This article is about the Aztec unit in Age of Empires III. For the Aztec unique unit in Age of Empires II: The Conquerors, see Jaguar Warrior. |
“ | Stealthy noble armed with an obsidian sword. Good against cavalry and heavy infantry. | ” |
—In-game description |
The Jaguar Prowl Knight is a melee heavy infantry unit in Age of Empires III: The WarChiefs that is unique to the Aztecs and can be trained at the Nobles' Hut. It is the second most powerful melee unit of the Aztecs after the Skull Knight.
Overview[]
The Jaguar Prowl Knight is a very powerful and fast infantry unit of the Aztec civilization with a lot of hit points and attack and is very effective against heavy infantry and heavy cavalry units. They also have the stealth ability, which makes them slower (half speed) but completely invisible to most enemies.
These units are extremely powerful. Their biggest weaknesses are Skirmishers and artillery, which Coyote Runners should take care of. They have multipliers against most melee units, making them extremely good as meat shields against cavalry, as well as melee infantry such as Samurai. Grenadiers are very vulnerable in melee (due to heavy infantry classification) but a fair counter at range. Skirmisher units and artillery are extremely dangerous if they attack at range, but will fall if they get too close.
Jaguar Prowl Knights make an excellent counter to Heavy Infantry focused armies, and a decent counter to Cavalry focused armies. Melee infantry is very dangerous to Aztec armies, due to their multipliers against both Eagle Runner Knights and Coyote Runners, making Jaguar Prowl Knights an important unit vs civilizations that focus on melee units, such as Spanish Rodeleros. When exclusively against melee cavalry of all types, Eagle Runners, Puma Spearmen, or Skull Knights are superior in damage, but Jaguar Prowl Knights have very high hit points and take only a single population space, making them very good at blocking units. Utilizing stealth can also enable them to catch out Ranged Cavalry and artillery, which often have low hitpoints and fall very fast to Jaguar Prowl Knights.
It can be thought of as a Halberdier/Skirmisher hybrid.
The Jaguar Prowl Knight is one of the Aztec civilization's knight units; as such, it is trained at the Nobles' Hut along with the Arrow Knight and the Eagle Runner Knight.
Promotion[]
Jaguar Prowl Knights benefit from the Combat Promotion. This ability increases their hit points and attack after defeating an enemy military unit, up to a maximum of three enemy units. These stats can be higher with Home City Cards or upgrades that increase their hit points and attack.
Promotion | Bronze Rank | Silver Rank | Gold Rank |
---|---|---|---|
Combat Promotion | +10% hit points and attack | +20% hit points and attack | +30% hit points and attack |
Strategies[]
- Units and structures that can see invisible units are hard counters for Jaguar Prowl Knights, as they allow enemy units to attack them, especially artillery and ranged infantry. Also, a lot of the strategies are based on stealth.
- To reduce this impact, place a few Jaguar Prowl Knights or Coyote Runners on stealth (the latter with the Silent Strike Card sent) at different points far from the army, to know where they are in the enemy formations.
- Use some Coyote Runners to kill one of them, as they are fast enough to reach them and have good damage.
- For buildings, use Arrow Knights and/or Puma Spearmen; both have excellent siege damage options.
- A few Jaguar Prowl Knights can be used as sentinels near the enemy's colony to know what they are doing.
- Try to keep a short distance between each one's LOS to create a view chain.
- Remember that Explorers, War Chiefs, Spies and Ninjas can reveal units stealth units when they are near them. The same occurs with Town Centers, Outposts, Forts, War Huts, and other such defensive structures.
- Use the deny effect to know how much LOS the enemy has, by simply seeing where the unit starts to enter stealth.
- The stealth Jaguar army should march in front.
- Move a few of them in the flanks of the big army, to ambush unprotected enemy artillery or ranged units.
- Beware of units that are protecting, especially those ones that can reveal stealth.
- Move a few of them in the flanks of the big army, to ambush unprotected enemy artillery or ranged units.
- Jaguar Prowl Knights do not lose their unit collision on stealth, and in big formations, enemy players can note their presence more easily. Also, they can receive damage from area attacks.
- In an Arrow Knight or Otontin Slinger composition, it is recommended to maintain the Jaguar Prowl Knight's stealth and place them around the ranged units, waiting for enemy melee infantry or melee cavalry attack.
- With Eagle Runner Knights, Skull Knights, or Coyote Runners, the strategy can be used to attract and ambush enemy artillery or ranged infantry when they are chasing the Eagle Runner Knight, Skull Knight or Coyote Runner Army when it retreats.
- Works better with Eagle Runner Knights as they allow the player to hit & run, becoming more attractive to chase by enemy infantry or cavalry.
- With Eagle Runner Knights, Skull Knights, or Coyote Runners, the strategy can be used to attract and ambush enemy artillery or ranged infantry when they are chasing the Eagle Runner Knight, Skull Knight or Coyote Runner Army when it retreats.
- Despite having multipliers against cavalry and Shock Infantry, it is recommended to use Eagle Runner Knight or Puma Spearman to deal with those, especially the latter, which has a better speed and damage against all cavalry and Shock Infantry units, and 10% resistance against range damage, letting Jaguar Prowl Knights deal with heavy infantry with more hit points.
- When protecting, activate "In cover" formation on Jaguar Prowl Knights to receive half damage from both ranged and artillery attacks.
- Use Otontin Slingers and Eagle Runner Knights to support them against heavy infantry and melee cavalry, because in this formation mode they lose half damage.
- Enemy units with only the infantry tag, and not also the heavy infantry tag, such as Urumis, are difficult to kill, as they do not receive bonus damage from Jaguar Prowl Knight's attacks.
Upgrades[]
Age | Upgrade | Cost | Effect |
---|---|---|---|
Champion Jaguar Prowl Knights | 400 wood 200 coin |
Upgrades Jaguar Prowl Knights to Champion (+25% hit points and attack) | |
Legendary Jaguar Prowl Knights | 1,500 wood 1,500 coin |
Upgrades Jaguar Prowl Knights to Legendary (+50% hit points and attack); requires Champion Jaguar Prowl Knights |
Further statistics[]
As Jaguar Prowl Knights are unique to the Aztecs, only technologies that they have access to are shown in the following table:
Unit strengths and weaknesses | |
---|---|
Strong vs. | Heavy infantry, cavalry, shock infantry, buildings |
Weak vs. | Light infantry, counter-skirmishers, artillery |
Improvements | |
Hit points | Maya Cotton Armor (+20%) Cree Tanning (+5%) Navajo Weaving (+5%) Tar Kilns (+5%) |
Attack | Zapotec Cult of the Dead (+20%) Carib Kasiri Beer (+10%) Master Lessons (+10%) Yoga (+5%) Mapuche Tactics (+50% siege attack) |
Resistance | Somali Oryx Hide Shields (+5% ranged resistance) |
Speed | Quechuan Mountaineering (+10%) Akan Fontomfrom (+5%) Apache Endurance (+5%) |
Train time | Akan Fontomfrom (-20%) Quechuan Diet (-15%) Immigrants (-10%) |
Cost | Somali Oryx Hide Shields (-10%) Mapuche Ad-mapu (-10% coin cost) Golden Liberty (-5% coin cost) |
Other | Aztec Scouting Party (ships 4 Jaguar Prowl Knights) Aztec Raiding Party (ships 8 Jaguar Prowl Knights) Aztec War Party (ships 12 Jaguar Prowl Knights) Meritocracy (-20% upgrade cost) |
Home City Cards[]
As Jaguar Prowl Knights are unique to the Aztecs, only their cards and other civilizations' TEAM cards are shown in the following tables:
- Click for a list of Home City Cards related to the Jaguar Prowl Knight
Some cards are highlighted with: | |
Green | TEAM Shipment that is sent to each player in a team |
Purple | Shipment that can be sent an INFINITE number of times |
Blue | Shipment that arrives fast (5 seconds) |
Aztecs[]
Card | Description | Age |
---|---|---|
6 Jaguar Prowl Knights | Ships 6 Jaguar Prowl Knights | |
8 Jaguar Prowl Knights | Ships 8 Jaguar Prowl Knights | |
14 Jaguar Prowl Knights | Ships 14 Jaguar Prowl Knights | |
12 Jaguar Prowl Knights | Ships 12 Jaguar Prowl Knights | |
9 Jaguar Prowl Knights | Ships 9 Jaguar Prowl Knights | |
Scorched Earth | Arrow Knights, Eagle Runner Knights, and Jaguar Prowl Knights get +50% siege attack | |
Knight Hitpoints | Arrow Knights, Eagle Runner Knights, Jaguar Prowl Knights, and Skull Knights get +15% hit points | |
Knight Attack | Arrow Knights, Eagle Runner Knights, Jaguar Prowl Knights, and Skull Knights get +15% attack | |
Knight Combat | Arrow Knights, Eagle Runner Knights, Jaguar Prowl Knights, and Skull Knights get +15% hit points and attack | |
Chichimeca Rebellion | Turns all Puma Spearmen into Jaguar Prowl Knights, Coyote Runners into Eagle Runner Knights and Otontin Slingers into Arrow Knights; villagers now turn into Warriors upon death; costs 1,000 food, 1,000 wood, 1,000 coin | |
Fencing School | Infantry and shock infantry train time -40% | |
Ritual Gladiators | Ships 1 Jaguar Prowl Knight for each 2 Jaguar Prowl Knights you have lost so far this game (ships up to a maximum of 12 Jaguar Prowl Knights) | |
Great Temple of Quetzalcoatl Support | Ships 6 Jaguar Prowl Knights; Jaguar Prowl Knights get +20% hit points and attack; costs 500 coin | |
Religious Unity | Zapotec and Maya Allies, Renegade Spanish, Recruit Buccaneers, and (Great) Temple Support shipments cost -25% to -50% |
- "Religious Unity" reduces "Great Temple of Quetzalcoatl Support" cost by 50%.
Chinese[]
Card | Description | Age |
---|---|---|
TEAM Yongle Infrastructure | Ships 1 Mongol Scout; infantry, land villagers, healing units, Envoys, and Disciples get +5% speed |
- "TEAM Yongle Infrastructure" does not stack with the Inca "TEAM Inca Bridges" card.
Dutch[]
Card | Description | Age |
---|---|---|
TEAM Infantry Hitpoints | Infantry get +10% hit points; Dutch-only infantry get +15% hit points instead |
Haudenosaunee[]
Card | Description | Age |
---|---|---|
TEAM Scout Infantry | Ships 1 Native Scout; infantry get +8 Line of Sight |
Inca[]
Card | Description | Age |
---|---|---|
TEAM Inca Bridges | Ships 1 Chasqui; infantry, land villagers, healing units, and Envoys get +5% speed |
- "TEAM Inca Bridges" does not stack with the Chinese "TEAM Yongle Infrastructure" card.
Indians[]
Card | Description | Age |
---|---|---|
TEAM Shivaji's Tactics | All units get +5% hit points and attack |
Japanese[]
Card | Description | Age |
---|---|---|
TEAM Sengoku | Unit upgrades cost -20% |
Maltese[]
Card | Description | Age |
---|---|---|
TEAM Knights of the Round Table | Ships 1 Hospitaller for each Town Center owned by the player; all units get +2% hit points |
Mexicans[]
Card | Description | Age |
---|---|---|
TEAM Mariachi | For the next 30 seconds, military buildings work 400% faster and units get +10% speed |
Spanish[]
Card | Description | Age |
---|---|---|
TEAM Hand Infantry Attack | Hand infantry get +15% attack | |
TEAM Spanish Inquisition | Ships 1 Inquisitor; all units get +10 Line of Sight |
Swedes[]
Card | Description | Age |
---|---|---|
TEAM House of Bernadotte | Heavy infantry get +15% hit points |
Aztecs[]
Card | Description | Age | HC level |
---|---|---|---|
5 Jaguar Prowl Knights | Ships 5 Jaguar Prowl Knights | 1 | |
8 Jaguar Prowl Knights | Ships 8 Jaguar Prowl Knights | 1 | |
6 Jaguar Prowl Knights | Ships 6 Jaguar Prowl Knights | 10 | |
11 Jaguar Prowl Knights | Ships 11 Jaguar Prowl Knights | 25 | |
9 Jaguar Prowl Knights | Ships 9 Jaguar Prowl Knights | 40 | |
9 Jaguar Prowl Knights | Ships 9 Jaguar Prowl Knights | 10 | |
Scorched Earth | Arrow Knights, Eagle Runner Knights, and Jaguar Prowl Knights get +50% siege attack | 10 | |
Knight Hitpoints | Arrow Knights, Eagle Runner Knights, Jaguar Prowl Knights, and Skull Knights get +15% hit points | 10 | |
Knight Attack | Arrow Knights, Eagle Runner Knights, Jaguar Prowl Knights, and Skull Knights get +15% attack | 10 | |
Knight Combat | Arrow Knights, Eagle Runner Knights, Jaguar Prowl Knights, and Skull Knights get +15% hit points and attack | 25 | |
Fencing School | Infantry train time -40% | 10 | |
Great Temple of Quetzalcoatl Support | Ships 18 Jaguar Prowl Knights; Jaguar Prowl Knights get +25% hit points and attack; costs 2,000 coin | 25 | |
Religious Unity | Zapotec and Maya Allies, Renegade Spanish, Recruit Buccaneers, and (Great) Temple Support shipments cost -25% to -50% | 40 |
- "Religious Unity" reduces "Great Temple of Quetzalcoatl Support" cost by 50%.
Dutch[]
Card | Description | Age | HC level |
---|---|---|---|
TEAM Infantry Hitpoints | Infantry get +15% hit points | 10 |
Indians[]
Card | Description | Age | HC level |
---|---|---|---|
TEAM Shivaji's Tactics | All units get +5% hit points and attack | 25 |
Iroquois[]
Card | Description | Age | HC level |
---|---|---|---|
TEAM Scout Infantry | Infantry get +8 Line of Sight | 10 |
Japanese[]
Card | Description | Age | HC level |
---|---|---|---|
TEAM Cheaper Unit Upgrades | Unit upgrades cost -20% | 1 |
Russians[]
Card | Description | Age | HC level |
---|---|---|---|
Dueling School | Infantry (except Skull Knights), Old Han Army, and Territorial Army train time -25%; Black Flag Army, Standard Army, Ming Army, and Imperial Army train time -12% | 25 |
Spanish[]
Card | Description | Age | HC level |
---|---|---|---|
TEAM Hand Infantry Attack | Hand infantry get +15% attack | 10 | |
TEAM Inquisition | All units get +10 Line of Sight | 10 |
Changelog[]
The WarChiefs[]
- Jaguar Prowl Knights have 230 hit points and 18 hand damage.
- Jaguar Prowl Knights have a ×2.0 multiplier against shock infantry.
- Jaguar Prowl Knights cost 120 food, 30 coin and have 4.50 speed.
Definitive Edition[]
- Jaguar Prowl Knights now have 240 hit points and 20 hand damage.
- With update 9476, Jaguar Prowl Knights now have a ×1.6 multiplier against shock infantry.
The African Royals[]
- With update 50830, Jaguar Prowl Knights cost 90 food, 30 coin, have 205 hit points, 4.75 speed, and 16 hand damage.
- Although it is not listed in the patch notes, with update 50830, the Jaguar Prowl Knight portrait has been updated.
Knights of the Mediterranean[]
- With update 13.27885, Jaguar Prowl Knights have 215 hit points.
- With update 14.43676, Jaguar Prowl Knights have 5.0 speed and benefit from Combat Promotion. The unit's in-game model was updated, and the Legendary Jaguar Prowl Knights upgrade received a new model.
- With update 15.30007, Combat promotion rewards reduced to 10/20/30% (from 15/25/45%).
Trivia[]
- The Jaguar Prowl Knight has the same siege damage (36) as the Arrow Knight.
- The Jaguar Prowl Knight uses an obsidian sword known by the Aztecs as Macahuitl. The same weapon is also used by the Aztec War Chief.
- The Jaguar Prowl Knight has some resemblance to the Aztec Jaguar Warrior of Age of Empires II: The Conquerors, as both not only are sturdy heavy infantry, but also are strong at facing other melee infantry as well being able to do good damage against cavalry, have decent speed, but are also vulnerable to ranged units and siege weapons.
History[]
“ | Aztec warriors who had captured at least four enemy soldiers became eligible for the ranks of the eagle runner knights or the jaguar prowl knights. Presumably this emphasis on capturing enemies was to collect a pool of captives for sacrifice, but the Aztecs were well-known for dealing death in battle, killing with single strokes of their obsidian swords or hurling atlatl-driven flights of barbed spears. Warriors who caused confusion or disorder in the ranks were beaten on the spot and sometimes killed. The dress of jaguar prowl knights incorporated bright colors and spots to evoke the imagery of a jaguar. The jaguar was a symbol of the night, a prowler and a predator, an appropriate model for an elite warrior. Jaguar prowl knights are usually depicted carrying shields and obsidian swords. | ” |