AoE3 DatabaseAoE3: DE 100.19.18309 · read from the game files · unofficial

Infantry · Colonial Age

Jungle Bowman

Jungle Bowman (proto ID deJungleBowman) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 95 hit points, ranged 15 every 3 s at range 16 (×1.75 vs Heavy Infantry, ×2.5 vs Light Cavalry, ×2.5 vs Ranged Shock Infantry); melee 10 every 1.5 s (×1.75 vs Heavy Infantry, ×2 vs Light Cavalry, ×2 vs Ranged Shock Infantry), 20% ranged resist. It costs 80 food, 25 wood and takes 31 s to train at the Fluyt, Fort, Galleon and 5 more. For the same resources it loses hardest to the Steppe Rider (edge ×3.1) and beats the Siege Elephant hardest. 1 civilization has it.

Quick answers (5)
What counters Jungle Bowman in AoE3?
For the same resources, Steppe Rider (×3.1), Veteran Lancer (×2.9), Falconet (×2.4) and Sowar (×2.3) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Jungle Bowman good against?
For the same resources it beats Siege Elephant (×2.5), Hand Mortar (×1.8), Bolas Warrior (×1.8) and Hakkapelit (×1.5) hardest.
How much does Jungle Bowman cost in AoE3?
80 food, 25 wood; 31 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Jungle Bowman?
Inca.
What is the proto ID of Jungle Bowman?
deJungleBowman — the name scenario triggers, AI scripts and mods use.
Hit points
95
Cost
Food80Wood25
Train time
31 s
Speed
4.5

Foot Archer with envenomed arrows which inflict poison damage over time. Good against Heavy Infantry and Light Ranged Cavalry.

Population
1
Line of sight
20
Ranged resist
20%
Available from
IIColonial
XP when killed
11
Game ID
deJungleBowman

In the game's words

How to use it

The Jungle Bowman is a unique Inca archer that can be trained at the War Hut and the Stronghold starting in the Commerce Age. Jungle Bowmen are strong against infantry and are the only unit in the game to deal additional poison damage, which continues to affect enemy units shortly after they are struck by a Jungle Bowman’s arrow. This makes Jungle Bowmen particularly deadly against units attempting to flee a fight.

History

The standing army of the Inca was formed primarily by nobles, but the Sapa Inca could raise an army of able-bodied men from the general populace at will. Military discipline was strictly enforced when the troops were on the march and the army, although variously specialized, was extremely well trained. Drawing on the resources of a vast empire, the Inca recruited warriors from numerous subordinate tribes with their own military traditions. The Ashaninka, known to the Inca as Anti, were particularly skilled archers from the rainforests of modern-day Peru. Their bowmen were adept both in stealth and in the field, firing poison-tipped shafts that made a grim end of their enemies. As battles in the Andean region tended to open with a hail of projectile weaponry before the forces closed in melee combat, Ashaninka bowmen were a valued support force.

From the game's History encyclopedia (Infantry).

Jungle Bowman, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged15 ranged3 s16×0.6 vs Cavalry×1.75 vs Heavy Infantry×2.5 vs Light Cavalry×0.6 vs Light Infantry×2.5 vs Ranged Shock Infantry
Melee10 melee1.5 s—×0.75 vs Cavalry×1.75 vs Heavy Infantry×2 vs Light Cavalry×0.75 vs Light Infantry×2 vs Ranged Shock Infantry
Siege8 siege3 s——

Counters, worked out

Armies of equal cost, base stats (no upgrades or cards). "Edge" = how many times the winner's spending the loser would need to draw.

Jungle Bowman beats

Beats Jungle Bowman

How this is worked out

Each hit: damage × every multiplier that matches the target's types × (1 − the target's resist to that damage). Two ranged units trade shots; against a melee-only unit the better of ranged and melee is used. Damage per second = hit ÷ seconds between attacks.

Armies bought with the same resources fight by Lanchester's square law: strength = (resources ÷ unit cost)² × damage per second × hit points. The edge is the square root of the strength ratio. All matchups.

Home City cards that ship it

Cards and technologies that change it

Cajamarca Supportdamage bonus against Heavy Infantry +1
Champion Jungle Bowmendamage +25%, hit points +25%, line of sight +2, range (Ranged) +2, range (Ranged (defend)) +2, range (Ranged (stagger)) +2
Elite Jungle Bowmenhit points +25%, damage +25%, line of sight +1, range (Ranged) +1, range (Ranged (defend)) +1, range (Ranged (stagger)) +1
Legendary Jungle Bowmenhit points +50%, damage +50%
TEAM Hidalgostrain time −15%
TEAM House of Bonapartetrain time −20%
ArmatoloiRanged Infantry: damage +5%
French and Hausa-only extra +5% Ranged Infantry damageRanged Infantry: damage +5%
Haudenosaunee LacrosseRanged Infantry: damage +10%
Peninsular GuerrillasRanged Infantry: damage +20%
TEAM Coffee ConsumptionRanged Infantry: speed +5%
TEAM Senegalese RiflemenRanged Infantry: damage +10%
Ignatian SpiritualityUnit Class: hit points +5%
End RelationsMilitary: line of sight −7
Ottoman AlliesMilitary: line of sight +7
TEAM Spanish InquisitionMilitary: line of sight +10
Town WatchMilitary: line of sight +3
AcupunctureUnit: train time −25%
Cult of the Supreme BeingUnit: XP for building +10%, XP for kills −10%
Feudal ArmiesUnit: train time −15%
Gadaa SystemUnit: hit points +5%, damage +5%
Golden LibertyUnit: Coin cost −5%
Mapuche Ad-mapuUnit: Coin cost −10%
Tar KilnsUnit: hit points +5%
TEAM Shivaji's TacticsUnit: damage +5%, hit points +5%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
WampumUnit: XP for building +35%, train time −20%
Western ReformsUnit: damage +8%, hit points +8%
Winter CountsUnit: XP for building +40%
Carib Garifuna DrumsArcher: damage bonus against Villager +1
Carib Kasiri BeerArcher: damage +10%
SarmatismArcher: range (Ranged) +1, range (Ranged (defend)) +1, range (Ranged (stagger)) +1, range (Bow) +1, line of sight +1
Seminole BowyerArcher: damage +15%
Tupi Poison Arrow FrogsArcher: damage +10%
Archaic Infantry CombatFoot Archer: hit points +15%, damage +15%
Archaic Infantry HitpointsFoot Archer: hit points +15%
Infantry BreastplateFoot Archer: hit points +10%
Maya Cotton ArmorFoot Archer: hit points +20%
Somali Jile DaggersFoot Archer: time between attacks (Melee (defend)) −35%, time between attacks (Melee) −35%, time between attacks (Melee (stagger)) −35%, time between attacks (Melee (cover)) −35%
Kalthoff RepeatersLight Infantry: damage bonus against Light Infantry +0.1

…and 36 more that change every Cavalry Infantry.

Source: protoy.xml and techtreey.xml, AoE3: DE 100.19.18309 (build 25040513).