Work in Progress: The Knights Templar and House of Lancaster civilizations aren't fully updated and miss stats, abilities and upgrades.
Explorer will continue to be updated over the next few weeks for both old and new civs.
Light Melee Infantry

Shinobi

Japanese
Melee infantry that specializes in scouting, sabotage, and assassination. + Disguise as enemy Villagers + Bonus damage vs. melee + Health regeneration - Capital Town Centers, Outposts, and Scouts can spot disguises Heals passively.

Japanese is part of the Sultans Ascend expansion

Get it on Steam Xbox MS Store

Abilities and influences

Spy

Target a visible enemy unit or structure to disguise the Shinobi as a Villager of that player. 1 min cooldown

Shunshin

Drop a smoke bomb and reappear at a selected location. 30 secs cooldown

Sabotage

Target a visible enemy building to deal 200 damage, disable its production, and set it on fire for 30 seconds. 1 min cooldown

Katana Bannerman Aura

Aura that increases melee infantry damage by +15%. Banner drops on death and lasts for 30 seconds providing the same aura. When in 6 tiles range of

Katana Bannerman.

Produced at

Patch History

Patch 9.2.628

Now shares a formation with Onna-Bugeisha instead of Man-at-Arms.

Updated text to reflect health regeneration bonus and what can detect Shinobi disguises.

Season Six Update

When using the Shunshin ability to teleport, it is no longer possible for the Shinobi to teleport to the center of the map.

The Shunshin ability can now be used to teleport on top of stone walls. Targeting a stone wall directly no longer teleports the unit to the other side of the wall.

Costs
0:20
80122 Hitpoints
2037 5 Melee Attack
1015 Torch Attack
03 Melee Armor
03 Ranged Armor
Damage16DPS 29.6 4
Move Speed1.375T/S
Attack Speed1.25S
Line of Sight8TILES

Technology Upgrades

Imperial Age Shinobi

Age IV

Shinobi Scaling Technology

Increases the health and damage of of Shinobi when reaching Imperial Age.

Costs
Unique to Japanese

Castle Age Shinobi

Age III

Shinobi Scaling Technology

Increases the health and damage of Shinobi when reaching Castle Age.

Costs
Unique to Japanese

Angled Surfaces

Age IV

Ranged Armor Technology 3/3

Increase the ranged armor of all non-siege units by +1.

Costs
150
350
1:00

Fitted Leatherwork

Age II

Melee Armor Technology 1/3

Increase the melee armor of all non-siege units by +1.

Costs
50
125
1:00

Insulated Helm

Age III

Melee Armor Technology 2/3

Increase the melee armor of all non-siege units by +1.

Costs
100
250
1:00

Iron Undermesh

Age II

Ranged Armor Technology 1/3

Increase the ranged armor of all non-siege units by +1.

Costs
50
125
1:00

Master Smiths

Age IV

Melee Armor Technology 3/3

Increase the melee armor of all non-siege units by +1.

Costs
150
350
1:00

Military Academy

Age III

Production Technology

Increase the production speed of infantry, cavalry, siege, and transport units at buildings by 33%. Does not affect religious units or other support units.

Costs
100
250
1:00

Wedge Rivets

Age III

Ranged Armor Technology 2/3

Increase the ranged armor of all non-siege units by +1.

Costs
100
250
1:00

Siege Engineering

Age II

Siege Unit Unlock

Melee and ranged infantry can construct Siege Towers and Battering Rams in the field.

Costs
50
125
0:30

Hizukuri

Age II

Melee Damage Technology 2/4

Increase the melee damage of all non-siege units by +1.

Costs
100
50
0:45
Unique to Japanese

Kobuse-gitae

Age III

Melee Damage Technology 3/4

Increase the melee damage of all non-siege units by +1.

Costs
200
125
1:00
Unique to Japanese

Oda Tactics

Age IV

Melee Infantry Technology

Tactics from powerful daimyo improves melee infantry, increasing their damage by +15%, torch damage by +15%, and +15% health.

Costs
500
1000
1:30
Unique to Japanese

Tatara

Age I

Melee Damage Technology 1/4

Increase the melee damage of all non-siege units by +1.

Costs
35
15
0:15
Unique to Japanese

Yaki-ire

Age IV

Melee Damage Technology 4/4

Increase the melee damage of all non-siege units by +1.

Costs
275
175
1:00
Unique to Japanese

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