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

Cavalry · Colonial Age

Keshik

Keshik (proto ID ypKeshik) is a cavalry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 115 hit points, ranged 8 every 1.5 s at range 12 (×2.5 vs Coyote Man, ×3 vs Heavy Cavalry), 30% ranged resist. It costs 115 food and takes 33 s to train at the Stable. For the same resources it loses hardest to the Qiang Pikeman (edge ×3.8) and beats the Siege Elephant hardest. 2 civilizations have it.

Quick answers (5)
What counters Keshik in AoE3?
For the same resources, Qiang Pikeman (×3.8), Levied Spearman (×3.8), Puma Spearman (×3.6) and Veteran Halberdier (×3.3) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Keshik good against?
For the same resources it beats Siege Elephant (×2.3), Gatling Gun (×2.2), Rifle Rider (×2.2) and Humbaraci (×1.9) hardest.
How much does Keshik cost in AoE3?
115 food; 33 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Keshik?
Chinese and Russians.
What is the proto ID of Keshik?
ypKeshik — the name scenario triggers, AI scripts and mods use.
Hit points
115
Cost
Food115
Train time
33 s
Speed
7.25

Mongolian ranged cavalry. Good against cavalry.

Population
1
Line of sight
15
Ranged resist
30%
Available from
IIColonial
XP when killed
12
Game ID
ypKeshik

In the game's words

How to use it

The Keshik is a Chinese horse archer with fewer hitpoints than other archers. Its arrows cause a greater amount of damage to enemy targets. The Keshik is part of the Ming Army and the Mongolian Army and can be trained at the Chinese War Academy.

History

The mounted archers of the Mongolian Empire, the largest contiguous empire in human history, were feared for their mastery of the composite bow and their use of unpredictable light cavalry tactics. Using composite bows fashioned from a combination of materials, such as wood and animal bone, and held together with an animal hide adhesive, the keshik horsemen could fire arrows up to a range greater than 1,000 feet. They often carried two bows, one for short-range attacks and the other for distance volleys, and their quivers could contain a variety of different arrows for different purposes, including incendiary arrows, armor-piercing arrows, and whistling arrows to startle enemy units and throw them into a panic. The keshik were renowned for their ability to maneuver and shoot while on horseback, often turning a full 360 degrees to aim and fire on an enemy target. Charging the enemy in a traditional crescent formation, they would attempt to flank and surround the enemy. If this tactic failed, they would quickly pull back, often feigning retreat in an effort to lure their enemy into a trap. More than simple warriors, the keshik were an elite imperial guard created by Genghis Khan himself, a fierce fighting force that began with the 1,000 warriors of his personal guard and grew to an army numbering 10,000 men. During wartime, the keshik were under direct control of the emperor who only rode to war with the keshik at his side. As a royal guard, the keshik’s peacetime activities were mostly administrative. They supervised palace staff, cared for the equine, and maintained careful care of weapons and other supplies.

From the game's History encyclopedia (Cavalry).

Keshik, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Bow8 ranged1.5 s12×2.5 vs Coyote Man×3 vs Heavy Cavalry×0.5 vs Villager
Siege5 siege3 s——
Charge8 melee1.5 s—×2.5 vs Coyote Man×3 vs Heavy Cavalry

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.

Keshik beats

Beats Keshik

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

ChineseRussians

Home City cards that ship it

Cards and technologies that change it

Disciplined Keshikdamage +20%, hit points +20%, damage bonus against Artillery +0.75
Double-Faced Armorhit points +15%, ranged resist +0.05
End RelationsFood cost +15%
Exalted Keshikdamage +50%, hit points +50%
German AlliesFood cost −15%
Honored Keshikhit points +30%, damage +30%
Manchu Combathit points +15%, damage +15%
Mongolian Scourgedamage bonus against Heavy Cavalry +1, damage bonus against Coyote Man +1, damage bonus against Coyote Man −1, damage bonus against Heavy Cavalry −1
Old Dynasty Reformsdamage +50%, hit points +50%, Food cost +25%, Wood cost +25%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: damage +15%, hit points +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry DamageCavalry: damage +15%
Cavalry DamageCavalry: damage +15%
Cavalry HitpointsCavalry: hit points +15%
Cavalry HitpointsCavalry: hit points +15%
CouriersCavalry: train time −45%
Horse SecretsCavalry: speed +10%, train time −35%
HorsemanshipCavalry: train time −33%, damage bonus against Walls +1
Junín HussarsCavalry: speed +5%
Liberation MarchCavalry: train time −35%, speed +5%
Liberation MarchCavalry: train time −35%, speed +5%
Mass CavalryCavalry: train time −35%
Mass CavalryCavalry: train time −35%
Polish HorsemanshipCavalry: train time −40%
Quechuan DietCavalry: train time −15%
Riding SchoolCavalry: train time −40%
Riding SchoolCavalry: train time −40%
Riding SchoolCavalry: train time −40%
Spanish Riding SchoolCavalry: speed +10%
Sudanese Quilted ArmorCavalry: hand resist +0.1
TEAM Kamchatka ExpeditionsCavalry: line of sight +4, hit points +10%
TEAM MustangsCavalry: Coin cost −10%, Wood cost −10%, Food cost −10%
Terror ChargeCavalry: train time −20%
Carib Garifuna DrumsArcher: damage bonus against Villager +1
Carib Kasiri BeerArcher: damage +10%
SarmatismArcher: range (Ranged) +1, range (Ranged (defend)) +1, range (Ranged (stagger)) +1, range (Bow) +1, line of sight +1
AkincisLight Cavalry: damage bonus against Villager +100%
Germans-only extra +5% cavalry attackLight Cavalry: damage +5%
Italian-only extra +5% Cavalry hitpointsLight Cavalry: damage +5%
Riders of the ApocalypseLight Cavalry: damage (Siege) +30%

…and 27 more that change every Cavalry.

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