Clash Of Clans Archers Detailed Guide - Theria Games

Introduction to Clash of Clans Archers Detailed Guide
The Archer is the second Elixir troop player to unlock the barracks in Clash of Clans, becoming available once the barracks are upgraded to level 2. As the first ranged troop in the game, she introduces a new strategic element to attacks by allowing players to engage enemies from a distance. This provides a significant advantage over melee units, which must reach their targets before they can begin dealing damage. Archers can take down enemy defenses or structures from a safe distance, making them valuable assets for any attack.
Strengths
Ranged Attacks:
Archers can target buildings from a short distance, allowing them to shoot over walls without needing to break through, making them great for picking off exposed structures.
Low Training Cost and Time:
Archers are inexpensive and quick to train, making them ideal for farming strategies like BARCH (Barbarians + Archers) or GiBarch (Giants + BARCH).
Flexible Deployment:
Due to their small size and 1 housing space, Archers can be spread out to avoid splash damage, used for sniping outside buildings, or deployed strategically to lure Clan Castle troops or heroes.
Weaknesses
Low Hitpoints:
Archers are extremely fragile and can be wiped out quickly by splash defenses like Mortars, Wizard Towers, and Bomb Towers.
Weak Against Traps:
Since Archers are often deployed in groups, a single Giant Bomb or Air Bomb (if using Archer Queen with Archers in Archer Walk-style attacks) can eliminate them instantly.
Limited Damage Output:
Individually, Archers deal modest damage, requiring large numbers to break through well-defended areas, especially against storages, high-HP buildings, or core defenses.
Archer’s Attack Behavior
Archers, like Barbarians, do not have a preferred target and will attack the nearest building in their range. This makes them highly versatile for general attacks, as they do not prioritize defensive structures or resource buildings, allowing them to efficiently clear out bases when deployed in large numbers. Their ability to attack over walls gives them an advantage in reaching otherwise inaccessible buildings without having to break through defenses. However, their lack of target preference means they may not always focus on high-value objectives like defensive structures unless directed through funneling techniques.
Their targeting behavior changes when enemy Clan Castle troops, Heroes, or Skeleton Trap skeletons are present. If these enemy units attack the Archers or any nearby friendly troops, the Archers will immediately shift their focus to engage the threat. This reactive targeting makes them effective at helping to clear enemy reinforcements, but it can also cause them to be distracted from attacking buildings. In battles where enemy Clan Castle troops are present, Archers can be strategically spread out to minimize splash damage and maximize their ability to eliminate threats efficiently.
Once they eliminate the enemy unit or if no immediate danger remains, they will resume targeting the nearest building. This makes them useful for supporting other troops during battle, as they can provide additional firepower against defensive troops while still contributing to overall destruction. However, due to their low health, they must be used carefully, as a single well-placed Mortar shot or Poison Spell can wipe out entire groups of Archers before they can deal significant damage.
Town Hall-Level Use Cases
As players progress through the various Town Hall levels in Clash of Clans, the role and effectiveness of Archers evolve significantly. While their basic function as a ranged support troop remains consistent, the strategies involving Archers change depending on what level of Town Hall a player is currently at. Below is a breakdown of how Archers are commonly used across different Town Hall stages:
Town Hall 2–4: Core Troop for All Attacks
At these early stages, Archers serve as one of the main offensive troops. Since there are limited defensive structures and few splash damage threats, mass Archer attacks (often paired with Barbarians) can easily overwhelm bases. Players frequently use simple BARCH strategies to raid for resources and earn three-star victories against lightly fortified opponents.
Town Hall 5–7: Farming and Clan War Utility
As more defensive structures are unlocked, especially splash damage defenses like Wizard Towers and Mortars, Archers begin to take on more of a support role rather than a primary offensive unit. BARCH remains a popular farming composition, especially for collecting exposed resources. In Clan Wars, Archers are often used to clean up leftover buildings after the main push, snipe corner Builder’s Huts, or help funnel troops by clearing outside structures.
Town Hall 8–9: Support Role in Farming and War
With increased base complexity and stronger splash defenses, mass Archers become less effective for core destruction. However, they remain essential in farming compositions like GiBARCH or GoBARCH, where Giants and Golems tank while Archers do consistent ranged damage. Archers are also valuable for luring and eliminating enemy Clan Castle troops. At this stage, players begin incorporating them into war strategies to support funneling and edge cleanup.
Town Hall 10–11: Queen Walk Support and Cleanup
At these mid-level Town Halls, Archers are no longer used in large quantities but still hold utility value. They often assist in Queen Walk or Queen Charge strategies, clearing buildings that the Archer Queen bypasses. A handful of Archers can also secure percentage-based victories in Clan Wars by cleaning up after the main force has taken down most of the core. Additionally, their ability to trigger traps or lure Clan Castle troops remains relevant.
Town Hall 12–13: Precision Support and Scouting
At higher Town Hall levels, players shift toward heavier, more complex strategies. Archers are typically brought in small numbers to provide targeted support — such as sniping weak buildings, triggering Teslas, or distracting defenses. They’re also helpful in spotting and testing trap placements before committing high-value troops. Some Queen Charge attacks still benefit from the Archers summoned by the Royal Cloak ability, adding extra firepower in critical moments.
Town Hall 14–15: Strategic Utility in Hybrid Armies
Archers see limited but important use at these advanced stages. While their base damage and health remain modest, their role as low-housing-space fillers becomes more pronounced. Players might include a few Archers to pick off buildings outside walls, helping to control pathing or secure an extra star in war. In hybrid compositions like Hybrid Hog Miner or LavaLoon, Archers can be deployed late in the attack to finish off structures that the main force missed.
Town Hall 16–17: Cleanup, Funneling, and Advanced Scouting
At the highest levels of gameplay, Archers are primarily used for precision. Their main value comes from their ability to clean up after high-damage troops like Electro Dragons, Yetis, or Super Bowlers. Since bases are densely packed and full of traps and max-level splash damage defenses, Archers cannot survive long if misused. However, when deployed carefully, they help achieve small but critical objectives — whether it’s creating a funnel, taking out corner buildings, or confirming the position of traps before the main force moves in.
Offensive Strategies for Archers
The Archer’s range allows her to attack over walls, making her a valuable unit for targeting buildings without breaking through defenses. However, her low health makes her highly vulnerable to most defensive structures, especially those that deal splash damage. Mortars, Wizard Towers, and Bomb Towers can quickly eliminate groups of Archers if they are clustered together, so deploying them in small, spread-out groups is crucial for survival.
One common strategy involving Archers is the “Archer Rush,” where a large number of Archers are deployed to overwhelm defenses. This tactic is most effective against lower-level opponents with fewer splash damage defenses. Pairing Archers with Giants can also be useful for farming, as the Giants can absorb damage while the Archers attack from a safer distance. Similarly, using Barbarians or other high-health units as a “meat shield” helps keep Archers alive longer, allowing them to deal consistent damage.
While an Archer and Barbarian combo is a low-cost and quick-training strategy for farming, it lacks the destructive potential required for trophy pushing or war attacks. Archers excel at picking off lone, exposed buildings such as Builder’s Huts or resource collectors placed in corners, which can help secure extra percentage points for a victory. However, when targeting defensive structures, players should consider both the level of their Archers and the strength of enemy defenses.
Beyond offense, Archers are useful for triggering traps like Giant Bombs before deploying more valuable troops. Their range also makes them effective at luring and eliminating Clan Castle troops, especially when spread out to minimize damage from splash attacks. Additionally, single Archers can be deployed strategically to scout for hidden defenses while collecting small amounts of loot or securing at least one star in battle.
Defensive Strategies for Archers
Archers can be an effective defensive troop choice in the Clan Castle due to their ability to target both air and ground units. Their ranged attack allows them to deal damage from behind walls, making them difficult to reach and effectively adding another layer of defense to the base. This positioning gives attackers a hard time, as they have to commit extra resources to eliminate the Archers without being able to retaliate as effectively. However, their low health remains a significant drawback.
Archers can be quickly wiped out by spells like Lightning and Poison, especially if they are lured out of the Clan Castle during the raid. To mitigate this vulnerability, placing the Clan Castle deeper within the base is crucial. This makes it harder for attackers to lure out the defending troops early, forcing them to commit more troops and time to deal with the Clan Castle defense.
To further enhance the Clan Castle defense, a well-balanced composition that includes Archers alongside stronger defensive troops like Witches, Baby Dragons, or even Lava Hounds can be highly effective. This mix forces attackers to commit more resources to deal with the Clan Castle, either by deploying additional troops or using spells. The presence of more powerful units alongside Archers can overwhelm attackers, creating confusion and wasting their time and troops. A large group of Archers can also be used to distract the attacking forces, buying time for defensive buildings like X-Bows, Inferno Towers, or Wizard Towers to inflict damage, making the base’s defenses even more formidable.
However, there are potential pitfalls to using Archers in the Clan Castle. While they can fire from behind walls, the AI controlling them may occasionally cause them to move out of their safe zone and engage in open areas. This behavior leaves them exposed to splash damage from Mortars, Wizard Towers, or Bomb Towers, which can quickly eliminate them if they are not properly protected. Furthermore, if enemy melee troops like Barbarians or Heroes detect the Archers behind the walls, they may prioritize breaking through the walls to reach them.
Once they are exposed, Archers can be easily targeted and defeated, causing the defensive setup to fall apart. This highlights the importance of carefully placing the Clan Castle and strategically positioning the Archers within the base to make them harder to reach and more effective in slowing down the enemy’s progress.
Archer Synergies
Barbarians or Giants are commonly used as “meat shields” for Archers, drawing the attention of enemy defenses and providing a protective frontline. This tactic is effective because it allows Archers to remain at a safe distance, where they can deal damage without immediately being targeted by defensive structures. With their relatively low hit points, Archers would typically be eliminated quickly if left unprotected, especially by splash damage defenses like Mortars or Wizard Towers. By using tanking units, Barbarians or Giants, to soak up hits from enemy defenses, Archers can freely attack from behind, continuing to deal damage without being interrupted or destroyed. This makes them highly effective in mass attacks where maintaining offensive momentum is key.
Archers are frequently used in farming strategies, such as “Barch” (Barbarian + Archer) and “GoBarch” (Goblin + Barbarian + Archer). These army compositions are highly effective for resource farming because they are quick to train and deploy, allowing players to efficiently gather resources without investing heavily in Elixir or housing space. The “Barch” strategy typically relies on a combination of Barbarians and Archers to overwhelm enemy defenses, while “GoBarch” adds Goblins to target high-value resource structures and speed up resource collection.
While these strategies excel in farming and farming-focused raids, they struggle against well-defended bases, especially those with strong splash damage defenses, such as Mortars, Wizard Towers, and Bomb Towers. These defenses can quickly wipe out large groups of Archers, making it crucial to deploy them in a spread-out formation or to use tanking units to protect them.
The Archer Queen’s Royal Cloak ability is another feature that enhances the value of Archers in attacks. Upon activation, the Royal Cloak ability summons additional Archers to fight alongside the Archer Queen, with the number of Archers based on the level of the ability. These Archers provide extra firepower, allowing the Archer Queen to deal even more damage while distracting enemy defenses and units.
The summoned Archers are a great way to bolster an attack and add pressure to the enemy base, especially when facing tougher defenses or when additional distraction is needed for the Queen to survive longer. This ability significantly increases the utility of Archers when deployed strategically in combination with the Archer Queen’s offensive power, making them an essential part of her toolkit in Clan Wars, trophy pushing, and farming raids.
Additional Information
The Mortar’s blind spot is a critical vulnerability for Archers when trying to engage in long-range attacks. While Archers have the advantage of attacking from a distance, their attack range is still not enough to completely avoid the Mortar’s splash damage. Even when positioned at the maximum range, Archers are still within the Mortar’s blind spot, meaning they will be hit if they are not properly spread out or shielded.
This makes it challenging for players to use Archers to safely snipe Mortars, especially when trying to eliminate them from a distance without sustaining damage. To mitigate this, players often need to deploy Archers in conjunction with other troops or spells to either distract the Mortar or provide support in eliminating it.
On the other hand, Archers are much more effective at targeting certain defensive structures that do not pose a direct threat to them. For example, Air Defenses and Air Sweepers cannot target ground units, so Archers can safely attack these buildings without fear of retaliation. This makes Archers a valuable tool in the early stages of preparing a base for an air assault.
By eliminating these defenses before deploying air units, Archers can help clear the way for stronger flying troops, such as Dragons, Lava Hounds, or Balloons. With their ability to target these key defenses, Archers play an important role in weakening the opponent’s air defense capabilities, allowing for a smoother transition into the air attack phase of a raid.
Moreover, Archers are highly effective when used in combination with other troop types, helping to clear out remaining defenses or distracting enemy defensive units while other troops finish the job. By carefully positioning Archers and considering the limitations of splash damage, players can maximize their utility and ensure that they provide valuable support without getting eliminated too quickly.
Frequently Asked Questions (F.A.Q)
❓When do you unlock Archers in Clash of Clans, and what are their basic stats?
Archers are unlocked at Barracks level 2, available very early in the game. They are ranged ground troops that target one building at a time. Each Archer takes up 1 housing space, has low health, but deals consistent single-target damage from a short distance.
❓What are Archers best used for in attacks?
Archers are ideal for farming and clean-up roles. They’re often used in combinations like BARCH (Barbarians + Archers) to snipe collectors and exposed buildings. They also work well for clearing trash buildings outside walls, luring Clan Castle troops, and finishing off structures left behind by stronger troops.
❓How can I protect Archers during battle?
Because Archers have low hitpoints, they are vulnerable to splash damage from Mortars and Wizard Towers. To protect them, spread them out, deploy tanks like Giants ahead of them, or use spells like Heal or Freeze to neutralize splash defenses. Keeping them behind a meat shield helps them survive longer and deal more damage.
❓How do I upgrade Archers, and what changes with each level?
Archers are upgraded in the Laboratory using Elixir. Upgrading increases their damage and hitpoints, and at specific levels, they gain visual changes such as better armor and colored arrows. Higher-level Archers are much more viable even at mid-to-late Town Hall stages for farming or support roles.
❓Are Archers still useful at higher Town Hall levels?
While Archers lose effectiveness as main attackers at higher levels due to strong defenses, they remain useful for cleanup, funneling, and triggering traps. They are also frequently used in Queen Walk/Charge strategies, where the Archer Queen, backed by Healers, handles a portion of the base with precision and long-range damage.