolts) Low melee damage output. Maceman Vulnerable to heavy fire. Arabian Swordsman 60% vs. Crossbows Much weaker to armor-piercing. Assassin 60% vs. Ranged Invisible until close to enemies. Arabian Bowman 50% vs. Ranged Low melee defense. Archer 50% vs. Ranged Fragile against all armor. Strategic Highlights & "Pro" Insights
Pikeman Utility: Often cited as the best all-around melee unit by community experts. They are the 3rd best unit for surviving fire and the most reliable for digging/filling moats while under fire [3].
Arabian Bowman vs. European Archer: The Arabian version has 20% more HP and a 75% faster fire rate [21]. While more expensive (80 gold vs. 12 gold + 1 bow), they can survive two crossbow bolts, whereas a standard archer dies in one.
The Maceman Niche: These are high-speed "glass cannons." They are preferred for rushing AI Lords because they can quickly close the distance to walls and towers before defenders can pick them all off [12].
Siege Engines: Catapults and Trebuchets are mandatory for dismantling high-tier defenses. In multiplayer, combining Horse Archers and Shields is a common early-game meta to protect these engines [3]. Useful Resources for Deeper Research
Unit Mechanics: The Stronghold Wiki provides individual pages with detailed trivia and usage strategies for every unit.
Strategy Guides: For walkthroughs of hard missions using specific unit compositions, the Steam Community Walkthrough is a top-rated resource.
Tier Lists: For a comparative look at which units are "meta," the Ultimate Unit Tier List video provides a visual breakdown of unit versatility.
9. The Arabian Archer (Slinger/Shortbow)
- HP: 12
- Ranged Attack: 6 (Weak bow)
- Melee Attack: 2 (Dagger)
- Cost: 8 Gold + 1 population
- Movement Speed: Very Fast
- Role: Swarm harassment.
The Verdict: A weaker European Archer. However, they are 30% cheaper and run faster. In large numbers (50+), they can "storm" a castle by overwhelming the enemy archers through sheer volume of arrows. Never use them against armored units.
The Final Tale: The Lord’s Stats
The enemy Lord (the AI or player character) has:
- HP: 500
- Damage: 1 (pathetic)
- Special: Cannot move.
The story of every siege is not about killing his army. It’s about bypassing his 500 HP by using assassins (bypass HP with instant kill) or trebuchets (200 damage per hit). The unit stats exist only to protect that 500-HP vegetable on the throne.
Conclusion: The stats in Stronghold Crusader don’t tell you who is “best.” They tell you who kills who and who dies to what. The story is a web of counters: Spear beats horse. Horse archer beats slow melee. Mace beats sword. Sword beats arrow. Arrow beats spear. And fire beats everything. Knight :
Want the actual numeric table (HP, attack, speed, cost, armor) for all 20+ units? I can paste that raw data too. Just say the word.
4. The Crossbowman
- HP: 14
- Melee Attack: 1 (Poor)
- Ranged Attack: 16 (Crossbow)
- Armor: 2
- Projectile Defense: 8
- Cost: 25 Gold + 1 population + 1 Iron (per unit)
- Range: Long
- Special: Armor-piercing bolts ignore most armor.
The Verdict: The king of ranged warfare. A crossbowman can kill a fully armored Knight in 3-4 shots. Their bolts ignore the high armor of European Swordsmen and Arabian Swordsmen. The only downside is the slow reload speed (every 3 seconds). Never leave them undefended in melee.