Units

Wokou Junk

Wokou Junk is naval unit in Age of Empires III, available from the Commerce Age; obtained through European Dock (Asians, Europeans, Federal Americans, and Native Americans), Port (Africans). Its listed ability is Transports land units; Trains Wokou Ronin, Wokou Monk, Wokou Pirate, Wokou Horseman, and Orangutan (only if close to shore).

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

Recorded values

Cost
800 Coin
Available
Commerce Age · European Dock (Asians, Europeans, Federal Americans, and Native Americans) ; Port (Africans)
Training
40 sec · 80 XP per train
Durability & mobility
1,500 hit points · 75% ranged resistance · 7.5 speed · 38 line of sight
Ranged attack
70 base damage · range 23 · attack interval 2.0 · area of effect 1 · bonus damage: 1.5x vs. Building; 0.66x vs. Dock and Port; 0.5x vs. Artillery
Broadside attack
40 (2) base damage · range 28 · attack interval 0.05 · area of effect 1 · bonus damage: 2.0x vs. Ship
Ability
Transports land units; Trains Wokou Ronin, Wokou Monk, Wokou Pirate, Wokou Horseman, and Orangutan (only if close to shore)

Role, availability & values

Production is available through European Dock (Asians, Europeans, Federal Americans, and Native Americans) or Port (Africans). It has 1,500 hit points and 75% ranged resistance. It moves at 7.5 speed. Training costs 800 Coin; it takes 40 seconds to train. Attack profile: Ranged attack: 70 damage at range 23; every 2.0 seconds; area of effect 1. Broadside attack: 40 damage (2) at range 28; every 0.05 seconds; area of effect 1. Special ability or role: Transports land units; Trains Wokou Ronin, Wokou Monk, Wokou Pirate, Wokou Horseman, and Orangutan (only if close to shore).

Matchup & timing

Use this transport for a planned crossing or landing rather than sending it alone into contested water. Its listed speed is 7.5, so load the army before the route becomes unsafe and allow time for the return trip. The page also records a ranged attack at 23 range; use that profile as support, not as a substitute for a protected landing. Unload where the force has room to form up, keep an escort near the ship, and protect the shore while the last units disembark.

A transport and outlaw-training vessel

The Wokou Junk is a Commerce Age naval unit that costs 800 Coin, takes 40 seconds to train and has 1,500 hit points, 75% ranged resistance, speed 7.5 and line of sight 38. It can transport land units and train Wokou Ronin, Wokou Monk, Wokou Pirate, Wokou Horseman and, when close to shore, Orangutans. This roster makes it a mobile staging ship rather than a standard combat-only vessel. It can carry a force to another coastline, then recruit units suited to the map and return them to land. The Junk is available through a European Dock for eligible Asian, European, Federal American and Native American civilizations, or a Port for African civilizations, subject to the roster’s rules. At 800 Coin it is expensive, so the investment is justified when transport and shipboard recruitment can support a specific water strategy. Scout the landing point before crossing and keep enough fleet support nearby to protect the vessel while it is carrying troops.

Ranged and broadside attacks

The Wokou Junk has a 70-damage ranged siege attack at range 23 with an area effect of one. Its Broadside attack deals 40 damage at range 28 and fires in a short burst, also affecting an area. These attacks make it dangerous to exposed targets at sea, but its cost and transport role still matter: do not trade the only Junk into a stronger fleet when the army aboard is needed elsewhere. Use the long line of sight to identify enemy ships and choose an approach, then fire from a position where the Junk can retreat. When carrying land units, do not engage a fleet that can focus the vessel before it reaches the landing. Its 75% ranged resistance is not universal protection; close combat and concentrated naval fire remain threats. The ship’s training ability can create Wokou units only under the listed coastal conditions, and the Outlaw pool may depend on the map or civilization. Check the training menu before relying on a specific unit. This flexibility connects naval control, troop movement and a specialized mercenary roster, but each action needs a safe route and enough Coin.

Plan a landing around troop capacity

The Junk is valuable when it delivers land units to a coastline the opponent cannot cover. Load the force before sailing, scout the destination and unload only when the troops can form a line. Do not send units ashore in small groups while the ship waits under enemy fire. If the Junk is being used to train Wokou units, keep it close enough to shore for the Orangutan option and check which outlaw types the selected map allows. The 800-Coin price makes a failed crossing costly; use an escort and preserve the ship after the landing so it can return or support another route.

Choose shipboard recruits for the map

Wokou Ronin, Monks, Pirates and Horsemen offer a specialized roster, but the best choice depends on the army’s immediate need and the location of the landing. Train units only when the Junk can safely garrison and deliver them; a queue that remains aboard during a naval fight risks losing both ship and reinforcements. Its 70-damage ranged shot and 40-damage Broadside can support a naval engagement, but should not distract from the transport task when an army is waiting. Keep Coin available for the unit and consider the cost of the ground force it will carry. A Junk can connect a naval approach with a land attack, but it cannot hold a beach by itself once the troops disembark.

Access, carrying capacity and practical limits

The Junk has a three-ship limit and can carry up to 50 population worth of land units. Several Asian Holy Site maps allow a player with a Trading Post or Tambo at the site to train it; the listed maps include Hokkaido, Honshu, Korea, Manchuria, Parallel Rivers, Regicide and Yellow River. Its 1,500 hit points, 75% ranged resistance and speed 7.5 help it survive a crossing, but a 38 line of sight does not reveal every coastal threat. The 23-range shot deals 70 damage at a two-second interval and is reduced against artillery; its 28-range Broadside fires two 40-damage shots and then has a 60-second cooldown. Those weapons support a landing, but the ship is most valuable when it delivers a planned force. Keep it away from Culverins and defensive structures, unload troops together, and preserve a route for retreat or a second trip.

Two naval attacks and a transport role

The Junk’s ordinary ranged attack deals 70 siege damage every two seconds at range 23. Its listed modifiers make the attack strongest against Buildings, weaker against Artillery, and particularly poor against Docks and Ports; these are pre-resistance values. The Broadside is a separate ship-targeting attack: it fires two 40-damage strikes at range 28 and has a 60-second cooldown. Because the attack specializes against Ships, save it for an enemy vessel rather than spending it on a structure. A Wokou Junk can also transport land units and, close to shore, train its listed Wokou and Orangutan units. That combination makes shoreline position important: approach where passengers can unload safely, keep the ship covered while it fires, and avoid treating its 800-Coin cost and three-ship limit as permission to expose it to a larger fleet.