Ninjas are infantry units that are very effective against heroes and mercenaries. Ninjas themselves are mercenaries, so are easily countered by Spies. The Ninja can also use Stealth Mode, which can be detected by an Explorer or Town Center (or other units or buildings).
The Ninja differs from the Spy in that it is classified as a mercenary, in contrast to the Spy, making the Spy very effective against Ninjas. The Ninja also has much higher cost, slightly less speed, much lower Line of Sight and much lower multipliers, but it has more hit points and much higher base damage and siege damage. Ninjas also take up 4 population per unit, despite only costing 200 coin, whereas Spies take up only 1 population per unit, despite costing 125 coin. Ninjas are slightly more deadly against mercenaries, but less effective against heroes, and are far less useful for scouting. Exclusively, Ninjas have multipliers against native warriors.
As is the case with Spies, Ninjas are not cost effective against any units other than mercenaries and heroes. However, they do much better against normal units than Spies do, because of their higher base damage. This makes them more well-rounded than Spies. Ninjas are classified as heavy infantry and infantry, making them especially vulnerable to light infantry, counter-skirmishers, and artillery.
The Ninja also has worse accessibility than Spies, as Spies are always available from the Church/Mosque from the Commerce Age onward, can be sent from the Home City by European civilizations, while the Ninja can sometimes be trained at the Saloon/Monastery, or sent with Home City shipments by certain civilizations.
Ninjas are very useful in the third and fourth scenarios of the Chinese campaign (by choosing Japanese Mercenaries at the Consulate) because most enemies on these maps (namely, Aztec Jaguar Warriors and Aztec Eagle Warriors) are classified as native warriors, which the Ninja has bonuses against.
The United States can get Ninja through the "Poker" Home City Card, in the pool of random mercenaries shipped, which also randomly enables them in Saloons.
Ninjutsu-Zukai[]
“
Japanese assassin. Highly effective against mercenaries, Explorers, War Chiefs, and Monks.
”
—In-game description
The Ninjutsu-Zukai is a counterpart of the Ninja which starts with +10% hit points and damage. It is identical to the Ninja, but is easier to access, since it can be trained from the JapaneseConsulate if Japanese Isolation is chosen.
Mercenary train time -15%, speed (except Napoleon Gun and Li'l Bombard) +7%; mercenary shipment arrive time -20%; enables Highlander to be trained at Barracks and Taverns, Royal Horseman at Stables and Taverns; Pikeman, Halberdier, Skirmisher, Hussar, and Ruyter cost +10%
Unit train bounty +10%, kill bounty -10%; Sansculotte gather work rate for crates +50%, Berry Bush and Cherry Orchard +25%, tree, Mango Grove, mine +20%, huntable animals, herded animals, Mill, Farm, and Estate +15%
"Cult of the Supreme Being" is available upon revolting to Revolutionary France.
Consulate unit train time -50%; Consulate technology cost -40% (-300 export for Brigades), research time -50% (except Brigades)
Bakufu
Daimyo and Shogun Tokugawa speed +5%, Line of Sight +10, training and research work rate +15%; land military train time -20%, artillery and banner army train time -10% instead
For the next 30 seconds, military building training and research work rate +400%, unit speed +10%
Colegio de San Nicolas
Delivers 1 Large Collection of Books (500 XP); unit Line of Sight +4; building (except Wall) Line of Sight +8; reveals enemy units' positions for 20 seconds
National Servant
Unit (except herded animals) hit points +10%; Padre heal work rate +200%
Imperial Age
Outlaw Combat
Outlaw and mercenary hit points and damage +15%; costs 500 coin
Bastimento
Villager train time -20%; infantry train time -25%, Revolutionary train time -50% instead
Mercenary hit points and damage +20%; enables Landsknechts and Jaegers to be trained at Barracks, Blockhouses, Taverns (for Landsknechts), and Galleons; enables Black Riders to be trained at Stables and Galleons
The General, Minuteman, and heavy infantry hit points and damage +15%
Poker
Delivers 13 random mercenaries; enables up to 3 random mercenaries at Saloons; costs 3,500 coin
Indiana Mobilization
Delivers 1 Carbine Cavalry for each shipment sent so far this game, including this one; unit train time, technology research time, Age up time -10%; costs 250 food, 250 wood
Hamilton's Own
Delivers 2 Li'l Bombards and 4 Napoleon Guns; mercenary hit points and damage +25%; costs 2,500 coin
Imperial Age
"Indiana Mobilization" is available upon selecting the Indiana Federal State.
"Hamilton's Own" is available upon selecting the New York Federal State.
Shrouded by the mists of time, the exploits of the ninja continue to fire imaginations across the globe. During the turbulent years of Japan's sixth and seventh centuries, a secret class of warrior priests emerged. Rulers of opposing factions came to value the ninja for their skills in stealth, combat, and espionage.
As the centuries passed, the legendary powers of the ninja grew: invisibility, shape-shifting, flight; even the ability to pass through solid walls. Modern filmmakers blend historical fact with ancient myth to fashion a portrait of a warrior class that continues to fascinate and terrify.
”
Gallery[]
An in game Ninja
Ninja siege attack
Ninjas in action
A Ninja in the Stealth mode
In-game Ninja in the Definitive Edition
Ninja in the Stealth mode in the Definitive Edition
Ninja image from the Compendium section
Video[]
NINJA vs EVERY UNIQUE UNIT - AoE 3- Definitive Edition
See also[]
Shinobi – a very similar ranged unit available to the Japanese