John Black
John Black is John Black's Mercenaries hero in Age of Empires III. Its listed ability is Claims treasures; Builds Trading Posts; Regeneration.

Recorded values
- Durability & mobility
- 1,000 hit points · 40% hand resistance · 5.0 speed · 24 line of sight
- Hand attack
- 14 damage · 1.5 attack interval
- Ranged attack
- 24 damage · 16 range · 3.0 attack interval
- Siege attack
- 14 damage · 6 range · 3.0 attack interval
- Ability
- Claims treasures; Builds Trading Posts; Regeneration
Role, availability & values
It has 1,000 hit points. It moves at 5.0 speed. Attack profile: Hand attack deals 14 damage. Ranged attack deals 24 damage. Siege attack deals 14 damage. Special ability or role: Claims treasures; Builds Trading Posts; Regeneration. If reduced to zero hit points, it collapses rather than dying; after regenerating 100 hit points, a friendly unit or building nearby can revive it.
Matchup & timing
John Black’s Trading Post ability can turn a cleared route into mission control, so scout the site and protect the construction window before sending him forward. His campaign profile appears in scripted Black family content and carries a recovery rule; it should not be substituted for a normal Explorer in every mode.
Campaign hero and treasure hunter
John Black is a campaign hero associated with John Black’s Mercenaries. The 1,000-hit-point hero has 40% hand resistance, speed 5 and line of sight 24, making him durable enough to lead exploration when the surrounding force can protect him. His ranged attack deals 24 damage at range 16 every three seconds; the hand and siege attacks deal 14. He can claim Treasures and build Trading Posts, so his survival affects both map control and mission progression. Use the long line of sight to scout routes and reveal guarded rewards, then bring enough units to handle a strong Treasure guardian. John’s ranged attack can help defeat guardians and enemies, but he is not intended to replace the army. Keep him near escorts when moving across the map, and avoid sending him into a defended base just because the health pool is large.
Collapse, recovery and mission value
If John Black reaches zero hit points, he collapses rather than being permanently removed. He must recover to 100 hit points and have a friendly unit or building nearby for revival. Protect the recovery period and do not abandon the hero behind enemy lines; a collapsed hero that is captured or left without support cannot resume scouting or build a Trading Post. Regeneration restores him between fights, so retreating early can preserve his contribution through a long campaign. A Trading Post can secure a route, grant map access or support the mission economy, but construction temporarily commits the hero to a fixed location. Clear the area first, escort builders and resume exploration after the site is safe. John Black appears in a specific campaign context and has different functions from the European Explorer or other civilization heroes. Treat the 1,000-hit-point profile and recovery rule as the scenario hero’s values, and use the mission briefing for any additional scripted conditions. His durable ranged support, treasure collection and construction make him a high-value unit to preserve from the opening through the final objective.
Trading Post placement and hero escort
Use John’s 24 line of sight to inspect a Trading Post route before committing to construction. A site near a safe passage can support later movement and reveal the map, while an exposed site may invite an attack that forces the hero to abandon it. Bring an escort to clear guardians and remain nearby through construction. John has both ranged and hand attacks, but spending health in repeated fights delays his recovery and risks a collapse. Prioritize the Trading Post when it provides strategic map access; prioritize treasure or scouting when the route is safer and construction would expose him. If he is knocked down, move friendly units and a building near his recovery point and protect him until he reaches 100 hit points. A revived hero retains long-term value through the rest of the mission, while an unsupported collapse can remove him from an important story objective.
Mission play versus ordinary hero rules
John Black is not a generic unit that every civilization can train. He belongs to the campaign story and his listed abilities are tied to that context. Use the mission briefing to learn whether a Trading Post, Treasure or other objective is required, and do not assume the normal Home City or multiplayer economy is available. His high durability is useful for leading a small force through unexplored ground, but enemy focus fire can still collapse him. The ranged attack gives him a way to contribute without immediately entering melee; place him where he can fire while the escort occupies enemies. His siege attack helps only when a structure is exposed and the army controls the approach. Withdraw between objectives so regeneration restores health, then return with enough units to deal with the next guardian or patrol. The hero’s survival, scouting and map construction are linked: preserve him so the player retains more options later in the mission.
The WarChiefs campaign hero and Trading Post role
John Black is a campaign hero associated with the Black family story in The WarChiefs. His 1,000 hit points, 40% hand resistance and 5.0 speed allow him to accompany the expedition through mission objectives, while his ranged attack deals 24 damage at 16 range. He can claim Treasures and build Trading Posts, so the player can use him to reveal terrain and secure a route as the campaign advances. His 14-damage hand and siege attacks are supplemental; he should not be sent alone against a defended base. Mission-specific objectives and available allies determine where a Trading Post is worthwhile, so scout each site and protect the build.
Collapse and recovery in scripted missions
John Black regenerates and follows the hero recovery rule: if his health reaches zero, he collapses; after reaching 100 hit points, a nearby friendly unit or building can revive him. In a campaign, keeping a recovery point available can matter more than winning a small skirmish, because the hero may be required for the next scripted objective. Withdraw him when the enemy focuses fire, allow regeneration between fights and keep friendly troops close enough to revive him if necessary. His treasure ability can help clear optional rewards, but guardians and mission-specific threats vary. Use the hero to support the expedition and establish map access while the main force handles concentrated resistance.