|“||The Archer is the most affordable long-range all-rounder for every situation.||„|
The archer moves along the path and attacks all enemy units or structures with the exception of traps. Traps are ignored and damage the archer when it runs over them.
Archers are the second type of troops you obtain and the first ranged unit. As such they will quickly fill the second unit slot on attacks. They serve the role as a defensive ranged unit to snipe enemy units approaching from the next lane. They tend to be quickly outclassed by other units and replaced as early as with Paladins. Later in the game, archers become relevant again due to their added blunt damage after acquiring elite status.
Early in the game archers can be useful to attack opponents from an adjacent lane or behind a blockade, causing damage that cannot be easily retaliated. However, they are easily killed by other ranged units and most spells can kill an archer quickly. Because of their relatively low damage and range, experienced players can usually bait archers in nearby lanes or behind barricades into a position where they can be attacked and overrun quickly before the archers can do significant damage (i.e. use Call to move troops away from the archer to force them to advance to a position where they can be attacked).
Archers especially at max level are an excellent attacking unit & despite all towers having a 50% resistance to piercing, fall within seconds when confronted by a group of 5-6 maxed out archers. Even the castle gate falls within seconds to an onslaught by 7-8 max level arches, and even quicker if the hero uses his scream effect to up the archer's damage rate near the castle gate.
Below we have two pictures showcasing the outstanding offensive ability of level 10 archers (without any boosts activated) taking down a level 11 castle gate within seconds without any help from the hero whatsoever.
At a morale cost of 2 they are extremely quick to call and one can have a big group of them at any point of time. They are also highly effective against units. Units with a weakness to piercing like Ogres & Pyromancers last no more than 2 seconds when confronted by a group of maxed out archers. Others without a major weakness to piercing like mummies, werewolves also die very quicly. Often a group of archers is able to kill the werewolf even before it gets to bring out its battlecry ability. The only short coming of the archer is its lower range compared to other ranged units, which means the enemy ranged unit will be able to attack the archer a little before the archer gets to attack it. This can be seen in a 1v1 battle between an arblaster and an archer, when the arblaster is able to start firing at the archer before the archer is able to attack the arblaster. Also the archer is quickly affected by AoE type damage dealt by mortars & pyromancers. However, all of these shortcoming are rather easy to overcome by having a huge mass of archers at once which is pretty easy to do & by the hero using his heal spell once in a while to restore any lost health and remove status effects of poison & fire.
Archers vs. Arblasters Edit
Since both are ranged units, doing piercing damage, archers and arblasters are very much alike and basically serve the same role. Both unit types have their advantages.
Range: The arblaster's range is probably the main reason for choosing it over an archer. It allows the arblaster to attack earlier and makes it a more formidable fighter in lane to lane combat. With archers there can be situations where enemy units attack but cannot be attacked themselves (e. g. a pyromancer with range 4.0). Arblasters have no such problem, except with cannons.
Damage: Damage-wise there is not much of a difference between both: While the arblaster's rapid attack might look more impressive, it deals a comparable amount of damage per second. In fact, at the time the arblaster becomes available, it has exactly as much firepower as an archer that has all available upgrades up to that point. At highest level, the arblaster's damage is a bit higher than the archer's (780 vs 746).
Note: After Elite boost level 4 for the power archer is activated, the archer does 900* piercing damage which is 120* more than a maxed out arblaster. Also, the archer gains additional blunt dps.
Survivability: The arblaster has an advantage in terms of hit points, but is very susceptible to poison, whereas the archer has no such weaknesses but a resistance to piercing. It depends on the situation which unit has a higher survivability.
Note: After Elite boost level 4 for the power archer is activated the archer has more hit points than a maxed out arblaster (2,432 vs 1,980).
Morale: At half the morale cost, archers are much cheaper to summon. During an attack this means that there can be two archers for every arblaster. For defensive waves this is only true until the eight slots are all filled.
Conclusion: One arblaster is usually far better than one archer, which is why it should be preferred for defensive waves if morale allows it. Otherwise, both units have their advantages for offense and defense. The arblaster's main advantage is its high range, the archer's is its low morale cost. However 2 archers are always better than 1 arblaster. So it is recommended to use archers for as long as the hero doesnt have the high leadership required to bring out a huge number of arblasters. If we are talking about who would win in a battle between archers & arblasters, then 1v1 an arblaster would win but that can be considered an unfair match up because in a 1v1 the arblaster gets to keep all of its advantages (like its superior range) over the archer & the archer loses its morale advantage over the arblaster (for every arblaster you can have double the amount of archers). So a fair match up would be 2 archers (4 pts) vs 1 arblaster (4 pts) in which case the archer would be the clear winner or a 1v1 match in which the arblaster has given up its range advantage to even up the archer giving up its morale advantage, in which case also the archer comes out the clear winner mainly due to it having a resistance to piercing & the arblaster having no such resistance and due to the fact that an arblaster is very weak to poison while an archer isn't.However a maxed out arblaster would fall very easily to a maxed out elite archer.
Here is a test video showing differents situations (1vs1, 1vs2) in order to see how perform max Archer vs max Arblaster :
|Forgings Levels||Pearls Cost||Cooldown||Success Chance||Max Fails|
Elite Boost (Power Archer) Edit
Power Archer Levels Edit
|Level||Alliance Level||Blunt Damage Boost||Health Boost|
Pro Boost (Ascension Archer)Edit
Ascension Archer Levels Edit
|Level||Pro-Points Required||Blunt Damage Boost||Health Boost|