Vikings: the complete tribe guide

Teuton aggression with denser crop - the Berserker's post-battle kills, every Viking troop against its opposite numbers, and what a Thrall and Valkyrie hammer is worth.

Updated 21 September 2026

Vikings are the newest tribe covered here, introduced in special-server formats where they initially replaced Teutons rather than simply joining them. The design deliberately echoes Teuton aggression but changes the economics through crop-dense cavalry, Berserker attrition and water-focused mechanics.

Every unit below links to its page in the unit database, and every comparison opens in the Unit comparison with both sides already chosen. The whole roster is on the Vikings page.

The hero, and the water identity

Viking mechanics are strongly tied to special servers where water travel and ships matter, and the tribe's special building improves that water-based force projection.

The drawback is structural rather than numerical: one of the tribe's most distinctive mechanics depends on server formats where the water system exists at all, and Vikings are not simply available as a standard option on every regular Wonder of the World server. Check what your own world offers before planning around it. The hero's own equipment is in the hero database.

The wall

The Barricade is the Viking wall. Like the Teuton Earth Wall it trades multiplier for durability, which suits a tribe whose army is usually somewhere else.

Troops, and what they are up against

Thrall

Cheap volume offence and a farming tool - the Viking answer to the Clubswinger, and the comparison worth running.

UnitAttackAttack / 100 resCropCostSpeedCarrySide by side
ThrallVikings4517.01265755this troop
ClubswingerTeutons4016.01250760Compare
BowmanHuns5013.51370630Compare
SwordsmanGauls6512.11535645Compare
ImperianRomans7011.71600750Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Shield Maiden

Cheap infantry-focused defence: the bulk a Viking defensive village produces.

UnitDef infDef cavDef / 100 resCropCostSpeedSide by side
Shield MaidenVikings503012.513207this troop
SpearmanTeutons356014.013407Compare
PhalanxGauls405014.313157Compare
Ash WardenEgyptians554011.314206Compare
ShieldsmanSpartans854512.315308Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Berserker

70 attack for two crop looks inefficient beside one-crop infantry with the same attack - and that reading misses the mechanic entirely.

A Berserker killed while attacking kills one defender back, after the battle. The losses are spread over the surviving defenders in proportion to how many of each type survived, and no wall or Watchtower reduces it. The economics therefore depend on what it kills: 100 Berserkers lost against a stack of expensive defensive cavalry destroy far more value than the same 100 lost against Slave Militia.

Our Battle simulator resolves the normal battle first and then applies those post-battle casualties to the surviving mix, so the trade can be priced rather than argued about.

UnitAttackAttack / cropAttack / 100 resCropCostSpeedCarrySide by side
BerserkerVikings7035.09.72725575this troop
AxemanTeutons6060.012.21490650Compare
SwordsmanGauls6565.012.11535645Compare
ImperianRomans7070.011.71600750Compare
Twinsteel TherionSpartans9090.011.31795650Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Heimdall's Eye

A one-crop infantry scout, closely paralleling the Teuton Scout. Scouting explains how a scouting battle resolves.

UnitDef infDef cavSpeedCropCostSide by side
Heimdalls EyeVikings10591350this troop
ScoutTeutons10591360Compare
SentinelSpartans402291445Compare
PathfinderGauls2010172380Compare
SpotterHuns2010192380Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Huskarl Rider

Balanced defensive cavalry with no severe weak side - which is rarer than it sounds, and the reason Vikings are not one-dimensional.

UnitDef infDef cavDef inf / cropDef cav / cropDef / 100 resCropCostSpeedSide by side
Huskarl RiderVikings9510047.550.09.221,05512this troop
Resheph ChariotEgyptians12015040.050.07.531,80010Compare
HaeduanGauls6016520.055.05.731,96513Compare
Elpida RiderSpartans1209060.045.07.321,44016Compare
PaladinTeutons1004050.020.07.021,00510Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Valkyrie's Blessing

160 attack for two crop: exceptionally dense attack per crop, and one of the main reasons Viking late-game hammers are interesting.

UnitAttackAttack / cropAttack / 100 resCropCostSpeedCarrySide by side
Valkyrie’s BlessingVikings16080.09.821,625980this troop
Teutonic KnightTeutons15050.09.831,525980Compare
Equites CaesarisRomans18045.08.342,1701070Compare
MarauderHuns18060.010.231,7601480Compare
Corinthian CrusherSpartans19565.08.432,315980Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Ram and Catapult

The Viking siege chassis closely mirrors Teuton siege. The key difference is the absence of Brewery amplification behind it.

UnitAttackAttack / 100 resDef cavCostCropSide by side
RamVikings653.8801,7203this troop
RamTeutons653.8801,7203Compare
Battering ramRomans603.3751,8303Compare
RamSpartans653.8801,7053Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.
UnitAttackAttack / 100 resDef cavCostCropSide by side
CatapultVikings501.8102,7606this troop
CatapultTeutons501.8102,7606Compare
Fire CatapultRomans752.5102,9906Compare
TrebuchetGauls702.2103,1306Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Jarl

15-30% loyalty per hit, so five Jarls give 75-150% before modifiers - the same high-variance range as the Hun Logades, without the Command Center to add a sixth. Administrators: loyalty and conquering villages has the arithmetic.

UnitLoyalty per hitCostCropSpeedSide by side
JarlVikings15-30%114,30045this troop
LogadesHuns15-30%117,60045Compare
SenatorRomans20-30%140,45054Compare
ChiefTeutons20-25%114,30044Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Settler

Very close to the Teuton expansion profile. Settlers and founding villages covers culture points and slots.

UnitCostCarryCropSpeedSide by side
SettlerVikings20,0003,00015this troop
SettlerTeutons20,0003,00015Compare
SettlerGauls18,1003,00015Compare
SettlerRomans19,0003,00015Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Defensive strategy

Shield Maidens provide cheap infantry-focused mass while Huskarl Riders provide balanced mobile defence. Vikings are primarily aggressive, but the defensive cavalry is good enough that the tribe is not forced into it.

Offensive strategy

The rhythm resembles Teutons: early aggression and farming, then a large late-game hammer built to smash important targets. Thrall + Valkyrie produces a Teuton-like offensive stream with much better crop density. Berserkers add a second axis of damage by removing defenders after the battle rather than by breaking more wall.

The numbers: the Viking hammer

Three shapes on the same 100,000 crop, with the Teuton hammer it is modelled on for reference:

ArmyTroopsAttackResourcesDays to train
Thrall + Valkyrie’s Blessing50,000 + 25,0006,250,00053,875,000119.6
Clubswinger + Teutonic Knight50,000 + 16,6664,499,900-28%37,915,650-30%77.1-36%
Berserker + Valkyrie’s Blessing25,000 + 25,0005,750,000-8%58,750,000+9%119.6
Every army built to the same 100,000 crop, split evenly between the units named, at base stats with no Smithy upgrades. Days are one village training at a level 20 Barracks, Stable and Workshop on a 1x world, the branches running in parallel. Percentages are against the first row.

Thrall and Valkyrie is about 39% stronger than the Teuton equivalent on the same crop - the Teuton row is 28% behind it - for about 42% more resources and about half as long again in the queue. That is the trade the tribe is built on: Viking crop density against Teuton cheapness. On a cropper that is full, the Viking version wins; on an account whose limit is resources, it does not.

The Berserker variant reads as 8% weaker and 9% dearer, and the table cannot price what it is for. Those figures are the normal battle only. The extra defenders each lost Berserker takes with it are worth whatever those defenders cost - which against a stack of Haeduans or Resheph Chariots is a great deal more than the 8%. Run the real fight in the Battle simulator, which applies the post-battle kills to the surviving mix, and compare the resource value destroyed rather than the attack column.

The numbers: which Viking defence

ArmyTroopsDef infDef cavResourcesDays to train
Shield Maiden100,0005,000,0003,000,00032,000,000168.9
Huskarl Rider50,0004,750,000-5%5,000,000+67%52,750,000+65%207.2+23%
Shield Maiden + Huskarl Rider50,000 + 25,0004,875,000-2.5%4,000,000+33%42,375,000+32%103.6-39%
Every army built to the same 100,000 crop, split evenly between the units named, at base stats with no Smithy upgrades. Days are one village training at a level 20 Barracks, Stable and Workshop on a 1x world, the branches running in parallel. Percentages are against the first row.

Huskarl Riders trade 5% of the infantry defence for 67% more cavalry defence, and cost 65% more resources for it. Shield Maidens are the cheaper infantry wall; Huskarls are the only one of the two that covers cavalry properly.

The mix is what most Viking defensive villages should actually produce - a third more cavalry defence than Shield Maidens alone, for a third more resources - and it trains in 39% less time than either on its own, because the Barracks and the Stable are working at once.

Strengths, weaknesses and common mistakes

  • Strength. The densest offensive crop in the game outside Sparta, and a hammer that does not need a Brewery to justify itself.
  • Strength. The Berserker mechanic, which turns attrition into a weapon against expensive defence.
  • Strength. Balanced defensive cavalry, so the tribe can hold ground when it has to.
  • Weakness. The water mechanics depend on the server format, and the tribe is not offered everywhere.
  • Weakness. More expensive than the Teuton tribe it resembles.
  • Mistake. Judging Berserkers on the attack column. That is the one unit in the game whose value is mostly after the battle.
  • Mistake. Assuming a Viking hammer is a Teuton hammer. It costs more and it is worth more; the account has to be built for the bill.

Where to go next