
Gurjaras
Gurjaras — a Cavalry and Camel civilization from South Asia.
Cavalry and Camel · South Asian
Ranked Stats
1v1 RM · Update 162286Win rate by Elo
Win rate by map
- Goldenpit51.28%
- Yucatan50.99%
- Ghostlake50.94%
- Acclivity50.83%
- Landmadness50.73%
- Acropolis50.68%
- Atacama50.55%
- Mongolia50%
- Highland49.91%
- Marketplace49.89%
Win rate by patch
Source: aoestats.io ranked ladder archive (all-time) · 50% = average
Matchups
Strongest against
Strongest against
Strongest against
Win-rate edge vs each opponent (50% = average). Team = when the opponent is on the enemy side; confounded by the 3 other civs. Source: aoestats.io ranked ladder archive (all-time)
Civ Bonuses
- Start with 2 Forage Bushes
- Can garrison livestock in Mills to passively produce food
- Mounted Units deal +20/30/40% bonus damage in Feudal/Castle/Imperial Age
- Docks +5 garrison capacity
Team Bonus: Camel and Elephant Units train +25% faster
Unique Units
Unique Techs
- Kshatriyas — Military Units cost -25% food
- Frontier Guards — Camel Riders and Elephant Archers +4 melee armor
Gurjaras are a Cavalry and Naval civilization from South Asia.
How to Play Gurjaras
Ideal opening (Dark → Castle): Open with single-range Archers in Feudal Age, then transition into Crossbowmen reinforced by Camel Riders once you reach Castle Age, leaning on the food discount from Kshatriyas to keep production flowing.
Ideal late-game composition: Build around Chakram Throwers as your gold-cost core, add Hussars as the trash backbone to soak melee and chase down stragglers, and round it out with Trebuchets or Bombard Cannons for siege.
Deathball composition (closed maps / team games): Mass Chakram Throwers behind a wall of Heavy Camel Riders, with Bombard Cannons providing the long-range punch to break through fortified positions.
Recommended build: 19 Pop 1-Range Archers















































