Zamburak
Zamburak is Indians ranged cavalry in Age of Empires III, available from the Commerce Age; obtained through Caravanserai, Fort, Agra Fort (with the Delhi Gate upgrade), Galleon.

Recorded values
- Available
- Commerce Age · Caravanserai; Fort; Agra Fort (with the Delhi Gate upgrade) ; Galleon
- Training
- 33 sec · 1 population · 12 XP per train
- Durability & mobility
- 130 hit points · 20% ranged resistance · 7.5 speed · 15 line of sight
- Hand attack
- 7 damage · 1.5 attack interval · bonuses: 3.5x vs. Heavy cavalry; 2.5x vs. Hand shock trooper
- Ranged attack
- 15 damage · 12 range · 3.0 attack interval · bonuses: 3.5x vs. Heavy cavalry; 2.5x vs. Hand shock trooper; 0.5x vs. Villager
- Siege attack
- 8 damage · 6 range · 3.0 attack interval
Role, availability & values
Production is available through Caravanserai, Fort, Agra Fort (with the Delhi Gate upgrade), or Galleon. It has 130 hit points and 20% ranged resistance. It moves at 7.5 speed and uses 1 population. Training costs 60 Food and 60 Coin; it takes 33 seconds to train. Attack profile: Hand attack deals 7 damage. Ranged attack deals 15 damage. Siege attack deals 8 damage. Hand attack bonuses: 3.5× against Heavy cavalry and 2.5× against Hand shock trooper. Ranged attack bonuses: 3.5× against Heavy cavalry, 2.5× against Hand shock trooper, and 0.5× against Villager.
Matchup & timing
Hand attack is especially effective against Heavy cavalry (3.5×), Hand shock trooper (2.5×). Ranged attack is especially effective against Heavy cavalry (3.5×), Hand shock trooper (2.5×). Its reduced multipliers against Villager (0.5×) make it less suitable for those targets. Use ranged fire to focus Heavy cavalry and Hand shock trooper before they can close; hold the melee attack for Heavy cavalry and Hand shock trooper when they enter contact. Keep a frontline between this unit and threats that can reach it safely.
Fast anti-cavalry ranged cavalry
Zamburak is an Indian ranged cavalry unit available from the Commerce Age. It costs 60 Food and 60 Coin, trains in 33 seconds and uses one population, an efficient footprint for a force that needs mobile fire. The current unit has 130 hit points, 20% ranged resistance, speed 7.5 and line of sight 15. Its ranged attack deals 15 damage at range 12 every three seconds, with 3.5× damage against Heavy Cavalry and 2.5× against Hand Shock troops. Damage against Villagers is reduced to 0.5×, so it is designed to counter expensive military targets rather than raid workers. The hand attack deals seven damage and retains strong anti-cavalry bonuses, while the eight-damage siege attack is a minor contribution against structures. Keep Zamburaks at range and focus them on the classes named in their bonuses. Their speed helps them pick an angle and disengage, but a three-second firing interval means they should not stand still under return fire. If melee units approach, use the mobility to retreat and let infantry protect the line.
Recruitment options and army coordination
The unit is available through the Caravanserai, Fort, Galleon or the Agra Fort after the Delhi Gate upgrade, depending on the chosen Indian build and scenario. These access routes allow different timing: a Caravanserai supports normal production, while a Fort or naval delivery can reinforce a position under special conditions. The Delhi Gate requirement means the Agra Fort does not provide Zamburak access automatically. Confirm the upgrade and building before placing the unit in a build order. Its one-population cost allows a large number to accompany heavier Indian units, but their role remains specific. Use them to screen against Heavy Cavalry and Hand Shock troops, while other units handle infantry or artillery that does not match their target bonuses. Their range and mobility let them pressure the enemy’s expensive units, but the low Villager multiplier makes worker pursuit inefficient. A mixed force can keep the Zamburaks alive long enough to cycle shots: infantry occupies melee attackers, and the riders focus fire on the threat most capable of breaking the line. Do not trade the whole group for one target if the opponent still has counters in reserve.
Version-aware values and practical timing
Zamburak belongs to the Indian roster introduced with The Asian Dynasties and remains available in Definitive Edition. Older references may differ in unit access, attack bonuses or the effect of Indian cards and upgrades, so use the current in-game tooltip for the selected release. The baseline values here describe the current standard unit, before civilization cards, technologies or aura effects are applied. A Zamburak group is most useful once the opponent commits costly cavalry or shock troops; training them before scouting can leave the army short against other unit classes. The 33-second training time and combined Food-and-Coin cost make them quick enough to reinforce but still a real economic decision. Keep the Caravanserai or forward production source protected, and avoid placing cavalry production where artillery can immediately destroy it. In a battle, approach on a flank, deliver focused volleys into heavy cavalry, then pull back before the enemy’s melee screen closes. Their 20% ranged resistance helps against ranged attacks but does not negate melee counters or make them safe under concentrated fire. Pair them with a durable line and select targets instead of chasing every retreating unit.
Choosing the engagement
Zamburaks have enough speed to threaten a flank and withdraw from a bad exchange, but that movement should serve a target plan. Scout for heavy cavalry before training a large group, keep the riders out of direct melee and focus the enemy unit that makes the greatest threat to the Indian line. When the heavy cavalry retreats, do not pursue so far that the Zamburaks lose their infantry screen.
Fast, low-population ranged Cavalry
The Zamburak is a very fast and inexpensive ranged Cavalry unit with fewer hit points than many mounted troops. It uses one population in the documented profile and carries a mounted gun with useful range. Its strongest damage is against Heavy Cavalry, making it an efficient specialist for protecting an army from mounted charges.
Use mobility and avoid a direct infantry fight
Zamburaks should kite and reposition rather than trade health with heavier units. Their low hit points make concentrated ranged fire dangerous, and they are not a durable front line. Use them to focus Heavy Cavalry, then withdraw when the opponent changes to light infantry or artillery. Check the civilization and age that grant access; the same unit role may have different upgrades across the Ottoman or allied roster.