The normal Chu Ko Nu fires 3 arrows while the elite fires 5. This means they are more effective then their statistics say. Due to the extra arrows, they are the second most effective archer against rams which is a huge bonus. They decimate most infantry and when attacking with these, you see a cloud of arrows!


Ranged Unit
Age Available
Attack (Type)8 (Pierce)
Melee Armour0
Pierce Armour0
Speed0.96 TPS

Attack Rate


Creation Time13s
Line of Sight6
Attack Bonuses

PT, fires volleys with 2 extra

arrows with 3 PT each

Unique unit :Chu-Ko-Nu

  • Cost: 40 wood, 35 gold
  • Attack: 8 (Elite: 8 )
  • Armor: 0/0 (Elite: 0/0)
  • HP: 45 (Elite: 50)
  • Range: 4 (Elite: 4)
  • Elite Upgrade: 760 food, 760 gold

the stats for the elite chu-Ko-Nu, the upgrade is indeed this futile. Is the upgrade worth it then? Yes it sure is, maybe for just the 5 extra HP but also for the extra arrow that the elite version fires. Giving them 5 arrows instead of 4. Note that this doesn’t mean the attack increases with 8, it only adds 3. Indeed, only the first arrow of the chu-Ko-Nu hits its target with full damage. The other arrows deal a maximum of 3 damage, but 1 damage minimum!

Let’s see what this actually means:

Maximum Damage
Elite Huskarl8
Elite Eagle Warrior10
Siege Ram15

These are ideal numbers though, in a more realistic setting, some arrows miss and the damage will be 2-3 lower. It shows one very important strength though: Chu-ko-nu are awesome castle defenders. They’re a bit like axeman in that way: they’ll tear through any ram that will bang against your precious fortress. This doesn’t mean however that chu-ko-nu are good counters to huskarls. Not even close actually because huskarls only need 2 slices to get the chuk on his knees. But it shows what chu-ko-nu are best at: being an incredible back up unit. If you can put a meat shield in front of them, they’ll sieve through any unit that tries to come in close to them.


Civilization Specific Features

Not available to:



Chu Ko Nu 

All civilization except



Click here!

Technologies & Upgrades

Archery Range

 Thumb Ring: 100% accuracy for stand-still objects and units (Castle Age).


Attack and Range:

 Fletching: +1 attack and range (Feudal Age).

 Bodkin Arrow: +1 attack and range (Castle Age).

 Bracer: +1 attack and range (Imperial Age).

Total attack and range: +3 attack and range


 Padded Archer Armor: +1 melee and pierce armor (Feudal Age).

 Leather Archer Armor: +1 melee and pierce armor (Castle Age).

 Ring Archer Armor: +1 melee and +2 pierce armor (Imperial Age).

Total melee and pierce armor+3 melee and +4 pierce armor


 Chemistry: +1 attack (Imperial Age).

 Ballistics: Provides accuracy for moving objects (Castle Age).


Conscription: Non-siege military units created 33% faster (Imperial Age).

Yeomen: Foot Archer range +1, Tower attack +2 (Imperial Age).

Use in Combinations

they usually act as meat shield


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