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Crusader Kings II Equipment Guide: Best Equipment Ranked

Complete Crusader Kings II equipment guide. Every equipment option ranked with stats, best builds, and how to get them.

Researched and editorially reviewed. Updated .
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Crusader Kings II ran from 2012 to 2020 and went free to play in 2019, which is why it still holds a live player base alongside its sequel. You play a dynasty rather than a country, starting anywhere from 769 with the Charlemagne expansion or 867 with The Old Gods through to 1337, and the game ends the moment no landed member of your dynasty is left to inherit. Everything else, the wars, the marriages, the murders, exists to stop that from happening.

Your choice of equipment defines your damage output and playstyle. This guide ranks every major option, explains what makes each one strong, and tells you which builds they pair best with.

Equipment Rankings

EquipmentTierBest ForNotes
Heavy InfantrySThe centre of a retinue, paired with pikemen rather than doubled up.The anchor of most melee lines and one of the units that came out of the Horse Lords rebalance near the top.
PikemenAAny army expecting to meet knights or horse archers on open ground.The consistent answer to cavalry and the one heavy unit that was reliable across every patch, provided your commanders have the traits that trigger the pike tactics.
Light CavalryATurning a won battle into a destroyed army rather than a retreating one.Cheap, fast, and devastating in pursuit.
ArchersBOne or two skirmisher slots in a mixed retinue, never as the bulk of an army.Skirmishers that soften the enemy before the melee phase.
RetinuesBAny ruler whose vassals dislike him, which after fifty years is every ruler.Standing troops maintained from your demesne income that ignore vassal opinion entirely.

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S-Tier: Heavy Infantry

The anchor of most melee lines and one of the units that came out of the Horse Lords rebalance near the top. Expensive per unit, and the reason a small retinue can hold a flank against a much larger levy.

AttributeDetail
TierS
Best ForThe centre of a retinue, paired with pikemen rather than doubled up.
Key MechanicSuccession laws and gavelkind
Recommended BuildFeudal

How to get it: Available from mid-game onward. See our walkthrough for the exact progression point.

Best builds using Heavy Infantry: Pairs naturally with Feudal thanks to how their stat scaling lines up.


A-Tier: Pikemen

The consistent answer to cavalry and the one heavy unit that was reliable across every patch, provided your commanders have the traits that trigger the pike tactics.

AttributeDetail
TierA
Best ForAny army expecting to meet knights or horse archers on open ground.
Key MechanicLevies and retinues
Recommended BuildTribal

How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.

Best builds using Pikemen: Pairs naturally with Tribal thanks to how their stat scaling lines up.


A-Tier: Light Cavalry

Cheap, fast, and devastating in pursuit. Light cavalry contributes little to a stand-up fight and enormously to the casualties inflicted after the enemy breaks and runs.

AttributeDetail
TierA
Best ForTurning a won battle into a destroyed army rather than a retreating one.
Key MechanicPlots and factions
Recommended BuildNomadic

How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.

Best builds using Light Cavalry: Pairs naturally with Nomadic thanks to how their stat scaling lines up.


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B-Tier: Archers

Skirmishers that soften the enemy before the melee phase. They were reduced in effectiveness after Horse Lords, so a modern retinue usually takes fewer of them than older guides suggest.

AttributeDetail
TierB
Best ForOne or two skirmisher slots in a mixed retinue, never as the bulk of an army.
Key MechanicDe jure drift and claims
Recommended BuildMerchant Republic

How to get it: Found in later areas. Our walkthrough covers when you can access this.

Best builds using Archers: Pairs naturally with Merchant Republic thanks to how their stat scaling lines up.


B-Tier: Retinues

Standing troops maintained from your demesne income that ignore vassal opinion entirely. The general rule is two skirmisher types and two melee types, because most tactics buff a pair of unit types and penalise everything else in the stack.

AttributeDetail
TierB
Best ForAny ruler whose vassals dislike him, which after fifty years is every ruler.
Key MechanicSocieties and lifestyle focuses
Recommended BuildIqta

How to get it: Found in later areas. Our walkthrough covers when you can access this.

Best builds using Retinues: Pairs naturally with Iqta thanks to how their stat scaling lines up.


Equipment Progression Path

The order you should acquire equipment as you progress:

  1. Starting gear → Enough to clear Duchy of Munster, 1066
  2. Pikemen → Your first real upgrade, available early
  3. Light Cavalry → Mid-game upgrade with good scaling
  4. Heavy Infantry → Best-in-slot, aim for this by late game
  5. Upgrade to max → The power spike from max upgrades is enormous

Equipment Tips

  • Always upgrade your primary equipment before diversifying. One strong option beats three mediocre ones.
  • Match your equipment to your build's stat priorities for maximum scaling.
  • Fix succession before anything else. Gavelkind splitting a kingdom between three sons undoes fifty years of work in one death screen, and changing the law requires crown authority you have to raise years in advance.
  • Check our tier list for how equipment rankings affect overall build effectiveness.

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