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

Infantry · Colonial Age

Pavisier

Pavisier (proto ID dePavisier) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 115 hit points, ranged 16 every 3 s at range 16 (×1.25 vs Heavy Infantry, ×2.5 vs Light Cavalry, ×2.5 vs Ranged Shock Infantry); melee 7 every 1.5 s (×1.25 vs Heavy Infantry, ×2 vs Light Cavalry, ×2 vs Ranged Shock Infantry), 20% ranged resist. It costs 45 food, 40 wood and takes 32 s to train at the Barracks, Blockhouse, Fluyt and 4 more. For the same resources it loses hardest to the Steppe Rider (edge ×2.7) and beats the Siege Elephant hardest. 1 civilization has it.

Quick answers (5)
What counters Pavisier in AoE3?
For the same resources, Steppe Rider (×2.7), Veteran Lancer (×2.5), Sowar (×2.1) and Naginata Rider (×1.9) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Pavisier good against?
For the same resources it beats Siege Elephant (×3.5), Hand Mortar (×2.6), Hakkapelit (×2.1) and Bolas Warrior (×2.1) hardest.
How much does Pavisier cost in AoE3?
45 food, 40 wood; 32 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Pavisier?
Italians.
What is the proto ID of Pavisier?
dePavisier — the name scenario triggers, AI scripts and mods use.
Hit points
115
Cost
Food45Wood40
Train time
32 s
Speed
4

Italian Crossbowman equipped with a large shield providing high hitpoints. The shield grants different armor types when switching combat stances. Good against Heavy Infantry and Light Ranged Cavalry.

Population
1
Line of sight
20
Ranged resist
20%
Available from
IIColonial
XP when killed
9
Game ID
dePavisier

In the game's words

How to use it

The Pavisier replaces the Crossbowman and is unique to the Italians. It is available at the Barracks starting in the Commerce Age and, owing to its pavise shield, costs more wood than food. It also has a different armor class depending on which stance it is set in, lending it more versatility than the Crossbowmen of other civilizations.

History

During the medieval period, the crossbow was refined to a point where it became one of the most effective firearms due to its ability to pierce thick armor and the ease with which it could be operated. The latter attribute kept it relevant even into the early modern period, when most armies gradually abandoned the use of exorbitantly expensive, cumbersome armor that was often unable to protect its wearer against newer weapons. However, a crossbow took roughly a minute to reload, and during this time (and while firing, for that matter), the crossbowman was exposed. The pavise, a large shield, was designed to protect these troops, and became particularly famous in Italy, where several city-states owned renowned armies of crossbowmen that often served as mercenaries in foreign armies.

From the game's History encyclopedia (Infantry).

Pavisier, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged16 ranged3 s16×0.6 vs Cavalry×1.25 vs Heavy Infantry×2.5 vs Light Cavalry×0.6 vs Light Infantry×2.5 vs Ranged Shock Infantry
Melee7 melee1.5 s—×0.75 vs Cavalry×1.25 vs Heavy Infantry×2 vs Light Cavalry×0.75 vs Light Infantry×2 vs Ranged Shock Infantry
Siege8 siege3 s——

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.

Pavisier beats

Beats Pavisier

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

Guard Pavisiershit points +30%, damage +30%
Heavy Paveseshit points +10%
Imperial Pavisiershit points +50%, damage +50%, range (Ranged) +1, range (Ranged (stagger)) +1, range (Ranged (defend)) +1
Roman Tacticshit points +10%
Steel Boltsdamage bonus against Heavy Infantry +0.75, range (Ranged) +2, range (Ranged (defend)) +2, range (Ranged (stagger)) +2, line of sight +2
TEAM Hidalgostrain time −40%
Veteran Pavisiershit points +20%, damage +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
Archaic Infantry CombatFoot Archer: hit points +15%, damage +15%
Archaic Infantry HitpointsFoot Archer: hit points +15%
Infantry BreastplateFoot Archer: hit points +10%
Maya Cotton ArmorFoot Archer: hit points +20%
Kalthoff RepeatersLight Infantry: damage bonus against Light Infantry +0.1
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%
Matrakci SchoolInfantry: train time −30%
Military DrummersInfantry: speed +10%
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%
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%
ZamindarsInfantry: train time −20%
End RelationsMilitary: line of sight −7

…and 25 more that change every Archer.

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