Unique Units (UU) can help define the playstyle of a Civilization and many of them come with extra Promotions over regular units and/or Unique Promotions that make that unit Unique. This Guide seeks to deliver the details on each UU in Vanilla Civ 5, along with the Brave New World and Gods and Kings DLC. We'll look at what makes that unit unique when compared to the original, while also showing whether or not their unique abilities are kept. Sometimes, your UU is so powerful you should rush to it, but all Civs should take advantage of them when available to help defend their Empire.

I would like to thank the Creator of the Civilization 5 In-Game Editor, which allowed me to Cheat. Without the Mod, this Guide would have taken a very long time. It allowed me to spawn all the UUs you see in the Screenshots on this Guide and analyze the Upgrades and what changes for each Unique in Civ 5.

In general it seems that Promotions that are available to regular units will be kept when upgrading the Unit, along with any that you select when your unit levels up. The Promotions that are not found from normal gameplay are of concern, so a UU that starts with Drill or Shock I/II will keep that Promotion when you upgrade, but a Roman Legion will lose the ability to Construct Roads and Forts when Upgrading to a Longswordsman. This can help Civ 5 players make decisions on when to upgrade their Units, while also taking advantage of any possible upgrades that synergize when a unit goes from ranged to melee or vice/versa.

Some Promotions may be useless to a few Unique Units that switch combat roles (ranged/melee) before or after upgrading them, while others can be combined for potent effect if you can keep a unit alive throughout the ages. For example, the Arabian Camel Archer. This unit's upgrade path is preceded by a melee unit and is upgraded to or starts ranged, but eventually upgrades to Cavalry, another melee unit. It will not benefit from +1 Range when it again becomes Melee. What does work for units switching from Ranged to Melee is Logistics (+1 attack per turn), which stacks with Blitz if you can get Drill or Shock III to unlock it - so you could have a unit with 3 attacks per turn, so long as you also get the Movement upgrade or the upgraded unit is Cavalry/Armor. This particular strategy would only work for a couple Civs' unique units, but any could do it with the Chariot Archer as it upgrades to a Knight as well. Other upgrades do work when switching between melee/ranged, such as Medic and Cover, but one could not have a Melee unit with 2 range. You cannot increase their range. This may aid you in making a decision on what upgrades to choose for your unit, as well as when to upgrade the UU in question, but ignoring this can get you better upgrades for that unit earlier on when the unit is more useful in Combat.

The Table of Units below features a number of values for each unit, explained here:

Civ 5 G&K and BNW Unique Units Listed by Civilization

Civilization Unique Unit Stats/Promotions over Original Upgrade Unit Lost on Upgrade?

America Minuteman

(Musketman) Drill I, Ignores Terrain Costs and Kills grant points toward Golden Ages Rifleman (160) No Promotions Lost, all the way to Mechanized Infantry

America B17

(Bomber) 70 Ranged Strength (vs 65), starts with Evasion (less damage from Interception) and Siege I (more damage vs Cities) Stealth Bomber (110) No Promotions Lost

Arabia Camel Archer

(Knight) Ranged Unit; requires horses despite riders using camels. Loses 3 Defensive Strength (to 17) but has ranged Combat Strength of 21. No Penalty to Attacking Cities, while still able to move after attacking - excellent at hit and run tactics. Cavalry (220) Any ranged-specific promotions you give it after upgrading will be useless. Penalty to attacking cities returns.

Assyria Siege Tower

(Catapult) Strength +5 (12), No set-up, becomes a melee unit with +200% bonus vs Cities and Cover 1 Promotion, along with +1 Sight. Units within 2 tiles get +50% attack bonus vs Cities. They are over 3x more effective than Great Generals, but even better with those around. Trebuchet (100) Keeps Cover I, loses Uniqueness and Melee Terrain Strength upgrades will not work. Keep these safe and consider not upgrading until Cannons are available because nearby units will lose the Bonus they'd receive with the Siege Tower. You can later make a Cannon with Woodsman and Blitz with enough combat, along with other things Trebs/Cannons can't have.

Austria Hussar

(Cavalry) +1 Movement, Flank Attack bonuses increased by 50% (so a +10% flank gives +15% instead) and gets +1 Extra Sight. Landship (260) Keeps Enhanced Flank Attack, loses Extra Sight. Landships don't have a penalty attacking Cities so work well in groups with the Flanking boost intact.

Aztec Jaguar

(Warrior) Heals 25% life on kill, Double movement through Forest/Jungle and a +33% Combat Bonus in Forest/Jungle tiles. Swordsman (80) Keeps all 3 upgrades, making the Jaguar a unit the Aztecs should build en masse. All Aztec units additionally get culture for killing opponents.

Babylon Bowman

(Archer) +2 Ranged Combat and Defensive Strength (9 and 7) Composite Bowman (80) No Bonuses Kept on Upgrade.

Brazil Pracinha

(Infantry) Kills grant points toward Golden Ages Mechanized Infantry (10) Keeps Kills toward Golden Ages

Byzantium Dromon

(Trireme) Costs 56 instead of 45, but is a ranged attacker instead, allowing for early ranged Naval Combat. Melee defense reduced to 8 from 10, but has 10 ranged strength. Has a Bonus vs Naval Units, as its fire attack burns their hulls. Galleass (95) Loses Bonus vs Naval as the fire attack is gone.

Byzantium Cataphract

(Horseman) Regular 33% penalty to attacking Cities reduced to 25%, while it has +3 Strength over the Horseman, putting it at 15. Knight (100) Penalty to attacking Cities returns to normal.

Carthage African Forest

Elephant (Horseman) Doesn't require Horses (nor Ivory), but costs 100 as opposed to 75 Production. Enemies nearby take a -10% Combat Penalty. Has 3 Moves as opposed to 4, but gains 2 Strength, putting it at 14. Comes with the Great Generals II Upgrade, which makes its Experience multiply toward GG birth. Knight (50) Retains the Great Generals II Promotion, but loses Feared Elephant (obviously).

Carthage Quinquereme

(Trireme) 30% more Combat Strength than the Trireme, giving it 13. Caravel (160) Loses any Uniqueness, but Caravels have much higher Combat Strength

Celts Pictish Warrior

(Spearman) Loses bonust to Mounted, but gains +20% Combat Strength when fighting outside Friendly Territory and requires no Movement to Pillage. Earns 50% of a slain enemy's Combat Strength as Faith. Pikeman (75) Regains the Mounted Combat Bonus, loses Faith on Kills, but keeps Foreign Lands bonus.

China Chu-Ko-Nu

(Crossbowman) Loses 4 Ranged Strength, from 18 to 14 but can attack twice in a turn so long as it has both Movement available. Gatling Gun (220) Keeps second attack. It is pointless to give the Chu-Ko-Nu Logistics because it cannot attack 3x in a turn as a Gatling Gun, for they have only 2 Movement. Give them Range, March, and Cover I-II (in that order) instead.

Denmark Berserker

(Longswordsman) Has +1 Movement and starts with the Amphibious Promotion, which eliminates Combat penalties for attacking from the Ocean or across a River. All of Denmark's Units get the No Movement Cost to Pillage Promotion, so that extra move allows you to have a very fast Military that can wreck everything in sight. Musketman (70) Keeps Amphibious promotion, loses the extra Movement.

Denmark Norweigan Ski

Infantry (Rifleman) +25% combat bonus in Unforested Hills, Snow, and Tundra tiles along with double Movement through tiles of that type. Woodsman is a great Promotion for adding to that Mobility, for it will let them do the same in Forest/Jungle. Great War Infantry (200) Keeps the Bonuses in Snow, Tundra, and Hills without Forest/Jungle. This is very interesting when the Unit is upgraded to Mechanized Infantry and has 3 Movement.

Egypt War Chariot

(Chariot Archer) Has 5 moves as opposed to 4 and doesn't require Horses to create, allowing you to trade off your Horses for a time. Knight (135) Loses its Uniqueness, but heavily upgraded Chariots become Knights that can have 3 attacks with Blitz/Logistics combined, as those Promotions stack and Knights have enough moves to utilize it.

England Longbowman

(Crossbowman) Starts with the Range promotion, granting +1 Range. Gatling Gun (220) Keeps Range, freeing you to get Logistics and have Gatlings with 2 attacks among the other Promotions.

England Ship of the Line

(Frigate) +7 Ranged Strength (35), +5 Defense (30), +1 Sight - a big bonus with the native Movement of English Ships. Battleship (420) Loses the extra sight Promotion, but Battleships are very far ahead in terms of Technology and have the Indirect Fire Promotion, letting them hit targets without line of sight.

Ethiopia Mehal Sefari

(Rifleman) Cheaper than a Rifleman (200 vs 225 Production) and starts with Drill I (rough Terrain Bonus). Gets a +30% Combat Bonus fighting inside the Capital, with a weakening bonus as they go further away (a few tiles). Starting with Drill I gives you an excellent opportunity to get the unit March, Medic, and other great Upgrades if you have a Barracks/Armory and later Military Academy. Great War Infantry (250) Keeps the Near Capital Bonus, along with all other Promotions, making them excellent defenders.

France Musketeer

(Musketman) Has +28 Combat Strength as opposed to 24, nothing incredible, but straightforward and helpful. Rifleman (160) Loses its Uniqueness.

Germany Panzer

(Tank) +1 Movement and +10 Combat Strength when compared to a regular Tank. It's a faster, more powerful version plain and simple. Modern Armor (110) Loses its Uniqueness.

Greece Companion Cavalry

(Horseman) Combat adds to Great Generals Experience pool faster, +1 Moves (5 total) and +2 Strength (14). A great Horseman replacement. Knight (100) Keeps Great Generals I Promotion throughout the Ages, so your Cavalry and later Tanks will help produce them for a powerful Greek army. Perhaps that is one reason Alex is such an ass.

Greece Hoplite

(Spearman) +2 Combat Strength (13). This along with the Companion Cavalry will help you take many Barbarian Encampments for CS Alliances, while also giving you an incentive for early war. Pikeman (75) Loses its Uniqueness.

Huns Horse Archer

(Chariot Archer) The Horse Archer has a 10-strength Ranged Attack, gets +1 Defense Strength, has the Rough Terrain Penalty removed (no wheels) and starts with the Accuracy I Promotion, letting you quickly advance their Promotions to better picks in the early-game when produced in a City with a Barracks. Knight (135) Becomes a Melee Unit, so get some Promotions that will help it. It loses its Uniqueness, but can create an interesting Unit if heavily upgraded while a Horse Archer.

Huns Battering Ram

(Spearman) A Spearman replacement that can only attack Cities - but with a +300% Combat Bonus while on the attack, effectively putting it at 30 Combat Strength. It becomes a Trebuchet when Upgraded, taking an entirely different path than a Spearman. Has a penalty on the defense as a consequence, but starts with Cover I to help offset that against ranged. Its Combat Strength on the defense is only 6.66 vs a Melee, 10 vs Ranged, so keep it protected. The Battering Ram's power against Cities in the early game is not to be underestimated, particularly with Horse Archers picking off opposing Units. Trebuchet (100) Becomes a Ranged Unit, so pick Upgrades that will benefit it then if you have the opportunity. Remember, terrain attack bonuses do not help against Cities, but you can get the Siege Promotion to carry over and stack with Volley (Siege weapon upgrade for City attack). The +300% attack bonus makes it almost as good as a Trebuchet in terms of power for their bonus is only 200%, so do hold on to these for a while to get the best upgrades (Blitz for 2 attacks). Do not bother with Logistics as 3 attacks are never possible.

Inca Slinger

(Archer) May withdraw from Melee if possible, but has only 4 Defensive Strength as opposed to the 5 of an Archer, making them very vulnerable when hit by fast enemies like Horsemen. Composite Bowman (80) Retains the ability to withdraw from Melee, keeping your Ranged Units safe throughout the eras.

India War Elephant

(Chariot Archer) Loses 1 Movement (3 total) but also loses the Rough Terrain Penalty of a Chariot. Its Ranged Strength is +1 (11) with a big boost to Melee Defense, from 6 to 9. Overall, a stronger and slightly less mobile version of the War Chariot that allows Gandhi to easily protect his lands or go Offensive if need be. Knight (110) Loses its Uniqueness and becomes a Melee Unit. See information earlier in the Guide for how best to use that strategically and avoid useless Promotions.

Indonesia Kris Swordsman

(Swordsman) Gets a random upgrade after its first Combat. Most of these are incredible bonuses, like fully healing after a non-barbarian kill or 1 extra attack+move per turn. Unfortunately, some Units may get cursed blades that reduce their effectiveness in Combat but in general, the Mystic Blades rock and you'll want to be careful not to lose Units with certain upgrades. Longswordsman (100) Keeps the Mystic Blade Promotion received and, if the unit has not entered combat to receive it, retains the ability to get the free random Promotion.

Iroquois Mohawk Warrior

(Swordsman) Gains +33% Combat Bonus in Forest/Jungle (even if on hill) and doesn't require iron unlike the Swordsman it replaces. Longswordsman (100) Keeps the +33% Combat Bonus in Forest/Jungle forever. Combined with the Iroquois Civ Bonus for movement, this makes them amazing at fighting in rough terrain.

Japan Samurai

(Longswordsman) Starts with Shock I and the Great Generals II Upgrade, making Great Generals spawn faster and better Promotions more accessible. They can also construct Fishing Boats when embarked, which can help your economy if you've focused on Warfare and need them. This does not consume the unit, unlike a fishing boat. It helps when settling newly conquered, yet poorly developed Cities. Rifleman (220) Keeps Great Generals II, making Japan easily have many Great Generals over the years. Loses the ability to make Fishing Boats.

Japan Zero

(Fighter) +33% bonus vs other Fighters, so excellent at making Air Sweeps and intercepting them. Zeroes do not require Oil unlike Fighters, so you are free to use that resource on your Navy or Tanks. Jet Fighter (110) Retains the +33% Bonus vs other Fighters. Jet Fighters take Aluminum, so the other bonus is gone.

Korea Hwach'a

(Trebuchet) The Hwach'a is an anti-personnel weapon, as opposed to Siege, though they are not useless in attacking Cities and get the same Promotion options of a Trebuchet. They have 26 Ranged vs 14 and +1 Sight, but do not have the +200% bonus against Cities that a Trebuchet does - this makes them about 33% weaker when attacking Cities, but they will easily get more kills and experience fighting enemy Units. Cannon (140) Cannons have a Ranged Strength of 20 and get the +200% vs Cities, giving them an effective 60 attack power. The Upgrade is quite worth it, as the Hwach'a will have done its work in defending Korean lands by that time.

Korea Turtle Ship

(Caravel) Unlike a Caravel, the Turtle Ship cannot enter Deep Ocean so will slow Korea's exploration of foreign Continents. They are meant to be coastal defenders, with a melee strength of 36, up from the 20 of a Caravel. They can easily be used on the attack, as they have Ironclad (270) They lose their uniqueness, but can finally enter Deep Ocean, although slowly. Korea will first explore the world with Frigates, Privateers, or a Great Admiral.

Maya Atlatlist

(Archer) The Atlatlist is just like an archer, aside from you not needing to research Archery to use them and their 10% reduction in Production Cost. This lets the Maya have a strong defense and focus on Religion without sacrificing their Military. Composite Bowman (85) Any Uniqueness is lost upon Upgrade, but CBs are much better units for both attack and defense.

Mongolia Keshik

(Knight) +1 Moves over a Knight (5) and Ranged instead of Melee, being unable to Melee but able to fire from 2 tiles away. Combat with these will generate Great Generals faster, while the unit simultaneously gets a 50% boost to XP earned from combat. The Knight's penalty to attacking Cities is gone, while they retain the ability to move after attacking - a very potent City raiding unit of the early-mid game. Cavalry (220) Another unit that moves from Ranged to Melee when Upgraded. Ranged-specific upgrades will no longer work, but the Cavalry will keep Quick Study and Great Generals I. There is massive potential to have a heavily upgraded Unit with 3 attacks here, so long as you can hold out on the Upgrade. Playing Mongolia, you should be rushing the Keshik to help your War effort anyway.

Morocco Berber Cavalry

(Cavalry) +25% Combat Bonus when fighting in your own territory and +50% Combat Strength fighting in Desert. Landship (260) Keeps both Unique Promotions, making for Tanks that are highly effective at protecting the homeland and desert warfare.

Netherlands Sea Beggar

(Privateer) Comes with Coastal Raider II, giving it another +20% strength vs Cities. Their Supply upgrade allows them to heal outside friendly territory unlike other Ships (+15/turn). Additionally, defeated ships may join your side after combat thanks to the Prize Ships Promotion. Destroyer (460) Keeps all Promotions. The Netherlands can be quite capable of building a Navy through fighting with a fleet of these - Destroyers can spot Submarines, which the AI are very poor at defending against.

Ottoman Sipahi

(Lancer) +1 Sight, +1 Movement, and no Movement cost to Pillage Tile Improvements. They are excellent at raiding enemy lands. Anti-Tank Gun (240) The No Movement to Pillage and ability to move after attacking are retained. The Bonus vs Mounted is kept as well, but the same is true for any Lancer upgraded to Anti-Tank - Anti-Tank Guns do not have this when produced in a City directly.

Ottoman Janissary

(Musketman) +25% Combat Bonus when attacking and gets 50 health if it kills a non-Barbarian unit. Rifleman (160) All Promotions are kept, making for some amazing Infantry! This is my personal favorite Musketman replacement Unit.

Persia Immortal

(Spearman) +1 Combat Strength and heals at double rate - so 20 outside of friendly territory, up to +50 health in a turn when in a City. Pikeman (75) Retains the ability to heal at double rate forever, even when upgraded to a Helicopter Gunship!

Poland Winged Hussar

(Lancer) Has a Heavy Charge, forcing defenders to retreat if it deals less damage than the Winged Hussar. If there are no hexes to retreat to (surrounded) the unit will take extra damage. Comes with Shock I, making later promotions more accessible when trained in a City with Military buildings. Anti-Tank Gun (240) Heavy Charge is kept all the way up to Helicopter Gunship

Polynesia Maori Warrior

(Warrior) Haka War Dance Promotion lets this Warrior replacement give a -10% Combat Penalty to any enemies in adjacent tiles. Does not stack, but helps very much in combination with Flanking Bonuses - ultimately, your units will take a little less damage and dish a bit more as well. Swordsman (80) Retains Haka War Dance forever.

Portugal Nau

(Caravel) Comes with the Exotic Cargo ability, which can only be used once per ship. This generates Gold and experience for the Unit the further you are from Friendly territory, encouraging Portugal to explore far reaches of the World early on to make the most use of this. Must be used next to the border of another Civ or City state. Ironclad (270) Keeps Exotic Cargo Ability if it has not been used.

Rome Ballista

(Catapult) Ballistae are simply stronger versions of the Catapult with +2 Strength (10) and +1 Melee Defense (8). Still has to set up before firing. Trebuchet (100) Nothing Unique to keep.

Rome Legion

(Swordsman) Higher Combat Strength (17 vs 14), can Construct Roads and Forts Longswordsman (100) Can no longer Construct Roads/Forts

Russia Cossack

(Cavalry) Starts with +33% Combat Strength vs wounded units, which is distinct from Charge - meaning when upgraded, you can get +66% CS vs the wounded - highly effective at picking off damaged enemies at that point. Landship (260) Keeps the Charge Bonus Promotion along with all others, making it a very powerful tank unit later. Have ranged or artillery tap units, then bring in your mobile death machines to finish them off.

Shoshone Pathfinder

(Scout) The Pathfinder acts as a Scout but has the Combat Strength of a Warrior. They have Native Tongue, which lets them select the upgrade you will receive from Ancient Ruins (only able to pick one type every 3 tries, and Faith is available only on turn 20+). They also get to ignore Terrain Costs like Scouts. Can't be upgraded normally. They will keep both Promotions if you elect to use weapons from an Ancient Ruin to upgrade them - the bonus for picking this seemingly less-desirable option is that instead of upgrading to Archers, they upgrade to Composite Bowmen, meaning you can set them off on a great path and retain mobility while being able to utilize any mid-late game Ancient Ruin discoveries (such as those on Islands).

Shoshone Comanche Riders

(Cavalry) A bit cheaper than Cavalry (200 vs 225). They have a unique Promotion that grants +1 Movement. Landship (310) The Unique Promotion providing +1 movement carries over, so you can eventually have super-mobile Tanks to protect your vast lands.

Siam Naresuan's Elephant

(Knight) Has a +50% bonus vs Mounted units, which is unique for a Knight. They lose 1 move, but go from 20 to 25 Strength, a 25% increase in power. Cavalry (220) Loses its unique bonuses.

Songhai Mandekalu Cavalry

(Knight) 10% cheaper to produce and the 33% Penalty to attacking Cities is removed. Cavalry (240) Loses its Unique Bonus and the penalty returns on Upgrade.

Spain Conquistador

(Knight) City attack penalty removed. Double defense when Embarked, +2 sight range (huge for scouting new Continents) and can settle Cities on these newly discovered Continents. The defense bonus makes it fairly safe to send them out alone to explore once you've researched Astronomy and are capable of doing so. Cavalry (190) Keep their Embarkation defense forever, but lose the ability to Settle Cities and the Extra Sight.

Spain Tercio

(Musketman) +50% Bonus vs Mounted Units. Has +2 higher Combat Strength than Musketmen, at 26 vs 24 but costs 10 more Production (160). It benefits from Warrior Code, as it is a Melee Unit, so with this Policy it would be cheaper than a Musketman. Rifleman (140) Loses its Unique Ability

Sweden Hakkapeliitta

(Lancer) Great Generals give +30% combat bonus if in the same tile. This is easy to accomplish, as a GG stacked with the Hakkapeliitta will inherit the same moves (4). Anti-Tank Gun (240) As an Anti-Tank Gun it keeps the +15% CS from being near a Great General, along with the movement stack bonus, but that is useless unless you've upgraded the Hakkapeliitta to have +1 Movement with Mobility - which would let a stacked Great General move 3 spaces as opposed to 2 when accompanied by an Anti-Tank Gun. Where this gets interesting is when it becomes a Helicopter Gunship. I've had a GG that can move 7 along with the Gunship. Excellent for moving to different areas and distributing the bonus, plus the Gunship has excellent attack to help defend the GG.

Sweden Carolean

(Rifleman) Starts with March, which will heal it every turn, even if it performs an action. Keep a Medic nearby for maximum effect, so that it can get larger heals every turn, helping it last longer in combat and when attacking Cities. Great War Infantry (200) Keeps March along with any other Promotions, which is expected.

Venice Great Galleass

(Galleass) Costs 10 more than a regular Galleass at 110 Production, but has +3 Ranged Strength (20 total) and +2 Defense (18 total). Excellent on Defense of Offense. Frigate (160) Loses its Uniqueness.