Units

Disciple

Disciple is Chinese infantry in Age of Empires III, available from the Exploration Age; obtained through Shaolin Master. Its listed ability is Critical Strike.

APPLIES TO The Asian Dynasties (2007); also in Definitive Edition
Disciple in Age of Empires III
Disciple
IN-GAME VALUES

Recorded values

Cost
80 Food
Training
14 sec · 8 XP per train
Durability & mobility
80 hit points · 10% ranged resistance · 5.0 speed · 9 line of sight
Hand attack
10 damage · 1.5 attack interval · bonuses: 2.5x vs. Mercenary; 1.2x vs. Treasure guardian; 0.5x vs. Hero; 0.2x vs. Villager
Siege attack
4 damage · 6 range · 3.0 attack interval
Ability
Critical Strike

Role, availability & values

Production is available through Shaolin Master. It has 80 hit points and 10% ranged resistance. It moves at 5.0 speed. Training costs 80 Food; it takes 14 seconds to train. Attack profile: Hand attack deals 10 damage. Siege attack deals 4 damage. Hand attack bonuses: 2.5× against Mercenary, 1.2× against Treasure guardian, 0.5× against Hero, and 0.2× against Villager. Special ability or role: Critical Strike.

Matchup & timing

Hand attack is especially effective against Mercenary (2.5×), Treasure guardian (1.2×). Its reduced multipliers against Hero (0.5×), Villager (0.2×) make it less suitable for those targets. Hold the melee attack for Mercenary and Treasure guardian when they enter contact. Keep a frontline between this unit and threats that can reach it safely.

Chinese shock infantry and Critical Strike

The Disciple is a Chinese Exploration Age hand shock trooper trained by the Shaolin Master. It costs 80 Food, trains in 14 seconds, occupies no population and has a build limit of five in standard play. Its 80 hit points, 10% ranged resistance and speed 5 make it a quick early escort, but it is weaker than a full combat unit. The hand attack deals 10 damage every 1.5 seconds; it gains 2.5× damage against Mercenaries and 1.2× against Treasure guardians, while dealing only 0.5× against Heroes and 0.2× against Villagers. Its passive Critical Strike gives a 10% chance to deal double damage. Disciples can therefore help the Shaolin Master collect early Treasures and pressure mercenaries, but they should not be sent into a line of heavy infantry. Their four-damage siege attack is minor. Defeated enemy units can sometimes be converted by the Shaolin Master into additional Disciples, allowing the force to exceed its ordinary training cap.

Age upgrades and support

Disciples automatically gain hit points and damage as the Chinese advance: the Commerce Age upgrade adds 20%, with a speed increase in the applicable Definitive Edition update; subsequent age steps add 30%, 40% and 50% to hit points and damage. The Monastery can research further improvements, and the White Pagoda Wonder increases Disciple hit points, damage and build limit. This progression helps a small early escort remain useful, but it does not remove the unit’s low base durability. Keep Disciples with the Shaolin Master, use them against Treasure guardians or mercenaries and let ranged Chinese units cover the threats they cannot handle. If the opponent fields heavy infantry or light ranged cavalry, withdraw them rather than trading into their counters. The standard five-unit limit applies to normal training, while conversions from enemy units may add more. That distinction explains why a late-game Disciple count can exceed the training cap. The unit belongs to The Asian Dynasties and Definitive Edition Chinese roster; do not apply its rules to Japanese or Indian monks, which have separate hero and support mechanics.

Training cap and conversion exceptions

The Shaolin Master normally trains up to five Disciples, and those units use no population. That makes them convenient early escorts, but their low hit points and limited base attack keep them from replacing the main army. The Shaolin Master can convert some defeated enemies into additional Disciples, so a late force may exceed the normal five-unit training limit. Protect the Master and use the Disciples against Treasure guardians or Mercenaries.

When to keep Disciples in the army

A Disciple costs no population, so retaining the starting unit or a small converted group can be worthwhile even when the army is near its population limit. The training cap of five limits how many can be bought from the Shaolin Master, but conversion can exceed that cap. Their Critical Strike has a 10% chance to double a hit, which adds occasional burst rather than dependable damage. Use the units to support Treasure collection or to distract enemy Mercenaries, then withdraw when heavy infantry or ranged cavalry appears. Disciples’ low hit points mean they should not be left in contact with a stronger melee force. Upgrade effects arrive with age progression and Monastery research; the White Pagoda further improves their stats and limit. Their value is early utility and free population, not raw durability.

Preserve the Chinese escort unit

The Disciple’s no-population cost makes it easy to retain, but its 80 hit points are low. Keep the unit beside the Shaolin Master, use its bonuses against mercenaries and guardians, and avoid sending it into heavy infantry or ranged cavalry.

Use the Shaolin Master to build the escort

The Master can train the five-unit standard Disciple group and may convert defeated enemies into additional units. Keep the Master close to the Disciples so they can support Treasure fights without being left behind by the Chinese army.

Fast, population-free hand Shock Infantry

Disciples are unusually quick foot soldiers that use no population in the documented profile and have a small build limit. Their hand attack is weak, but their Shock Infantry role lets them pressure targets that are vulnerable to melee shock troops. The number available can increase through the conversion of enemy units killed in combat under the applicable rules, giving them a special growth mechanic.

Use speed and the limit to support the main force

Disciples are not a replacement for Heavy Infantry: their attack and durability are limited. Use their speed to harass exposed units, support a push or capitalize on conversions, and keep them away from artillery and ranged counters. Because the build limit is small, protect the units already obtained and use ordinary production for the bulk of the army. Confirm the civilization and card that provide them before relying on the conversion mechanic.