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The Swordsman is a melee unit. It is an all-around upgrade from the Warrior, with more health and greater attack and defence. The unit is unlocked by the Smithery technology.

Vengir starts with a Swordsman.

Ruins may give a veteran Swordsman as a reward.

Strategy[]

Strategies for the Swordsman:

  • City sieging. The Swordsman possesses the attack needed to shave off the last 5 health of that pesky Warrior in the city walls, as well as the defence needed to survive the counterattack.
  • Army leading. The Swordsman is easily replaced and durable, making large quantities of them easy to obtain.

Strategies against Swordsmen:

  • Giants. The Swordsman can't take these out so quickly. However, giants are not to be used when there are 3+ swordsmen nearby, or they will overpower it easily.
  • Catapults. The Catapult can two-hit a Swordsman while staying safely out of range.
  • Scouts and bombers. If possible, pummeling a Swordsman from offshore has similar effects to a Catapult.
  • Defenders in city walls. These are extremely tough to bring down, requiring the assistance of numerous other units.

Strengths and Weaknesses[]

Strengths[]

  • Melee fights. In a 1v1 situation, the Swordsman rules, second only to the Giant. It can take huge chunks of health off Giants, Crabs, Warriors, and other Swordsmen, and can instantly kill non-veteran Riders, Archers, and Catapults.
  • Front lines. The Swordsman is good at killing those in front. It is also decent at retaliation whenever attacked. These make it a viable unit for your front lines, advancing in front of a wave of ranged units. Note that Defenders are cheaper and have the same defence, but are much less capable of attacking and don't have dash.
  • Knight defence. The Swordsman is also surprisingly effective against knights. Since knights can't retreat after their initial assault, a group of swordsmen can easily beat a group of low-defence knights.

Weaknesses[]

  • Killing Catapults. The Swordsman can only move one (two using roads) tile at a time. This leaves them unable to advance through the range of a Catapult in one turn, which leaves the Swordsman as an easy target.
  • Breaching Defender walls. To be fair, virtually every melee unit is weak against Defenders, due to their high retaliation damage.
  • Defending. Because the Swordsman lacks the fortify skill, it cannot receive a defense bonus from city walls. Defenders, which have the same amount of health and defense, are therefore better for defending cities.

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Swordsmaid[]

This article is about the mermaid version of the Swordsman. For mermaid units in general, see Mermaid Units.

The Aquarion tribe has the Swordsmaid unit instead of the Swordsman. Like other mermaid units, the Swordsmaid differs from the Swordsman only in being amphibious, allowing the Swordsmaid to move through both water and land, with a movement penalty on the latter.

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