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  1. Home
  2. Byzantines
  3. Units
  4. Tower Elephant
Tower Elephant

Ranged Cavalry

Tower Elephant

Byzantines

Byzantines

Powerful ranged cavalry that can fire while moving.
High health
Mounted with powerful Archers
Capable of attacking Stone Walls
Slow movement speed

Abilities and influences

  • Pilgrim Flask

    Pilgrim Flask

    Activate to drink, rapidly increasing health regeneration by 25 per second for 6 seconds. 需要 Cistern of the First HillCistern of the First Hill 45秒 冷却

  • Triumph

    Triumph

    Consume all Supply Points to increase cavalry damage by +4, move speed by +10%, and health regeneration by +2.5. Each Supply Point increases Triumph's duration by 1 seconds. A maximum of 45 Supply Points can be collected. Activate on Imperial HippodromeImperial Hippodrome. 30秒 冷却

  • Automatic Pilgrim Flask

    Automatic Pilgrim Flask

    Toggle on to activate automatic drinking when low health, rapidly increasing health regeneration by 25 per second for 6 seconds. Toggle on Cistern of the First HillCistern of the First Hill.

  • Improved Torch

    Improved Torch

    Torch damage improved by a nearby Scout. When near ScoutScout.

  • Naval Deployment

    Naval Deployment

    Increased movement speed after unloading from a Transport Ship.

Produced at

  • Golden Horn Tower

    Golden Horn Tower

  • Mercenary House

    Mercenary House

Patch History

2025-05-13 Patch 13.2.4553

General Changes & Bugfixes

  • Fixed an issue where Gilded Crossbowmen, Crossbowmen with 10,000 Bolts, Janissaries, and Tower Elephant Archers after Howdahs had incorrect attack speed.

2023-05-16 Season Five Update

Tower Elephant

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

2022-07-11 Season Two Update

Civilization Balance

  • Technology research time adjustments: Boiling Oil increased from 300 to 450 seconds All Seeing eye increased from 135 to 157 Swiftness increased from 270 to 450 seconds Professional Scouts increased from 210 to 262 Survival Techniques decreased from 225 to 135 Herbal Medicine increased from 180 to 225 Tower Elephant Adjustments: Tower Elephant health reduced from 960 to 860 Ranged units riding the Tower Elephant are now properly affected by all damage upgrades (Blacksmith and University).

2021-11-29 Season One Update

Bug Fixes

  • Tower Elephant (this was not changed in Update 8324)
  • Honed Blades Technology no longer adds an extra +1 damage to Man- at-Arms Tower Elephants no longer gain the Forced March ability Tower Elephant now gains the armor visual upgrade when researching Siege Elephant tech instead of Armored Beasts Developer Note: Tower Elephant does not get increased armor from Siege Elephant tech.
Costs
1000oliveoil
3popcap
130time
Hitpoints 750
Base: +600
Biology: +150
Melee Attack 33
Base: +30
Bloomery: +1
Decarbonization: +1
Damascus Steel: +1
Building: +40
Ranged Attack 18
Base: +15
Steeled Arrow: +1
Balanced Projectiles: +1
Platecutter Point: +1
Melee Armor 3
Fitted Leatherwork: +1
Insulated Helm: +1
Master Smiths: +1
Ranged Armor 10
Base: +7
Iron Undermesh: +1
Wedge Rivets: +1
Angled Surfaces: +1

Move Speed

0.875T/S

Attack Speed

1.375S

Max Range

5.00TILES

Line of Sight

8.00TILES

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Technologies

Bloomery

Bloomery

II

Melee Damage Technology 1/3

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

50food
125gold
60time
Fitted Leatherwork

Fitted Leatherwork

II

Melee Armor Technology 1/3

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

50food
125gold
60time
Iron Undermesh

Iron Undermesh

II

Ranged Armor Technology 1/3

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

50wood
125gold
60time
Steeled Arrow

Steeled Arrow

II

Ranged Damage Technology 1/3

Increase the ranged damage of all arrows, bolts, and emplacements by +1.

50wood
125gold
60time
Balanced Projectiles

Balanced Projectiles

III

Ranged Damage Technology 2/3

Increase the ranged damage of all arrows, bolts, and emplacements by +1.

100wood
250gold
60time
Decarbonization

Decarbonization

III

Melee Damage Technology 2/3

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

100food
250gold
60time
Insulated Helm

Insulated Helm

III

Melee Armor Technology 2/3

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

100food
250gold
60time
Military Academy

Military Academy

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.

100wood
250gold
60time
Wedge Rivets

Wedge Rivets

III

Ranged Armor Technology 2/3

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

100wood
250gold
60time
Angled Surfaces

Angled Surfaces

IV

Ranged Armor Technology 3/3

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

150wood
350gold
60time
Biology

Biology

IV

Cavalry Technology

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

500food
1000gold
90time
Damascus Steel

Damascus Steel

IV

Melee Damage Technology 3/3

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

150food
350gold
60time
Master Smiths

Master Smiths

IV

Melee Armor Technology 3/3

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

150food
350gold
60time
Platecutter Point

Platecutter Point

IV

Ranged Damage Technology 3/3

Increase the ranged damage of all arrows, bolts, and emplacements by +1.

150wood
350gold
60time