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

Infantry · Colonial Age

Club Warrior

Club Warrior (proto ID xpWarClub) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 120 hit points, melee 11 every 1.5 s (×4 vs Cavalry, ×3 vs Light Infantry), 20% melee resist. It costs 50 food, 40 wood and takes 29 s to train at the Fort, War Hut and American Citadel. For the same resources it loses hardest to the Jaguar Prowl Knight (edge ×2) and beats the Hand Mortar hardest. 1 civilization has it.

Quick answers (5)
What counters Club Warrior in AoE3?
For the same resources, Jaguar Prowl Knight (×2), Veteran Halberdier (×1.5), Desperado (×1.5) and Pistolero (×1.5) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Club Warrior good against?
For the same resources it beats Hand Mortar (×4.1), Yabusame Archer (×4), Flail Elephant (×3.9) and Culverin (×3.8) hardest.
How much does Club Warrior cost in AoE3?
50 food, 40 wood; 29 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Club Warrior?
Lakota.
What is the proto ID of Club Warrior?
xpWarClub — the name scenario triggers, AI scripts and mods use.
Hit points
120
Cost
Food50Wood40
Train time
29 s
Speed
5

Foot warrior armed with a deadly club. Good against cavalry.

Population
1
Line of sight
12
Melee resist
20%
Available from
IIColonial
XP when killed
9
Game ID
xpWarClub

In the game's words

How to use it

The Club Warrior is an inexpensive Lakota hand infantry unit with decent hitpoints and damage, but no range. This infantry unit does all its damage in melee combat. Club Warriors are best fielded against cavalry or buildings. They are inexpensive to train, cost no Coin, and may be trained in the Commerce Age. You can upgrade Club Warriors to Elite and Champion.

History

The Lakota constructed their war clubs out of a variety of substances: stone, wood, bone, antlers, horn, and sometimes incorporated steel blades. The one consistent feature was an efficacy in combat. One blow from one of these deadly weapons could cripple or kill a grizzly bear, let alone a human opponent.

From the game's History encyclopedia (Infantry).

Club Warrior, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Melee11 melee1.5 s—×4 vs Cavalry×3 vs Light Infantry
Siege30 siege3 s—×1.5 vs Walls×1.5 vs Shrine
Melee (cover)6 melee1.5 s—×4 vs Cavalry×3 vs Light Infantry

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.

Club Warrior beats

Beats Club Warrior

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.

Trained at

Civilizations

Lakota

Home City cards that ship it

Cards and technologies that change it

Aggressive Policycan train War Hut, can train Corral, building rate set to 1
Akichitahit points +20%
Bonepipe Armorsiege resist +0.1
Champion Club Warriorsdamage +25%, hit points +25%
Elite Club Warriorshit points +25%, damage +25%
Lakota Warrior: Reduced Villager Damagedamage bonus against Villager −0.33
Legendary Club Warriorshit points +50%, damage +50%
Nomadic Expansioncan train Teepee
Territorial Claimsdamage (Siege) +50%
War Drumstrain time −33%
Akan FontomfromInfantry: speed +5%, train time −20%
BastimentoInfantry: train time −25%
Conservative TacticsInfantry: damage +10%, hit points +10%
CouriersInfantry: train time −45%
Cree TanningInfantry: hit points +5%
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%
Matrakci SchoolInfantry: train time −30%
Military DrummersInfantry: speed +10%
Navajo WeavingInfantry: hit points +5%
Piechota WybranieckaInfantry: train time −20%
Pok Ta PokInfantry: speed +10%, train time −10%
Quechuan DietInfantry: train time −15%
Quechuan MountaineeringInfantry: speed +10%
RansackInfantry: damage (Siege) +50%, damage (Mortar Building) +50%
Royal Fencing SchoolInfantry: train time −40%
Royal Fencing SchoolInfantry: train time −40%
Somali Oryx Hide ShieldsInfantry: ranged resist +0.05; Hand Infantry: Wood cost −10%, Food cost −10%, Coin cost −10%
Standing ArmyInfantry: train time −25%
Standing ArmyInfantry: train time −25%
TEAM Inca BridgesInfantry: speed +5%
TEAM Infantry HitpointsInfantry: hit points +10%
TEAM Yongle InfrastructureInfantry: speed +5%
Tilly's DisciplineInfantry: speed +20%, Coin cost +10%, Food cost +10%, Wood cost +10%
YogaInfantry: damage +5%
ZamindarsInfantry: train time −20%
CorseletHeavy Infantry: hit points +25%, speed −15%
TEAM House of BernadotteHeavy Infantry: hit points +15%
United States ArmyHeavy Infantry: hit points +15%, damage +15%
AcupunctureUnit: train time −25%
Cult of the Supreme BeingUnit: XP for building +10%, XP for kills −10%

…and 31 more that change every Infantry.

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