Japanese

[ AOE2 CIVILIZATION ]

Japanese

Infantry attack-speed civ anchored by fast-swinging Samurai, with a water-friendly fishing eco.

Tier B infantry samurai fast attack infantry water friendly

[ IDENTIDAD ]

Japanese are AoE2's archetypal fast-attack infantry civilization. Their defining military bonus is Infantry attacks +25% faster starting Feudal Age (+33% in Castle Age and +50% in Imperial Age per common community tooltip — [VERIFY current wording]): this is a DPS multiplier that stacks with Blast Furnace, Supplies, and Squires, and makes every infantry unit in the tree disproportionately powerful. The Samurai unique unit leans into this: while individual Samurai stats are only slightly above a Champion, the +25/33/50% attack-speed interaction on top makes Elite Samurai in Imperial trade efficiently against most other UUs and generic infantry lines. Their economic bonuses cluster around water: Fishing Ships are cheaper and work faster (carry more, some sources cite +5 food capacity [VERIFY exact numbers]), Mills/Lumber/Mining Camps cost -50% (a small but ambient wood save that compounds into more TCs or military). Their tech tree is nearly full — they reach Paladin [VERIFY], Heavy Camel [VERIFY], Hand Cannoneer, Bombard Cannon, and Elite Cannon Galleon. Historical missing techs cluster at Siege Onager (stop at Onager [VERIFY]), Heavy Scorpion [VERIFY], Halberdier [VERIFY — many community sources say Japanese HAVE Halberdier; confirm]. The civ feels like a blend of Goths (infantry focus, fast attack substitutes for cheap HP) and Vikings (water-friendly with infantry anchor), without the cost discounts of either — instead, the payoff is raw speed-of-attack that wins trades you should not be winning.

Datos clave

Mejor mapa
Team Islands / Islands / Migration (water maps) and infantry-friendly closed maps
Peor mapa
Arabia in heavy cavalry meta; any map where opponent can kite indefinitely
Estrategia firma
M@A feudal → Man-at-Arms + Archer Castle transition → Samurai + Champion Imperial
Pro icon
Rarely a go-to pro pick in 1v1; appears in water-map tournaments and infantry-focused anti-meta brackets

⚡ Civ bonuses

Team bonus

Galleys have +50% Line of Sight.

Unique bonus #1

Fishing Ships work faster — carry more food per trip and gather faster.

Fishing Ships have higher work rate and larger carry capacity. Translates to ~15-25% food surplus from each fishing ship over a standard civ. Compounds heavily on maps with shore fish / deep-sea fish.

Unique bonus #2

Mill, Lumber Camp, Mining Camp cost -50% wood.

Each drop-off building costs 50 wood instead of 100. Over a full game with 3-4 of each building, saves ~300-600 wood.

Unique bonus #3

Infantry attacks faster: +25% in Feudal Age, +33% in Castle Age, +50% in Imperial Age.

Attack speed bonus compounds with infantry upgrades — Militia, M@A, Longswordsman, 2H Swordsman, Champion, Pikeman, Halberdier, and Samurai all gain the attack-rate bonus. A Japanese Champion deals ~50% more DPS than a generic Champion.

⚠️ Key tech the civ DOES NOT have
  • · Siege Onager[VERIFY — Japanese believed to lack Siege Onager, stopping at Onager. Limits push-clear options in Imperial vs turtled bases.]
  • · Heavy Scorpion[VERIFY — Japanese believed to lack Heavy Scorpion; scorpion plays stop at base Scorpion.]
  • · Paladin[VERIFY — most sources say Japanese stop at Cavalier; historical reinforces. Confirm current patch tech tree.]
  • · Heavy Camel[VERIFY — Japanese believed to lack camels entirely.]
  • · Ring Archer Armor[VERIFY — Japanese believed to have RAA; confirm.]
  • · Plate Barding Armor[VERIFY — if missing, cavalry weakness compounds.]
  • · Herbal Medicine / Theocracy / some Monastery techs[VERIFY — Japanese Monastery coverage is generally full; confirm.]
  • · Arbalest[VERIFY — Japanese have Arbalest; archer line is complete, supplement role vs infantry focus.]
🛡️ Unique unit · Castle Age

Samurái

anti-unique-unit heavy infantry, fast-attack DPS specialist

  • · Anti-UU specialist — brought out specifically vs opposing unique-unit infantry
  • · Castle-age push vs infantry civs (Goths, Vikings, Celts, Aztecs, Teutons) where Samurai bonus damage to their UU is decisive
  • · Imperial composition backbone alongside Champion + Pike/Halb
⚗️ Unique tech · Castle Age

Yasama

Towers gain +2 attack.

When: Only when committing to tower-based play or when defending vs heavy aggression with existing towers. Skip in pure open-field compositions.

⚗️ Unique tech · Imperial Age

Kataparuto

Trebuchets fire faster and pack/unpack faster.

When: Imperial, when trebuchet push is the plan (breaking castles, walled bases, or forward sieges). Skip if game is decided by Castle Age or if Imperial composition is Samurai+Champion deathball on open ground.

🎯 Recommended build order

M@A → Flex Castle (Samurai or Champion+Siege)

Bracket 1300-1600

Decide at ~15-16min between Samurai Castle drop (anti-UU) or Champion mass (generic infantry).

Alternativa

Water Opener → Land TransitionTeam Islands, Islands, Migration, or mixed water/land maps

❌ Common mistakes playing Japanese

  • Opening scouts instead of committing to M@A / infantry

    Japanese bonus is infantry attack-speed; scouts waste the civ identity. Opponent gets free Castle time while you raid weakly with scouts.

    fix:Barracks first in Feudal. M@A (3-4) + Forging. Treat Japanese like Goths/Vikings: infantry always.

    Ignoring fishing bonus on water-adjacent maps

    Japanese fishing ships are one of the best eco bonuses in the game. Not using them on Arabia-with-water or mixed maps = 150+ food/min wasted.

    fix:If map has water within 10 tiles of TC, build Dock + 2 Fishing Ships by minute 10. Even on Arabia, shore fish access accelerates feudal.

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⚔️ Which civ will you face?

Japanese vs Burmese

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🛡️ Cuidado con estas unidades

Cavalry archers (Mongols Mangudai, Magyar CA, Cuman Kipchak) HIGH

Kite Japanese infantry; +pierce armor via Parthian Tactics; out-range Pike

Camel archer / Genitour (Berbers, Gurjaras) HIGH

Kite infantry, out-range Skirmisher without Bracer

Longbow / Arbalest with range stack (Britons, Mayans, Ethiopians) HIGH

Out-range Japanese archers; out-trade Samurai approach

Paladin (Franks, Lith, Persians, Teutons) MEDIUM-HIGH

Overruns Pike screen; Halberdier mandatory

Siege Onager (Celts, Ethiopians, Mongols, Khmer, Koreans) MEDIUM-HIGH

AoE damage deletes clumped Samurai/Champion; Japanese lacks SO mirror

Monks (Aztec, Spanish, Lith, Byzantine) MEDIUM

Samurai + Champion are gold-heavy; monks convert key units for eco swing

🗺️ Performance por mapa

arabia
B

Open map punishes infantry civs that must close distance vs archers. Japanese ca…

arena
B

Closed map favors the boom civs (Britons, Chinese, Persians). Japanese infantry …

nomad
B

No strong nomad-start eco bonus. Fishing bonus helps if TC lands near water. Sta…

black forest
B

Trees + infantry + siege is on-archetype, but the lack of Siege Onager caps late…

fortress
B

Walled start favors Japanese M@A + Samurai push through Castle drops. Yasama tow…

hideout
B

Walled + boom-friendly. Japanese lack the boom bonuses of premier Hideout civs (…

four lakes
B

Mixed water/land. Fishing bonus active but not enough to push tier."

team islands
A

Fishing Ship bonus + water-friendly tech tree (Fast Fire Ship [VERIFY], Elite Ca…

islands
A

Same reasoning as Team Islands — fishing eco + competent navy puts Japanese in A…

migration
A

Transition phase + fishing bonus lets Japanese boom on the island, then send rei…

mediterranean
B

Mixed water/land with trade. Japanese navy is competitive; land game less domina…

mongolia
C

Open steppe map. Cavalry-friendly. Japanese infantry fights uphill against mobil…

runestones
B

Arabia-like with relic scatter. Similar B-tier standing to Arabia.

megarandom
B

Variance both helps (water rolls) and hurts (open steppe rolls). Median B-tier.

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