Otontin Slinger
Otontin Slinger is Aztecs ranged infantry in Age of Empires III, available from the Commerce Age; obtained through War Hut, Fort, American Citadel.

Recorded values
- Available
- Commerce Age · War Hut; Fort; American Citadel
- Training
- 25 sec · 1 population · 7 XP per train
- Durability & mobility
- 80 hit points · 30% ranged resistance · 4.5 speed · 20 line of sight
- Hand attack
- 4 damage · 1.5 attack interval · bonuses: 2.0x vs. Light ranged cavalry; 2.0x vs. Ranged shock trooper; 2.0x vs. Heavy infantry; 0.75x vs. Cavalry; 0.75x vs. Shock troops
- Ranged attack
- 8 damage · 2-16 range · 1.5 attack interval · bonuses: 2.5x vs. Light ranged cavalry; 2.5x vs. Ranged shock trooper; 2.0x vs. Heavy infantry; 0.6x vs. Cavalry; 0.6x vs. Shock troops
- Siege attack
- 7 damage · 6 range · 3.0 attack interval
Role, availability & values
Production is available through War Hut, Fort, or American Citadel. It has 80 hit points and 30% ranged resistance. It moves at 4.5 speed and uses 1 population. Training costs 40 Food and 35 Wood; it takes 25 seconds to train. Attack profile: Hand attack deals 4 damage. Ranged attack deals 8 damage. Siege attack deals 7 damage. Hand attack bonuses: 2.0× against Light ranged cavalry, 2.0× against Ranged shock trooper, 2.0× against Heavy infantry, 0.75× against Cavalry, and 0.75× against Shock troops. Ranged attack bonuses: 2.5× against Light ranged cavalry, 2.5× against Ranged shock trooper, 2.0× against Heavy infantry, 0.6× against Cavalry, and 0.6× against Shock troops*.
Matchup & timing
Otontin Slingers fire every 1.5 seconds, giving their 8-damage ranged attack a faster cadence than many basic bows. Keep them behind a screen and focus the unit classes their ranged multiplier favors; their low per-shot damage makes target selection and group size important. Replace the line when later-age enemy counters can reach them safely.
Current profile and attack values
The Otontin Slinger is the Aztec Commerce Age ranged Infantry unit, known as the Macehualtin before Definitive Edition. It costs 40 Food and 35 Wood, takes 25 seconds to train, and uses one population. Its current profile is 80 hit points, 30% ranged resistance, speed 4.5, and line of sight 20. The ranged attack deals eight damage at range two to 16 every 1.5 seconds. It has a four-damage hand attack and a seven-damage siege attack at range six. Its small cost and rapid fire make it possible to field a large Commerce Age group, but each individual Slinger has low health. The unit is best understood as an inexpensive ranged counter to selected Infantry classes, not a durable frontline unit.
Damage bonuses and counters
The ranged attack deals 2.5 times damage to Light Ranged Cavalry and Ranged Shock troops, twice damage to Heavy Infantry, and reduced 0.6 damage against Cavalry and Shock troops. Its hand attack has twice damage against Light Ranged Cavalry, Ranged Shock troops, and Heavy Infantry, but deals only 0.75 damage against Cavalry and Shock troops. These multipliers make Slingers effective against Musketeers, Pikemen, and several ranged units when they can fire safely. Heavy Cavalry, hand Shock troops, counter-skirmishers, and Artillery are dangerous. Keep the Slinger line behind Coyote Runners or other troops that can stop a mounted charge, and focus its fast volleys on Heavy Infantry rather than sending it into melee.
Early-game role and later-age limits
In Commerce Age, the Otontin Slinger is one of the Aztecs' least expensive units and the only Light Infantry option in the standard roster. It gives the army a ranged answer to Heavy Infantry at a time when many forces rely on Musketeers or Pikemen. Its 80 hit points and one-population cost allow a sizable group, but Cavalry or Artillery can remove that group quickly if it has no protection. In later ages, the unit remains useful against Heavy Infantry if upgraded and screened, yet its low base damage makes it less effective as a general army unit. Shift resources into the units that answer the opponent's counters instead of continuing to mass Slingers after the matchup changes.
Elite, Champion, and Legendary upgrades
The Aztec upgrade path improves the Slinger in three stages. Elite Otontin Slingers costs 200 Wood and 100 Coin and adds 25% hit points and damage. Champion Otontin Slingers costs 400 Wood and 200 Coin, requires Elite, and adds another 25%. Legendary Otontin Slingers costs 1,500 Wood and 1,500 Coin, requires Champion, and adds 50% hit points and damage; since update 13.27885 it also grants one additional line of sight and ranged attack range. These upgrades are important if the Slinger remains a core unit beyond Commerce Age. Research them when enough Slingers are alive to benefit, and preserve the line while upgrading rather than paying for an improvement after losing the army.
Home City cards and training support
Aztec Home City decks can reinforce the Slinger line with shipments such as eight, twelve, thirteen, twenty, or twenty-four Otontin Slingers, depending on card and age access. Otontin Slinger Combat increases their combat statistics, while War Hut Training reduces training time for Slingers, Coyote Runners, and Puma Spearmen by 40%. The Ruthlessness card adds a Villager attack multiplier to the three core Aztec Infantry units. Coatlicue Worship can deliver one Otontin Slinger every two minutes, up to thirty minutes. These cards create different plans: a shipment can produce immediate numbers, while training-time support helps sustained production. The Aztecs also benefit from technologies affecting archers and foot archers even though Slingers use slings rather than bows.
Positioning and composition
Keep Otontin Slingers at their 2–16 attack range and let them fire into the enemy's Heavy Infantry while a screen holds the front. Their attack rate of 1.5 seconds creates repeated volleys, so focus fire on a single target rather than spreading damage. Use Coyote Runners or other fast units to intercept Cavalry and Hand Shock troops. If Artillery enters the field, use mobile units to reach it while the Slingers move away from its range. The unit's 20 line of sight helps it see approaching targets, but it cannot withstand a charge. A well-protected Slinger group can trade efficiently against the right Infantry; an unsupported group becomes an easy target despite its low cost.
Build order and support from other Aztecs
A Commerce Age Slinger force is strongest when paired with units that can keep Cavalry away. Coyote Runners can engage mounted enemies while Slingers fire at Heavy Infantry; the Aztec War Chief can support the army and help secure treasure or map control. Add Slingers while the opponent relies on Infantry, then transition when Artillery or heavy Cavalry appears. Because the unit costs Wood as well as Food, an early mass competes with houses and military buildings for Wood. Use War Hut Training if sustained production is part of the plan, or send a shipment for immediate numbers when a defensive timing matters.
Development across the ages
The Slinger is intentionally inexpensive and fragile, with only 80 hit points. Its role changes as the game advances: early on, it can answer Musketeers and other Heavy Infantry with repeated ranged hits; later, it needs Elite, Champion, or Legendary upgrades to keep pace. The Aztecs can also use Home City shipments to add a group at a timing when the opponent's army is vulnerable. Because the Slinger's damage against Cavalry is reduced, transition toward Coyote Runners or other anti-Cavalry options when mounted units become common. Maintain the unit only while its Heavy Infantry counter remains valuable.
Retain the Slingers that still answer the opponent
A Slinger group should not remain in the composition simply because it was effective in Commerce Age. Keep enough to pressure Heavy Infantry, but invest in other units when the opponent shifts into Cavalry, Shock troops, or Artillery. If the opponent continues to rely on Pikemen or Musketeers, protect the Slingers and upgrade them so their rapid ranged fire remains relevant. This flexible approach avoids spending Wood and Coin on a unit that the current enemy army no longer fears.
Matchup reminder
Otontin Slingers excel against Heavy Infantry and several ranged Cavalry classes, but Cavalry and Artillery are their clearest counters. Protect them with Coyote Runners, focus their fire, and research upgrades if they remain in the army after the early game.
Production and practical limits
Otontin Slingers are produced from the War Hut and become available in the Aztec roster during the Commerce Age. Their low cost makes them easier to field in numbers than heavier Aztec troops, but each still occupies population and the force needs protection. Slingers have limited durability, so they lose value when an opponent adds Cavalry, Artillery, or other units that can reach them quickly. Keep them behind Coyote Runners or another frontline and use their ranged attack against Heavy Infantry. If the opponent changes composition, use the next War Hut production cycle to add the appropriate counter rather than continuing to mass Slingers.
Aztec light infantry for early Heavy Infantry counters
The Otontin Slinger is a cheap, fast-firing light infantry unit and the Aztec roster’s principal ranged answer to Heavy Infantry. It is especially useful in the Commerce Age, when many armies rely on infantry and a small group can add ranged damage without a large investment. Keep Slingers behind melee troops and focus their fire on Heavy Infantry rather than spreading damage across targets.
A narrow role as the game advances
Otontin Slingers are fragile against Cavalry and artillery, and their value falls when those counters become common. They remain useful against Heavy Infantry in later ages if protected, but they should not form the entire army. Add Jaguar Warriors or other suitable melee units to contest Cavalry and use siege support against buildings. Their low cost makes them a practical early complement; it does not make repeated losses free, since population and reinforcement time still matter.
Archaic archer bonuses and cost change
Otontin Slinger is an Aztec Archer whose ranged attack is tuned against Light Ranged Cavalry and Ranged Shock Troops. Its current bonuses against both classes are 2.5×, compared with 2.0× before update 13.58326; it also has 2.0× against Heavy Infantry and 0.6× against Cavalry and Shock Troops. The current cost includes 35 Wood and the unit takes 25 seconds to train. Before patch 15.59076 it cost 30 Wood and trained in 23 seconds. These values make it an economical ranged counter to specific unit classes, but its poor Cavalry and Shock Troop modifiers mean it benefits from a supporting frontline.