AoE3 DatabaseAoE3: DE 100.19.18309 · read from the game files · unofficial

Infantry · Fortress Age

Arrow Knight

Arrow Knight (proto ID xpArrowKnight) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Fortress Age: 160 hit points, ranged 11 every 1.5 s at range 30 (×5.25 vs Artillery); melee 6.5 every 1.5 s, 40% ranged resist. It costs 55 food, 80 coin and takes 34 s to train at the Fort, Nobles' Hut, American Citadel and 3 more. For the same resources it loses hardest to the Veteran Lancer (edge ×3) and beats the Organ Gun hardest. 1 civilization has it.

Quick answers (5)
What counters Arrow Knight in AoE3?
For the same resources, Veteran Lancer (×3), Veteran Oprichnik (×2.8), Jaguar Prowl Knight (×2.7) and Steppe Rider (×2.3) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Arrow Knight good against?
For the same resources it beats Organ Gun (×4.7), Siege Elephant (×4.5), Gatling Gun (×4.3) and Hand Mortar (×3.6) hardest.
How much does Arrow Knight cost in AoE3?
55 food, 80 coin; 34 s to train; 2 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Arrow Knight?
Aztecs.
What is the proto ID of Arrow Knight?
xpArrowKnight — the name scenario triggers, AI scripts and mods use.
Hit points
160
Cost
Food55Coin80
Train time
34 s
Speed
4

Long-ranged noble that fires flaming arrows. Good against artillery and buildings.

Population
2
Line of sight
32
Ranged resist
40%
Available from
IIIFortress
XP when killed
14
Game ID
xpArrowKnight

In the game's words

How to use it

The Aztec Arrow Knight is a relatively slow infantry unit with a big attack, a lot of hitpoints, and a medium range. The Arrow Knight fires flaming arrows at long range and is particularly effective against buildings and artillery. You can upgrade this unit to Champion.

History

The Aztec Empire incorporated many neighboring Mesoamerican cultures in a complex mix of trade and tribute. Warriors from neighboring tribes were often called to duty by the Aztec as they expanded throughout the region. The arrow knights, not Aztec by birth, were allies or subject peoples called into service. Their primary weapon was the atlatl, a leverage device that enabled its user to accurately hurl a spear up to 150 yards.

From the game's History encyclopedia (Infantry).

Arrow Knight, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged11 ranged1.5 s30×5.25 vs Artillery×0.75 vs Cavalry×0.75 vs Light Infantry
Melee6.5 melee1.5 s——
Siege39 siege3 s30×1.25 vs Walls×2 vs Ship×2 vs Fixed Gun

Counters, worked out

Armies of equal cost, base stats (no upgrades or cards). "Edge" = how many times the winner's spending the loser would need to draw.

Arrow Knight beats

Beats Arrow Knight

How this is worked out

Each hit: damage × every multiplier that matches the target's types × (1 − the target's resist to that damage). Two ranged units trade shots; against a melee-only unit the better of ranged and melee is used. Damage per second = hit ÷ seconds between attacks.

Armies bought with the same resources fight by Lanchester's square law: strength = (resources ÷ unit cost)² × damage per second × hit points. The edge is the square root of the strength ratio. All matchups.

Home City cards that ship it

Cards and technologies that change it

Champion Arrow Knightsdamage +25%, hit points +25%
Industrial Agedamage bonus against Walls +0.75
Knight Attackdamage +15%
Knight Combathit points +15%, damage +15%
Knight Hitpointshit points +15%
Legendary Arrow Knightshit points +50%, damage +50%
Scorched Earthdamage (Siege) +50%
Temple of Coatlicue Supportdamage +20%, siege resist +0.1
WampumUnit: XP for building +35%, train time −20%; Siege Trooper: train time +15%
ArmatoloiRanged Infantry: damage +5%
French and Hausa-only extra +5% Ranged Infantry damageRanged Infantry: damage +5%
Peninsular GuerrillasRanged Infantry: damage +20%
TEAM Coffee ConsumptionRanged Infantry: speed +5%
TEAM Senegalese RiflemenRanged Infantry: damage +10%
AcupunctureUnit: train time −25%
Cult of the Supreme BeingUnit: XP for building +10%, XP for kills −10%
Feudal ArmiesUnit: train time −15%
Gadaa SystemUnit: hit points +5%, damage +5%
Golden LibertyUnit: Coin cost −5%
Mapuche Ad-mapuUnit: Coin cost −10%
TEAM Shivaji's TacticsUnit: damage +5%, hit points +5%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
Western ReformsUnit: damage +8%, hit points +8%
Winter CountsUnit: XP for building +40%
Ignatian SpiritualityUnit Class: hit points +5%
End RelationsMilitary: line of sight −7
Ottoman AlliesMilitary: line of sight +7
TEAM Spanish InquisitionMilitary: line of sight +10
Town WatchMilitary: line of sight +3
Akan FontomfromInfantry: speed +5%, train time −20%
BastimentoInfantry: train time −25%
Conservative TacticsInfantry: damage +10%, hit points +10%
CouriersInfantry: train time −45%
Dueling SchoolInfantry: train time −25%
Dutch-only extra +5% infantry hitpointsInfantry: hit points +5%
Fencing SchoolInfantry: train time −40%
Fencing SchoolInfantry: train time −40%
Fencing SchoolInfantry: train time −40%
HualcanaInfantry: resist +0.05
Infantry CombatInfantry: damage +15%, hit points +15%
Infantry HitpointsInfantry: hit points +15%
Liberation MarchInfantry: train time −35%, speed +5%
Liberation MarchInfantry: train time −35%, speed +5%

…and 28 more that change every Siege Trooper.

Source: protoy.xml and techtreey.xml, AoE3: DE 100.19.18309 (build 25040513).