Stronghold Crusader Unit Stats Jun 2026
| Attribute | Rating | | :--- | :--- | | HP | Low | | Damage | High (area effect) | | Range | Short | | Speed | Slow | | Cost | 100 gold |
75% bow/rock DR, 85% crossbow DR. Slow but lethal against armor. Tanking unit with high armor (96.5% bow DR). Swordsman
| Attribute | Rating | | :--- | :--- | | HP | Medium | | Damage | High | | Speed | Slow | | Armor | Leather | | Cost | 20 gold + 1 Crossbow + Leather Armor | stronghold crusader unit stats
| Stat | What It Means | |------|----------------| | | How many hits (approx.) a unit can take before dying. | | Melee Dmg | Damage dealt in hand-to-hand combat. | | Ranged Dmg | Damage per projectile (arrows, bolts, thrown). | | Armor | Reduces incoming damage (percentage-based in Crusader). | | Speed | Movement speed across terrain. | | Range | Maximum targeting distance (for ranged units). | | Fire Rate | Time between attacks/shots. | | Cost | Gold & resources required to produce the unit. |
A lull followed the first onslaught. The Crusaders withdrew, not in shame but in calculation. Salim used the respite to move his specialized units—scouts who could vanish into the dunes, flamethrowers who could turn a narrow passage into a tongue of fire, and a handful of mercenaries armed with axes and bitter smiles—into new positions. He considered his supplies: grain, oil, water. He knew every sack, every amphora; every resource was a statistic that breathed. | Attribute | Rating | | :--- |
Defending stone walls and towers against unarmored targets. 2. Spearman
Slaves carry torches. Direct them into enemy farms, hovels, and production buildings to trigger massive fires that cripple the enemy economy. 3. Slinger Cost: 12 Gold Speed: Fast (4/5) Armor: Very Low Attack: Low (Short Range) Role: Early-game rush defense. Swordsman | Attribute | Rating | | :---
European units are trained in the Barracks and provide the backbone of your defensive and offensive strategies. Ranged Units
Extremely cheap, fast, and armed with torches. Used to burn down buildings, especially enemy farms.
: 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.