Royal Revolt 2 Wiki
Advertisement
The Archer is the most affordable long-range all-rounder for every situation.

Behavior[]

The Archer moves along the path and attacks all enemy units or structures except for traps. Traps are ignored and damage the Archer when it runs over them.

General Assessment[]

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 of 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, the Archers become relevant again due to their added blunt damage after acquiring Elite status.

Defense[]

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).

Attack[]

Archers, especially at the max level, are an excellent attacking Unit and 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 Archers, 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.

ArchersTakingDownCastleGate

At a morale cost of 2, they are extremely quick to call and one can have a big group of them at any point in time. They are also highly effective against units. Units with a weakness to PiercingDamage Piercing Damage like Ogres and 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 quickly. Often a group of Archers can kill the Werewolf even before it gets to bring out its Battlecry ability. The only shortcoming 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 Archer and an Arblaster where the latter starts firing before the Archer starts to shooting its first arrow. Also, the Archer is quickly affected by AoE type damage dealt with Mortars and Pyromancers. However, all of these shortcomings are rather easy to overcome by having a huge mass of Archers at once if your Hero uses his Heal spell or Shield with the Regeneration bonus to restore any lost health and to remove the status effects of Poison and Fire.

Archers vs. Arblasters[]

Since both are ranged units, doing piercing damage, Archers and Arblasters are very much alike and serve the same role. Both unit types have their advantages.

Archer Arblaster
Archer
Arblaster
Range Range
Having a short-range allows him to kill and go foes more often than stopping by continuously because of the enemies who keep approaching his range area. Arblasters can attack earlier and makes it a more formidable fighter in the lane to lane combat. A downside is that they won't move from their position until they kill all Units around them.
PiercingDamage Damage
Archers can take advantage of their damage only with their Elite Boost which gives extra Blunt Damage to their primary damage. While the Arblaster's rapid attack might look more impressive, it does 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.
PoisonDamage Survivability
Archer has no weakness to Poison Damage but he's resistant to Piercing Damage. It always depends on the situation in which a unit has higher survivability. The Arblaster has an advantage in terms of hit points but is very susceptible to poison.
Morale 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. Arblasters don't cost much in terms of Morale Points to use in offense but they might be redundant at the early stages of the game. More useful rather are if used in defense mainly when the Frenzy Frost Blaster War Boost is activated, which highly increases the survivability of the whole wave.

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 one is its low morale cost. However, 2 Archers are always better than one Arblaster. So it is recommended to use Archers for as long as the Hero doesn't have the high Leadership required to bring out a huge number of Arblasters.

In a 1v1 battle, the 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 moral advantage over the Arblaster (for every Arblaster you can have double the number 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.

ROYAL_REVOLT_2_-_ARBLASTER_vs_ARCHER_(test)

ROYAL REVOLT 2 - ARBLASTER vs ARCHER (test)

Here is a test video showing different situations (1vs1, 1vs2) to see how to perform max Archer vs max Arblaster: ROYAL REVOLT 2 - ARBLASTER vs ARCHER (test) (by Flothaboss).

Levels[]

Level Health Damage Academy Level Upgrade Cost Upgrade Time
1 Health 250 PiercingDamage 120 2 Unlock with Troop Academy lvl 2
2 Health 300 PiercingDamage 144 2 Gold 2K Time 17m 30s
3 Health 360 PiercingDamage 173 3 Gold 12.5K Time 52m 30s
4 Health 430 PiercingDamage 208 4 Gold 50K Time 3h 30m
5 Health 520 PiercingDamage 250 5 Gold 100K Time 7h
6 Health 620 PiercingDamage 300 6 Gold 350K Time 14h
7 Health 740 PiercingDamage 360 7 Gold 1M Time 1d 4h
8 Health 890 PiercingDamage 432 8 Gold 2M Time 1d 18h
9 Health 1,070 PiercingDamage 518 9 Gold 3M Time 3d 12h*
10 Health 1,280 PiercingDamage 622 10 Gold 4M Time 4d 9h*
11 Health 1,540 PiercingDamage 746 10 Gold 5.5M Time 5d 6h*
12 Health 1,760 PiercingDamage 882 11 Gold 8M Time 6d*
13 Health 2,010 PiercingDamage 1,043 11 Gold 10M Time 6d 12h*
14 Health 2,510 PiercingDamage 1,220 12 Gold 12M Time 6d 12h
15 Health 2,860 PiercingDamage 1,366 13 Gold 15M Time 7d
16 Health 3,260 PiercingDamage 1,530 14 Gold 18M Time 7d
+1 Only During Seasons
MORE COMING SOON

Level Health Damage Academy Level Upgrade Cost Upgrade Time XP
1 Health 250 PiercingDamage 100 2 Unlock with Troop Academy lvl 2 IconXP 10
2 Health 300 PiercingDamage 120 2 Gold 2K Time 17m 30s IconXP 13
3 Health 360 PiercingDamage 144 3 Gold 12.5K Time 52m 30s IconXP 16
4 Health 430 PiercingDamage 173 4 Gold 50K Time 3h 30m IconXP 22
5 Health 520 PiercingDamage 208 5 Gold 100K Time 7h IconXP 30
6 Health 620 PiercingDamage 250 6 Gold 350K Time 14h IconXP 41
7 Health 740 PiercingDamage 300 7 Gold 1M Time 1d 4h IconXP 55
8 Health 890 PiercingDamage 360 8 Gold 2M Time 2d 15h IconXP 74
9 Health 1,070 PiercingDamage 432 9 Gold 3M Time 3d 12h IconXP 100
10 Health 1,280 PiercingDamage 518 10 Gold 4M Time 4d 9h IconXP 135
11 Health 1,540 PiercingDamage 622 10 Gold 5.5M Time 5d 6h IconXP 182
12 Health 1,760 PiercingDamage 734 11 Gold 8M Time 6d IconXP 200
13 Health 2,010 PiercingDamage 866 11 Gold 10M Time 6d 12h IconXP 210
14 Health 2,800 PiercingDamage 1,039 12 Gold 12M Time 6d 12h IconXP 220
15 Health 3,140 PiercingDamage 1,164 13 Gold 15M Time 7d IconXP 220
16 Health 3,520 PiercingDamage 1,304 14 Gold 18M Time 7d IconXP
+1 Only During Seasons
MORE COMING SOON

IconInfo To see the full List of IconXP XP values for everything which yields XP, check this page.
Divider

Forgings Levels[]

Forgings Levels Pearls Cost Cooldown Success Chance Max Fails
+1 Pearl 25 Time 6h ButtonConfirm 66.6% ButtonCancel 0
+2 Pearl 50 Time 12h ButtonConfirm 55.5% ButtonCancel 0
+3 Pearl 75 Time 18h ButtonConfirm 44.4% ButtonCancel 1
+4 Pearl 100 Time 1d ButtonConfirm 33.3% ButtonCancel 1
+5 Pearl 100 Time 1d 12h ButtonConfirm 33.0% ButtonCancel 1
+6 Pearl 100 Time 2d 6h ButtonConfirm 33.0% ButtonCancel 1
+ Pearl 100 Time 4d 12h ButtonConfirm 33.0% ButtonCancel 1
ARCHER FORGINGS
IconBoostForge Forgings Health Health Bonus PiercingDamage Damage Bonus Range Range Bonus
+1 +62.00 +20.00 3.55 (1.30%)
+2 +124.00 +40.00 3.59 (2.60%)
+3 +186.00 +60.00 3.64 (3.90%)
+4 +248.00 +80.00 3.68 (5.20%)
+5 +310.00 +100.00 3.73 (6.50%)
+6 +372.00 +120.00 3.77 (7.80%)
+7 +434.00 +140.00 3.82 (9.10%)
+8 +496.00 +160.00 3.86 (10.40%)
+9 +558.00 +180.00 3.91 (11.70%)
+10 +620.00 +200.00 3.96 (13.00%)
+11 +682.00 +220.00 4.00 (14.30%)
+12 +744.00 +240.00 4.05 (15.60%)
+13 +806.00 +260.00 4.09 (16.90%)
+14 +868.00 +280.00 4.14 (18.20%)
+15 +930.00 +300.00 4.18 (19.50%)
+16 +990.83 +319.62 4.23 (20.74%)
+17 +1,046.41 +337.54 4.26 (21.69%)
+18 +1,094.10 +352.91 4.28 (22.34%)
+19 +1,133.51 +365.62 4.30 (22.78%)
+20 +1,165.54 +375.94 4.31 (23.08%)
+21 +1,191.52 +384.31 4.32 (23.30%)
+22 +1,212.69 +391.14 4.32 (23.47%)
+23 +1,230.12 +396.75 4.33 (23.60%)
+24 +1,244.62 +401.43 4.33 (23.70%)
+25 +1,256.82 +405.36 4.33 (23.78%)
+26 +1,267.18 +408.70 4.33 (23.85%)
+27 +1,276.08 +411.57 4.34 (23.91%)
+28 +1,283.79 +414.05 4.34 (23.96%)
+29 +1,290.52 +416.22 4.34 (24.00%)
+30 +1,296.45 +418.13 4.34 (24.04%)
SkipRow SkipRow SkipRow SkipRow
MAX Health +1,386 PiercingDamage +447 Range 4.36 (24.57%)

Applicable Runes[]

Levels RuneUnits
Increased Health
RuneUnits
Increased Damage
RuneUnits
Increased Speed
RuneUnits
Increased Attack Rate
RuneUnits
Increased Range
RuneUnits
Archer: Huntsman
Unique Level 6 Effect: Archers fire an additional, weaker arrow.
Level 1 Health +1.00% to 2.00% NormalDamage +1.00% to +2.00% IconSpeedBoost +1.00% to +3.00% IconAttackRate +1.00% to +2.00% Range +1.00% to +2.00% PerkLifeonHit +10 to +20
Level 2 Health +2.00% to +3.00% NormalDamage +2.00% to +3.00% IconSpeedBoost +3.00% to +5.00% IconAttackRate +2.00% to +3.00% Range +2.00% to +3.00% PerkLifeonHit +20 to +40
Level 3 Health +3.00% to +4.00% NormalDamage +3.00% to +4.00% IconSpeedBoost +5.00% to +7.00% IconAttackRate +3.00% to +4.00% Range +3.00% to +4.00% PerkLifeonHit +40 to +60
Level 4 Health +4.00% to +5.00% NormalDamage +4.00% to +5.00% IconSpeedBoost +7.00% to +9.00% IconAttackRate +4.00% to +5.00% Range +4.00% to +5.00% PerkLifeonHit +60 to +80
Level 5 Health +5.00% to +7.00% NormalDamage +5.00% to +7.00% IconSpeedBoost +9.00% to +12.00% IconAttackRate +5.00% to +7.00% Range +5.00% to +7.00% PerkLifeonHit +80 to +100
Level 6 Health +7.00% to +10.00% NormalDamage +7.00% to +10.00% IconSpeedBoost +12.00% to +15.00% IconAttackRate +7.00% to +10.00% Range +7.00% to +10.00% PerkLifeonHit +100 to +140
PiercingDamageDouble +20.00% to +50.00%

Boosts[]

Power Archer

PowerArcher

Based On
Archer

Insta-Archer

Insta-Archer

Based On
Archer

Super Ranger

SuperRanger

Based On
Archer

Tribal Archer

TribalArcher

Based On
Archer

Ascension Archer

AscensionArcher

Based On
Archer
Advertisement