Units

Units

Total War: SHOGUN 2 unit roster breakdown — ashigaru, samurai, warrior monks, cavalry, siege engines, firearm troops and the naval hulls that decide the sea lanes.

80+
Unit Types
S / A / B / C
Tiers Covered
9
Naval Hulls

Introduction

The unit roster in SHOGUN 2 is small by Total War standards and unusually well balanced, which means almost every unit has one job it performs better than anything else. Ashigaru are cheap, expendable and essential for holding walls, garrisons and the centre of a line. Samurai cost several times as much and win the fights that actually decide a campaign. Warrior monks sit between the two, trading armour for a morale shock that breaks ashigaru formations on contact. Around that core sit missile troops, cavalry, siege engines and, once the Otomo or the later campaigns enter the picture, firearms that ignore armour entirely. Naval units follow the same logic: light hulls harass, medium hulls hold the line, and heavy hulls decide boarding actions.

Unit Roster Tier Reference

TierUnitRoleBest Against
SKatana SamuraiArmour-piercing melee coreYari and naginata infantry
SWarrior MonksMorale-shock meleeAshigaru lines and low-morale armies
ABow SamuraiRanged duel winnerSlow melee formations and siege defenders
AYari CavalryFlanking and pursuitMissile troops and artillery crews
AGreat GuardHeavy shock cavalryIsolated units and enemy generals
BYari Ashigaru (Spear Wall)Cheap line holderCavalry charges and gate defence
BNo-Dachi SamuraiCharging shock infantryWavering enemy centres
BMangonelsSiege and area damageWalls, gates and packed formations
CBow AshigaruCheap missile fillerUnarmoured early-game units
CLight CavalryScouting and harassmentArtillery and isolated archers
CMatchlock AshigaruEarly firearmsArmoured samurai at short range

Unit Archetypes

S

Katana Samurai

legendary

Armour-piercing melee infantry and the backbone of any army that expects to win on the field.

Battlefield RoleThey cut through yari and naginata formations that would stall an ashigaru line, and they keep fighting after the first morale check fails.
How to UseCommit them after the enemy is pinned rather than at the start of the engagement, so they arrive against a line that has already spent its charge.
Cost RealityUpkeep is several times an ashigaru unit, so a full samurai army needs a province economy built for it before recruitment, not after.
Countered ByConcentrated bow fire and flank charges while they are engaged. Keep a second unit nearby to punish cavalry that commits.
S

Warrior Monks

legendary

Melee infantry whose morale shock breaks ashigaru formations on contact.

Battlefield RoleTheir warcry and morale penalty turn a grinding push into a rout, which is worth more than their raw attack value suggests.
How to UseSend them into the centre against the cheapest enemy infantry you can find, then roll the resulting collapse outward along the line.
Cost RealityUnarmoured and expensive, so they need screening infantry on both sides to survive long enough to reach the enemy.
Countered ByBow samurai firing into the approach and disciplined katana samurai in a straight melee exchange.
B

Yari Ashigaru

common

The cheapest unit in the game and the only reason a starting clan has an army at all.

Battlefield RoleIn spear wall they absorb a cavalry charge and hold a gate, which lets expensive units fight where they are actually needed.
How to UsePut them in the centre and on walls, keep them in spear wall, and never expect them to win a fight they have to pursue.
Cost RealityRecruitment and upkeep are low enough that four to six units can garrison a province without stalling your build queue.
Countered ByKatana samurai, warrior monks and any sustained missile fire. Their morale breaks quickly once flanked.
A

Bow Samurai

rare

Archers that win the ranged duel which decides morale long before the lines meet.

Battlefield RoleSuperior range and accuracy let them silence enemy archers, after which the whole enemy line takes damage with no answer.
How to UseDeploy on high ground behind the line, focus fire one unit at a time, and pull back rather than trade with cavalry.
Cost RealityAffordable once a market province exists, but they need a spear screen that costs almost as much as they do.
Countered ByAny cavalry that reaches them, and massed bow ashigaru if they are left unsupported.
A

Yari Cavalry

Fast flankers that turn a stalled melee into a rout and run down anything that breaks.

Battlefield RoleTheir value is positional: hitting the rear of an engaged unit collapses morale faster than any frontal attack can.
How to UseKeep them out of the opening exchange, ride around the flank the enemy general is not watching, and charge only when the line is pinned.
Cost RealityModerate upkeep, but losing them to a spear wall is expensive, so never charge them into unengaged infantry.
Countered ByYari ashigaru in spear wall, and any clan that fields cheap spear infantry in depth.
C

Matchlock Ashigaru

Early firearms that ignore armour but reload slowly and break easily.

Battlefield RoleA volley into armoured samurai does damage no bow unit can match, which makes them a specialist answer to heavy infantry.
How to UseFire from behind a spear line and retreat rather than reload in contact. They need to be protected like artillery.
Cost RealityCheap to recruit and cheap to lose, so they work best as a two-unit supplement rather than a core.
Countered ByRain, cavalry and any melee unit that reaches them during the long reload cycle.
A

Great Guard

The heaviest cavalry available, and the only unit that reliably breaks a formed samurai line from behind.

Battlefield RoleHeavy shock cavalry that combines a devastating charge with enough staying power to keep fighting after the initial impact.
How to UseHold them entirely out of the opening exchange, then commit against an enemy unit that is already engaged and cannot turn to face them.
Cost RealityThe most expensive cavalry in the roster to recruit and maintain, so a single unit is usually the correct number.
Countered BySpear wall infantry and any unengaged yari unit. Never charge them frontally into a prepared line.
B

No-Dachi Samurai

Two-handed shock infantry built around a charge that breaks wavering centres outright.

Battlefield RoleTheir charge bonus is among the highest in the roster, which makes them the fastest way to collapse an enemy line that is already losing.
How to UseSend them in second, after your spear wall has pinned the enemy, and aim them at the section of the line with the lowest morale.
Cost RealityModerate recruitment cost and upkeep, but no armour to speak of, so they need to win quickly or not at all.
Countered ByMissile fire during the approach and any prolonged melee against armoured katana samurai.
B

Mangonels

Siege engines that turn packed formations and defended gateways into a problem for the defender.

Battlefield RoleArea-damage artillery that punishes units clustered behind walls, at gates or in a tight spear wall formation.
How to UseDeploy behind your line against static targets, and target the point where defenders are packed rather than the walls themselves.
Cost RealityExpensive enough that they need to fire for most of a battle to justify their slot, and they slow an army on the campaign map.
Countered ByAny cavalry or fast infantry that reaches them, since they cannot defend themselves in melee at all.
C

Bow Ashigaru

Cheap archers that lose the ranged duel against samurai but add numbers for very little money.

Battlefield RoleVolume missile fire early in a campaign, when three units of bow ashigaru cost less than one unit of bow samurai.
How to UseKeep them behind the spear wall and focus their fire on unarmoured units, retiring them once samurai archers become affordable.
Cost RealityVery cheap to recruit and replace, which makes them ideal for garrison duty and for filling out a stack in the opening turns.
Countered ByCavalry that reaches them, and any samurai archer unit, against which they simply lose the exchange.
C

Light Cavalry

Cheap horsemen for scouting, chasing routers and hunting undefended artillery.

Battlefield RolePursuit and harassment rather than shock. Their value comes after the enemy line breaks, when they run down units that would otherwise regroup.
How to UseKeep them away from spears entirely and use them to intercept enemy missile units, enemy siege crews and fleeing units.
Cost RealityCheap enough to field two units early, which is often worth more than one unit of heavier cavalry at the same total cost.
Countered ByYari ashigaru in spear wall and any dedicated anti-cavalry unit. They lose every fight they take head-on.

Core Mechanics

Unit effectiveness in SHOGUN 2 is decided by three interacting values: armour, melee attack and morale. Katana samurai beat yari infantry not because their attack is higher but because their weapons reduce the effect of armour, while naginata and yari units get a bonus specifically against cavalry. Morale is the second layer, and it is why warrior monks overperform: a unit that applies a morale penalty is worth more than one that simply does more damage, because a broken unit leaves the field entirely. Missile combat follows its own logic, with bow units trading rate of fire against range and firearms trading reload time for armour-ignoring damage. Naval combat replaces melee resolution with boarding, so hull size, crew count and the ability to close and grapple matter more than the number of bowmen aboard.

Advantages

A clear unit hierarchy makes army building unusually cheap to reason about. Because each unit has one job, you can fix a losing army by identifying which role is missing rather than by replacing everything: no spear screen means cavalry runs over your archers, no armour-piercing melee means samurai stacks stall, and no cavalry means broken enemies regroup instead of routing. Ashigaru also give the roster a rare quality for a strategy game: a genuinely viable cheap tier. A player who understands spear wall can hold a province with a fraction of the cost another player spends on samurai, freeing the difference for farms, markets and research. That cost efficiency is what makes small-clan campaigns playable at all.

Challenges & Weaknesses

The roster's tight balance means there is no single unit that solves every problem, and the obvious answer is usually the wrong one. Samurai armies are powerful and also extremely expensive to replace, so a lost battle can set a campaign back ten turns in a way a lost ashigaru army never would. Specialists carry real risk: matchlock troops are nearly useless in rain, archers collapse the moment cavalry reaches them, and warrior monks die quickly to concentrated missile fire. Naval units are the most situational of all, because a heavy hull that dominates a boarding action still cannot catch a light ship that refuses to engage. Finally, upkeep compounds, and an army that is 20 percent too large will quietly bankrupt a growing clan.

Frequently Asked Questions

What is the best unit in Total War: SHOGUN 2?+
Katana samurai are the most consistently useful unit in the game, because armour-piercing melee damage answers almost every infantry matchup and their morale holds long enough to matter. Warrior monks have a higher ceiling in the specific case of breaking cheap infantry lines, and yari ashigaru in spear wall are arguably the highest-value unit per coin. The honest answer is that the best unit depends on what your army is currently missing, which is why the roster is built around clear roles rather than one dominant choice.
How do I beat a samurai army with ashigaru?+
You cannot win a straight exchange, so change the exchange. Put yari ashigaru in spear wall in the centre to absorb the charge, keep two or three units in reserve to plug a collapse, and use cavalry and archers to remove the enemy's support units before the lines meet. Focus missile fire on one samurai unit at a time so it breaks rather than being damaged evenly across the line, and attack the enemy general early to remove the morale aura holding their army together.
Are bow ashigaru worth building?+
Yes, as a stopgap and as a numbers play. They lose the ranged duel against bow samurai and cannot stand in melee, but they cost little enough that three units of them will out-shoot one unit of samurai archers and still leave money for a farm. Use them early, retire them as samurai become affordable, and never leave them unprotected against cavalry, which is the one matchup they lose instantly.
How does naval combat work?+
Naval battles resolve through boarding rather than missile exchange. Heavier hulls with larger crews win when they close and grapple, so a fleet of medium bune will beat a numerically superior force of bow kobaya if it can force the engagement. Bow kobaya are for harassment and for chasing transports, medium bune form the line of battle, and the heaviest hulls answer enemy capital ships. Control of the sea lanes decides whether your invasion reaches the shore and whether your trade routes keep paying.

Quick Tips

💡

Never send an army without a spear screen. Yari ashigaru in spear wall cost almost nothing and are the only thing standing between your expensive samurai and an enemy cavalry charge that would otherwise hit the rear of your line. Two units placed on the flanks of your formation will absorb the charge, pin the horsemen, and let your melee infantry close on them while they are stationary and unable to withdraw.

💡

Treat warrior monks as a morale weapon rather than a damage unit. Their warcry and morale penalty break cheap infantry on contact, which is worth far more than their attack value, but they have no armour and die quickly if they are the first unit to meet a samurai line. Send them in after the enemy is already engaged so their shock lands on units that cannot disengage.

💡

Match your missile troops to the weather and the enemy, not to habit. Bow units dominate in the ranged duel but lose outright to cavalry that reaches them, while matchlock infantry ignore armour and are nearly useless in rain. Check the battle conditions before deployment, and if firearms are in your army, keep a melee unit behind them to cover the reload cycle.

💡

Audit upkeep before you add a unit, not after your treasury goes negative. Every unit in SHOGUN 2 costs money every turn regardless of whether it fights, and an army that is slightly too large will drain the markets and farms that pay for it. Disband garrison ashigaru in interior provinces once the border has moved forward.

Explore More