Velites in Total War: Arena Total War Arena Guide & Walkthrough
Last update: 28 February 2018
Factions: Rome, Greece (Premium only)
Velites are powerful units fighting at a close range, often encountered during initial stages of the game. These units are very difficult, as they may be trampled by cavalry or destroyed by fast infantry units or archers. Always stay in the heart of battle, but behind your allies' backs. Velites are best utilized against pikemen or swordsmen. Their bigger disadvantage is dangerous friendly fire - remember to avoid supporting your allies with unsafe attacks (archers are also dealing with this problem, but the resulting fallout is less dangerous). If you've decided to fire, engage the backs or a flank of the targeted unit.
- Choose a location that contains infantry units only - this way, you are at an advantage during combat.
- Velites are very fast. If the enemy approaches your location, run - do not engage in melee combat.
- In opposition to archers, Velites deal serious piercing damage, which makes them viable against pikemen and heavy legionnaires.
- Consider making ambushes in high grass or a forest, where the enemy units will be slowed down.
- When an enemy starts to chase you, consider dividing your forces into two groups - one will run, the second will engage the opponent.
- Press Space when firing at the enemy units to see from which side to fire at an opponent in order to not hit the allied units.
- Mix one or two Velites units with swordsmen or cavalry.
- Sulla is a good commander for Velites thanks to his whip ability (level 3).
- Abilities and Attributes
Focus Fire
This attack allows you to fire a series of spears at the chosen area, enabling you to hit opponents engaged in melee combat without hurting your allies. Use often. Cooldown period: 45s.
Dash (Poziom 4)
Perform a sudden dash to increase your speed. Useful when trying to close the distance to an opponent or during an escape. Lasts: 5s, Cooldown period: 45s.
- Consumables
Fletcher
Spears have better armor penetration. Passive ability.
Flaming Javelins
Deal more damage to armored units but with a lowered range.
Trilobate Javelins
Increased range (+50%) but less damage dealt.
Broadhead Javelins
Increased damage but less armor penetration.
Bodkin Javelins
Increased range (+10%) and armor penetration with less damage dealt.
Infantry Caltrops (Level 5)
Caltrops are deployed instantly in a chosen location next to the unit. Enables the players to stop the attacking unit in place. You can use it to stop an enemy charge, reinforce your escape, or use them to flank an enemy unit.
Shield Maker (Level 6)
Increases the unit's defense and gives a chance to reflect the enemy projectiles.