Work in Progress: The Knights Templar and House of Lancaster civilizations aren't fully updated and miss stats, abilities and upgrades.
Explorer will continue to be updated over the next few weeks for both old and new civs.
Heavy Melee Cavalry, Elephant

War Elephant

Heavy cavalry effective against cavalry, siege engines, walls, and buildings. + High health and armor + Mounted with an advanced Spearman + Capable of attacking Stone Walls - Slow movement speed

Produced at

Available for 2 civilizations

This unit is available for the below civilizations. Click on a civilization to see more detailed information, including specific bonuses and upgrades.

Patch History

Season 10 Update

Mercenary War Elephant cost reduced from 750 to 680 olive oil

Season Five Update

Updated targeting priority of elephants to prefer units over buildings.

Siege Tusk weapon removed, now uses its Melee Tusk against buildings.

Elephants are no longer attacked by Dock emplacement arrows.

Costs
400
350
1:00
3
8501434 Hitpoints
5053 45 Melee Attack
47 Melee Armor
58 Ranged Armor
Damage17.39DPS 18.43 15.65
Move Speed1T/S
Attack Speed2.875S
Line of Sight8TILES

Technology Upgrades

Armored Beasts

Age IV

Elephant Technology

Grant +20% health and +4 ranged armor to War Elephants.

Costs
12:00
Unique

Angled Surfaces

Age IV

Ranged Armor Technology 3/3

Increase the ranged armor of all non-siege units by +1.

Costs
150
350
1:00

Biology

Age IV

Cavalry Technology

Investing in natural sciences increases the health of all cavalry by +25%.

Costs
500
1000
1:30

Bloomery

Age II

Melee Damage Technology 1/3

Increase the melee damage of all non-siege units by +1.

Costs
50
125
1:00

Damascus Steel

Age IV

Melee Damage Technology 3/3

Increase the melee damage of all non-siege units by +1.

Costs
150
350
1:00

Decarbonization

Age III

Melee Damage Technology 2/3

Increase the melee damage of all non-siege units by +1.

Costs
100
250
1:00

Fitted Leatherwork

Age II

Melee Armor Technology 1/3

Increase the melee armor of all non-siege units by +1.

Costs
50
125
1:00

Insulated Helm

Age III

Melee Armor Technology 2/3

Increase the melee armor of all non-siege units by +1.

Costs
100
250
1:00

Iron Undermesh

Age II

Ranged Armor Technology 1/3

Increase the ranged armor of all non-siege units by +1.

Costs
50
125
1:00

Master Smiths

Age IV

Melee Armor Technology 3/3

Increase the melee armor of all non-siege units by +1.

Costs
150
350
1:00

Military Academy

Age III

Production Technology

Increase the production speed of infantry, cavalry, siege, and transport units at buildings by 33%. Does not affect religious units or other support units.

Costs
100
250
1:00

Wedge Rivets

Age III

Ranged Armor Technology 2/3

Increase the ranged armor of all non-siege units by +1.

Costs
100
250
1:00

Royal Bloodlines

Age III

Cavalry Technology

Fill the stables with the best stallions, increasing all cavalry health by +35%.

Costs
300
700
1:30

Inspired Warriors

Age III

Religious Technology

Prelates increase their move speed by 10% and can inspire military units, improving their armor by +1, and damage by +15%.

Costs
100
250
1:00

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