Units

Yabusame Archer

Yabusame Archer is Japanese ranged cavalry in Age of Empires III, available from the Commerce Age; obtained through Stable, Fort, Daimyo, Atakebune.

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

Recorded values

Cost
60 Food, 150 Coin
Training
40 sec · 2 population · 21 XP per train
Durability & mobility
200 hit points · 45% ranged resistance · 6.8 speed · 22 line of sight
Hand attack
6 damage · 1.5 attack interval · bonuses: 7.0x vs. Artillery; 3.25x vs. Heavy cavalry; 2.5x vs. Hand shock trooper
Ranged attack
9 damage · 18 range · 1.5 attack interval · bonuses: 7.0x vs. Artillery; 3.25x vs. Heavy cavalry; 2.5x vs. Hand shock trooper; 0.5x vs. Villager
Siege attack
13 damage · 6 range · 3.0 attack interval · bonuses: 7.0x vs. Fixed Gun, 16

Role, availability & values

Production is available through Stable, Fort, Daimyo, or Atakebune. It has 200 hit points and 45% ranged resistance. It moves at 6.8 speed and uses 2 population. Training costs 60 Food and 150 Coin; it takes 40 seconds to train. Attack profile: Hand attack deals 6 damage. Ranged attack deals 9 damage. Siege attack deals 13 damage. Hand attack bonuses: 7.0× against Artillery, 3.25× against Heavy cavalry, and 2.5× against Hand shock trooper. Ranged attack bonuses: 7.0× against Artillery, 3.25× against Heavy cavalry, 2.5× against Hand shock trooper, and 0.5× against Villager. Siege attack bonuses: 7.0× against Fixed Gun, 16.

Matchup & timing

Hand attack is especially effective against Artillery (7×), Heavy cavalry (3.25×), Hand shock trooper (2.5×). Ranged attack is especially effective against Artillery (7×), Heavy cavalry (3.25×), Hand shock trooper (2.5×). Siege attack is especially effective against Fixed Gun, 16 (7×). Its reduced multipliers against Villager (0.5×) make it less suitable for those targets. Use ranged fire to focus Artillery, Heavy cavalry, and Hand shock trooper before they can close; hold the melee attack for Artillery, Heavy cavalry, and Hand shock trooper when they enter contact; reserve the siege attack for Fixed Gun, 16. Keep a frontline between this unit and threats that can reach it safely.

Availability and statistics

The Yabusame Archer is Japanese Light ranged cavalry introduced in The Asian Dynasties. It can be trained from a Stable, Fort, Atakebune, or Daimyo from the Commerce Age in the roster that provides it. It costs 60 Food and 150 Coin, takes 40 seconds to train, and uses two population. Its current profile has 200 hit points, 45 percent ranged resistance, speed 6.8, line of sight 22, and a ranged attack of 9 damage at range 18 every 1.5 seconds. It has a 7 times multiplier against Artillery, 3.25 times against Heavy cavalry, and 2.5 times against Hand shock troops; the shot deals half damage to Villagers. The Yabusame's range and resistance are higher than most ranged cavalry, while its base damage per population is low. Its strength lies in reaching high value targets and surviving return fire, not winning every cavalry fight through raw damage.

Anti-artillery and ranged cavalry role

The Yabusame Archer is a specialized answer to Artillery and Heavy cavalry. Its range 18 lets it engage guns from farther away than many mounted units, and the large artillery multiplier makes each volley dangerous to cannon. The 45 percent ranged resistance helps it withstand Skirmisher and rifle fire while kiting, although it does not make the unit immune. Against Heavy cavalry, its multiplier is strong, but its low base damage and two population cost mean it needs support and focus fire. It can also threaten Hand shock troops at range. Avoid melee combat: the hand attack is only 6 damage, and the unit is classified as light ranged cavalry. If opposing cavalry can close the gap, withdraw behind a frontline or use Japanese infantry to intercept. The Yabusame contributes little against Villagers, so choose other raiders when worker harassment is the main goal.

Kiting and formation control

Use the Yabusame's long range to fire while moving away from slower targets. Its speed 6.8 allows repositioning, but it is slower than some dedicated cavalry and can be trapped by a coordinated surround. Keep the unit in small groups with enough separation to avoid area attacks, and let a durable screen stop Heavy infantry from reaching it. Against Skirmishers, the Yabusame can survive ranged fire better than many mounted archers but deals limited damage in return; kite only if the target cannot close and if another unit can finish the fight. Against artillery, focus fire and withdraw after the guns are destroyed. Daimyos can train the unit and receive Home City shipments, giving the Japanese a mobile production point, while Atakebune production connects the unit to a naval push. Protect those production routes so the Yabusame can be replaced.

Upgrades and patch context

The Yabusame's current ranged attack is 9, increased from 8 when the unit was renamed Yabusame Archer in Definitive Edition. Its ranged resistance was reduced from 50 to 45 percent in update 38254, and its multipliers against Artillery and Heavy cavalry were reduced from 8 and 3.5 to 7 and 3.25. The same update adjusted the unit's siege bonus against Fixed Guns in a later patch. Older strategy guides may therefore describe a much stronger anti-artillery multiplier and higher resistance. Use current values when comparing it with other cavalry. Home City cards and Japanese upgrades can improve its durability or attack, and the unit benefits from the civilization's age-up and shipment systems. Research upgrades when it is a major part of the army, not when only one or two Yabusame are present.

Composition and timing

A Yabusame group pairs well with Ashigaru Musketeers, Yumi Archers, or other infantry that can hold the center while the mounted archers target artillery. If the opponent builds cannons, add Yabusame before the enemy siege reaches the Japanese base; if the opponent relies on Heavy cavalry, preserve space for the unit to kite and avoid being surrounded. The 150 Coin cost is substantial, and the two population cost means it competes with Naginata Riders and other cavalry. Consider whether a direct anti-artillery tool is needed or whether a cheaper army can protect Japanese artillery instead. The Yabusame is strongest when the player controls the engagement distance and can select the target, so scout the enemy composition before committing to a large group.

Using its exceptional range

Range 18 is one of the Yabusame's main advantages. Begin firing on artillery before it reaches its preferred position, then move after each exchange so the guns cannot answer with a full volley. The range is also useful against Heavy cavalry, but the unit's low base damage means that focus fire from several Yabusame is much more effective than spreading attacks. Keep an infantry screen between the archers and a cavalry charge, and watch for terrain that blocks line of sight. If the enemy has no artillery, compare the cost with Naginata Riders or other ranged units that may offer better damage against the actual targets.

When to preserve the unit

A damaged Yabusame should withdraw before the opponent's melee line closes. Its 200 hit points and 45 percent ranged resistance support repeated ranged exchanges, but neither prevents a cavalry surround. Keep the archers near a safe route to a Stable, Fort, or Daimyo and replace them only when the army still needs their anti-artillery role.

Population and resource cost

At two population and 150 Coin, the Yabusame competes with Japanese cavalry and other high impact units. Add it when the opponent has artillery or Heavy cavalry to answer; if the match is decided by infantry or building pressure, use a different unit that makes better use of the Food and Coin.

Japanese cavalry archer with artillery range

The Yabusame Archer combines traits of a Cavalry Archer and a Culverin. It has longer range and more ranged resistance than most ranged Cavalry, giving it a specialist role against artillery. Its base damage per population is lower than a European Dragoon in the documented comparison, so its value comes from range, resistance and target choice rather than raw damage output.

Use its range against guns, not infantry masses

Yabusame Archers can pressure artillery while staying farther away than most mounted units, but they are not a general Dragoon replacement. Their lower damage and specialized multipliers make them less efficient against ordinary targets, and light infantry can threaten them. Keep them behind a screen, focus enemy guns and use Japanese infantry to control the ground between the archers and the enemy army.