Units

Jaguar Prowl Knight

Jaguar Prowl Knight is Aztec hand infantry from The WarChiefs, built for close combat against Heavy Infantry and Cavalry. It has bonus damage against Heavy Infantry, Cavalry and Shock troops, and can enter Stealth mode to approach or reposition. Its melee role requires it to reach the target, so the stealth option helps create an angle but does not make it immune to detection or ranged attacks.

APPLIES TO The WarChiefs (2006); also in Definitive Edition
Jaguar Prowl Knight in Age of Empires III
Jaguar Prowl Knight
IN-GAME VALUES

Recorded values

Cost
90 Food, 30 Coin
Training
37 sec · 1 population · 12 XP per train
Durability & mobility
215 hit points · 10% hand resistance · 5.0 speed · 12 line of sight
Hand attack
16 damage · 1.5 attack interval · bonuses: 3.0x vs. Heavy infantry; 2.0x vs. Cavalry; 1.6x vs. Shock troops
Siege attack
36 damage · 6 range · 3.0 attack interval
Ability
Stealth mode; Combat Promotion*

Role & counters

Use Stealth to move around an enemy formation or set up an approach toward a valuable target, then bring the Knights into melee when the opponent is occupied. Their class bonuses make them dangerous to Heavy Infantry, Cavalry and Shock troops, but they can be stopped by ranged fire and detection. Coordinate with other Aztec units that can screen or distract the enemy.

Training & availability

Aztecs; The WarChiefs; hand infantry; Stealth mode; bonus damage against Heavy Infantry, Cavalry and Shock troops.

When to field it

Choose Jaguar Prowl Knights when scouting shows a heavy frontline or mounted force that the Aztecs can engage on favorable terms. Avoid charging directly into an alerted ranged formation. Their ability to reposition is strongest when the player controls vision and selects the moment of contact.

Aztec heavy infantry combat profile

The Jaguar Prowl Knight is an Aztec Fortress Age Heavy Infantry unit from The WarChiefs, trained at a Nobles’ Hut, Fort or American Citadel. It costs 90 Food and 30 Coin, trains in 37 seconds, uses one population and has 215 hit points, 10 percent hand resistance, speed 5 and sight 12. Its 16-damage melee attack hits every 1.5 seconds, dealing 3 times damage against Heavy Infantry, 2 times against Cavalry and 1.6 times against Shock troops. It has 36 siege damage at range six. The unit is an efficient population-light frontline and a strong answer to melee Infantry and Cavalry. It does not replace the Eagle Runner Knight or Puma Spearman against every Cavalry type, but its health and low population cost let it block opponents and protect the Aztec ranged line. It is vulnerable to Skirmishers and Artillery at range, so bring Coyote Runners or Arrow Knights to remove those counters.

Stealth and Combat Promotion

Jaguar Prowl Knights can use Stealth to approach undetected, but moving while concealed reduces them to half speed. Use stealth to set up an ambush on ranged Cavalry or artillery and then attack once the rest of the army can support them. Buildings and units that detect stealth can reveal the knights, so do not assume the route is safe near an Explorer, War Chief, Spy or defensive structure. Since update 14.43676, they also gain Combat Promotion ranks by defeating enemy military units. Bronze, Silver and Gold increase hit points and damage, with current bonuses of 10, 20 and 30 percent; older patches used larger promotion values. This rewards keeping experienced knights alive. Promotion improves combat but does not remove their ranged weaknesses. If the enemy has strong detection, keep them in ordinary formation and use them as a frontline rather than relying on a stealth approach.

Army composition and unit counters

Jaguar Prowl Knights are a hybrid melee counter with bonuses against Heavy Infantry and Cavalry, making them effective against Rodeleros, Samurai and other melee-focused armies. Their heavy infantry tag also exposes them to Skirmishers, and Artillery can punish them from outside melee range. Grenadiers are dangerous at range even though they are vulnerable if engaged in melee. Use Coyote Runners to chase ranged Infantry and artillery, Arrow Knights to answer enemy guns at long range, and Jaguar Prowl Knights to hold the frontline. Against pure melee Cavalry, Eagle Runner Knights, Puma Spearmen or Skull Knights may deal more damage, while Jaguars offer the population-efficient durability. The best choice depends on whether the Aztec army needs a blocker, a specialized anti-Cavalry attacker or a unit that can punish Heavy Infantry.

Training and the Aztec knight roster

Jaguar Prowl Knights are a Fortress Age Aztec Heavy Infantry unit from The WarChiefs. They cost 90 Food and 30 Coin, train in 37 seconds and use one population. A Nobles’ Hut is the regular production building, with Forts and American Citadels providing additional access where available. The Aztec knight roster also includes the Arrow Knight and Eagle Runner Knight, so selecting Jaguars is a choice about what role the army needs: a durable melee blocker, a ranged siege unit or a ranged anti-cavalry fighter. At 215 hit points, 10 percent hand resistance and speed 5, Jaguars combine resilience with enough mobility to keep pace with many infantry formations. Their one-population cost makes them unusually efficient at occupying space in a frontline, but each still consumes resources and requires time to replace. They are not a universal answer to all cavalry: their strongest bonuses apply to Heavy Infantry and Cavalry classes, while specialized Aztec units may be more efficient against a pure melee cavalry force. Choose the roster mix before spending the Fortress Age economy.

Combat bonuses and counter relationships

The Jaguar Prowl Knight deals 16 melee damage every 1.5 seconds. Its attack multiplies by three against Heavy Infantry, two against Cavalry and 1.6 against Shock troops; it also has a 36-damage siege attack at range six every three seconds. Those bonuses make it a strong melee counter and a durable answer to cavalry that tries to reach the Aztec ranged line. The Heavy Infantry classification is also its main liability: Skirmishers and other anti-heavy-infantry ranged units can damage it before it connects, and Artillery can punish a clustered group from long range. Grenadiers can hurt it at range even though the Jaguar is dangerous if it gets into melee. Coyote Runners are a natural partner because they can chase ranged Infantry or threaten artillery, while Arrow Knights can return long-range siege pressure. Keep Jaguars between those support units and enemy melee attackers, but move them away from sustained ranged fire. Their durability lets them absorb some contact; it does not remove their class-based vulnerabilities.

Stealth approach and Combat Promotion

Stealth lets Jaguar Prowl Knights approach most enemies without being seen, but concealed movement reduces their speed to half. This is best used to position for a flank or to wait near a likely route, then reveal the force when friendly units can join the fight. Explorers, War Chiefs, Spies and defensive structures with detection can expose them, so scout the approach and do not assume a hidden route remains safe near a base. Since update 14.43676, the unit also receives Combat Promotion for defeating enemy military units. Bronze, Silver and Gold ranks add 10, 20 and 30 percent hit points and damage in the current release, up to three victories; update 15.30007 lowered those values from 15, 25 and 45 percent. Home City cards and other upgrades can add to promoted statistics. Promotion rewards preserving experienced Jaguars, but its bonuses do not change stealth detection or the unit’s weakness to ranged counters. Avoid trading a promoted group for a low-value target when it can remain as a strong frontline later.

Upgrade history and army use

The Jaguar’s current statistics reflect several balance changes. Its Food cost was formerly 120, and hit points have moved through 230, 240 and 205 before reaching 215 in the current profile. The older Definitive Edition baseline had 230 hit points and 18 hand damage, compared with today’s 215 and 16. Speed has also increased over time from 4.5 and 4.75 to 5.0, while the Shock troop multiplier changed from 2.0 to 1.6. Keep these version differences in mind when reading older build advice or comparing a legacy match. In a current army, Jaguars work well when the opponent relies on melee units and when the Aztec player needs a low-population body to hold a line. Against only melee Cavalry, Eagle Runner Knights, Puma Spearmen or Skull Knights can deliver more specialized damage; Jaguars offer the higher-health blocking role. Against ranged armies, use stealth carefully or send screening units first. The unit’s best contribution is often creating time and space for the Aztec support line to deal damage.

Detection and stealth counterplay

Stealth is a tool for controlling the opening of an engagement, not a guarantee that the Jaguars can cross any defended area unseen. Units and structures with stealth detection can reveal them, allowing ranged Infantry or Artillery to attack while the Jaguars are still closing. An Explorer, War Chief or Spy can serve as a detector, and defensive coverage near a base makes a direct concealed approach less reliable. A few hidden Jaguars or Coyote Runners positioned on separate flanks can still provide information about enemy movement and threaten exposed artillery, but the main force should not rely on concealment after it enters detection range. Stealth movement is half speed, so begin repositioning early and reveal the unit before the slow approach gives the opponent time to set up. The same detection rule applies to the mercenary or other stealth units they may face: vision and detection can change whether an ambush succeeds. When detection is strong, use Jaguars openly as a protected melee line and let Arrow Knights and Coyote Runners handle targets outside melee reach.

When to choose Jaguars over other Aztec knights

Choose Jaguars when the army needs a durable melee unit that can occupy enemy Cavalry or Heavy Infantry and create a safe firing window for ranged support. Choose Eagle Runner Knights when ranged damage against Cavalry is the priority, or Puma Spearmen and Skull Knights when a more specialized melee answer is needed. Arrow Knights fill the long-range siege and artillery role rather than replacing the Jaguar frontline. These units complement one another: Jaguars absorb and punish melee contact, Coyote Runners pursue exposed ranged threats, and Arrow Knights attack guns or structures from a distance. A balanced composition prevents the opponent from countering the entire Aztec force with one type of ranged Infantry. The right mix changes with the enemy roster and map, so use the Jaguar’s one-population durability where it matters instead of producing it as a default answer to every unit.

Aztec stealth heavy Infantry

The Jaguar Prowl Knight is a Fortress Age Aztec melee unit trained at the Nobles’ Hut, Fort or American Citadel. It costs 90 Food and 30 Coin, takes 37 seconds to train and uses one population. Its profile has 215 hit points, 10% hand resistance, speed five and sight 12. The 16-damage hand attack fires every 1.5 seconds and deals 3× damage against Heavy Infantry, 2× against Cavalry and 1.6× against Shock troops. A 36-damage Siege attack supports a push once the enemy force is displaced. Stealth mode allows an approach or repositioning, but detection and enemy scouting can reveal the unit.

Choose the approach and target

Jaguar Prowl Knights are effective when their stealth and class bonuses let them reach Heavy Infantry, Cavalry or Shock troops without taking a full volley on the way in. Use other Aztec units to occupy ranged defenders, then reveal the Knights when the opponent is committed. Their health and hand resistance are modest for Fortress Age, so avoid leaving them exposed after the initial attack. The one-population cost supports a sizeable force, but Nobles’ Hut production and the Fortress Age timing mean the army still needs a screen. Compared with a Skull Knight, the Jaguar Prowl Knight is a more mobile specialist; do not treat either as a substitute for ranged support.

Cost and combat values across major updates

The current Jaguar Prowl Knight costs 90 Food, compared with 120 before update 50830. Current hit points are 215; earlier snapshots list 230 before Definitive Edition, 240 before update 50830 and 205 before update 13.27885. Speed is now 5.0, compared with 4.5 before update 50830 and 4.75 before update 14.43676. Its hand attack is currently 16 damage, versus 18 before Definitive Edition and 20 before update 50830. Training and kill experience are now 12 each, down from 15 before update 50830. The Shock Troops modifier is currently 1.6×; it was 2.0× before update 9476. Consult the current values for present matches and use these older snapshots only when reading legacy strategy notes.