
The Archers are a common rarity card unlocked at the very beginning of the game in the Training Camp. When deployed, they spawn two medium-ranged, single-target troops that can target both air and ground units. With an elixir cost of 3, Archers are highly versatile and fit seamlessly into a wide variety of decks, offering both offensive pressure and reliable defense. Whether you’re building a control, cycle, or beatdown deck, Clash Royale Archer gameplay provides dependable value across all arenas.
Each Archer deals moderate damage and has medium hitpoints, making them effective at supporting pushes and holding off small enemy swarms. They have a medium attack speed, striking once approximately every 1 second, and possess a range of 5.5 tiles, allowing them to stay behind tanks or towers while still dealing damage safely. Their deploy time is 1 second, and because two Archers spawn per deployment, they offer excellent value for their elixir cost.
Archers are commonly used to counter swarm units such as Skeleton Army, Goblin Gang, and Minion Horde. They’re also effective at assisting in chipping down tank units like Giant or Golem when placed correctly. One frequent strategy is to split Archers behind the King Tower, which provides lane control and pressure on both sides of the arena. This tactic can slow down light pushes and give you more flexibility in defending or building a counter-push.
Resilient to light spells like Zap, The Log, and Arrows when level parity is maintained, Archers often survive spell-based attempts to eliminate them. Their combination of range, elixir efficiency, and air-ground versatility makes them a staple in many competitive and casual decks alike.
Card Statistics
Default Slowing Effect Rage Effect Cost Hit Speed First Hit Speed Speed Deploy Time Range Projectile Speed Target Count Transport Type Rarity 3 0.9 sec 0.5 sec Medium (60) 1 sec 5 600 Air & Ground x2 Ground Troop Common Level Hitpoints Damage Damage per secondCard Mastery
Type Level/Tier Objective RewardDamage Dealer 1 Deal a total of 105,000 Damage to enemy
Troops or buildings 200 Archer cards
25 2 Deal a total of 320,000 Damage to enemy
Troops or buildings 2,000
25 3 Deal a total of 530,000 Damage to enemy Troops or buildings 150
25
Hit Maker 1 Hit enemy Troops a total of 1,750 times 3,000
100 2 Hit enemy Troops a total of 5,000 times 200
100 3 Hit enemy Troops a total of 8,750 times 5,000
100
The Archers in Clash Royale scale consistently in both hitpoints and damage as they level up, maintaining their role as reliable ranged support units throughout the game. At level 1, each Archer has around 119 hitpoints and deals approximately 41 damage per shot. As they are upgraded, their stats increase steadily: by level 5, they reach about 173 hitpoints and deal 59 damage per Archer. At tournament standard (level 11 for commons), they possess 304 hitpoints and deal 107 damage each, which allows them to reliably chip away at various troops and support defenses from a distance.
Their progression continues into higher levels, with level 13 Archers having around 367 hitpoints and 126 damage per shot. At max level (level 14), they gain 403 hitpoints and deal 142 damage per attack. When mirrored to level 15, these stats increase further to 442 hitpoints and 156 damage per Archer. This scaling allows Archers to remain relevant even in high-level competitive play, where their increased durability helps them survive light spells and maintain their presence on the battlefield.
Throughout Clash Royale’s update history, the Archers have undergone minor balance changes to keep them aligned with the evolving meta. On August 24, 2016, their damage was increased by 2%, giving them a slight boost in offensive capability. Later, on January 23, 2017, their hitpoints were reduced by 4%, slightly lowering their survivability to balance their utility and versatility.
Overall, Archers remain a consistent and effective card, scaling predictably with upgrades and offering dependable performance in a variety of matchups. Their steady growth in stats ensures they continue to fulfill their role effectively in both casual and competitive play.
Strengths of Archers
The Archers in Clash Royale are a highly adaptable and cost-effective card that excels in both offensive and defensive roles. With a 3-elixir cost and the ability to target both ground and air units, they offer consistent value across a wide range of scenarios. One of their key strengths lies in their versatility—capable of supporting tank pushes, defending against swarms, and providing chip damage when left unchallenged.
Defensively, Archers perform exceptionally well against swarm units such as Skeleton Army, Goblin Gang, and Minion Horde. Their range allows them to remain safe while dealing continuous damage, making them effective at holding off light and medium threats. Placing them behind the King Tower at the start of a match is a common tactic, as it allows for lane control and can help split them to apply pressure on both sides. This “split-lane” strategy also provides flexibility in reacting to your opponent’s early plays while keeping your cycle fast.
When placed behind a tank like Giant, Royal Giant, or Golem, Archers can greatly enhance the push by cleaning up defending troops and swarms from a distance. Their solid damage per second makes them particularly useful for adding safe, sustained pressure. While individually fragile, their ability to survive common low-damage spells like Log, Zap, or Arrows—when level parity is maintained—further enhances their defensive staying power. This spell resistance also enables them to contribute in spell bait strategies, potentially drawing out removal spells and creating opportunities for other vulnerable units to shine.
Archers also offer strong utility against air units such as Baby Dragon, Balloon, and Minions, making them a reliable part of any air defense setup. When strategically placed behind Crown Towers, they can deal with flying threats safely and efficiently. In matchups involving Graveyard, Archers are an effective counter, often capable of handling the summoned skeletons without requiring additional support. Their placement versatility and ability to avoid prediction spells like Poison adds to their reliability in this role.
In the current meta, Archers can be a strong answer against decks that rely on Lightning, as their moderate hitpoints prevent them from being eliminated by a single cast of the spell. Their higher single-target DPS also makes them a viable support unit in control or siege archetypes, especially in decks that utilize Mortar, where they can outperform alternatives like Firecracker in focused damage output.
Overall, Archers are an underrated but powerful card, valued for their balance of range, elixir efficiency, and consistent performance in a wide variety of deck types. Whether used to support pushes, control the battlefield, or defend against multiple threats, they remain a reliable and effective option for players at every level.
Weaknesses of Archers
While Archers are a well-rounded and dependable card in Clash Royale, they come with several clear weaknesses that can be exploited by opponents. One of their most significant vulnerabilities is their susceptibility to spells. Spells like Arrows, Fireball, and Lightning can eliminate Archers quickly, especially when used at equal or higher levels. A single Fireball or Lightning strike can remove both Archers in one hit, and even a combination of smaller spells such as Zap and Log can be enough to take them out or leave them with very little health, making them easy to finish off with the Crown Tower or another troop.
Another notable weakness is their vulnerability to splash damage. Since Archers spawn as a pair and generally stand close together, splash-damaging troops like Wizard, Witch, Baby Dragon, and Bomber can eliminate them simultaneously. These interactions often result in a significant elixir loss for the Archer user if not properly supported or spaced. Because of their formation and moderate health, Archers can also struggle to survive the presence of multiple enemy troops attacking at once.
Individually, each Archer has relatively low hitpoints and modest damage output. This makes them ineffective in direct combat against high-health troops or fast attackers unless paired with support. Units like Knight and Mega Minion can deal with Archers efficiently due to their tankiness or high single-target damage. Even low-cost units such as Ice Spirit, Fire Spirits, Stab Goblins, or Guards can successfully take down Archers when assisted by a Crown Tower. The Princess, due to her long range and splash damage, can also eliminate both Archers without stepping into danger herself.
Offensively, Archers typically require support to be impactful. On their own, they deal limited damage and are rarely a threat unless left completely unattended. Their primary value comes from providing consistent ranged support in a push or helping defend and then converting into a counterattack. Without a frontline tank or supportive synergy, Archers have limited offensive capability.
Overall, while Archers offer great value when used strategically, they must be deployed with awareness of their counters. Their vulnerability to spells, splash troops, and direct confrontation with stronger single-target units means they perform best when protected or used to supplement larger strategies rather than as standalone threats.
Synergies with Archers
Archers can be effectively used as spell bait in Clash Royale, especially in decks designed to manipulate your opponent’s spell usage to gain an advantage. While spell baiting isn’t their primary function, their moderate health, range, and dual-unit spawn make them a subtle but strategic option for drawing out key spells.
For Log bait, Archers can serve as a preliminary target that tempts your opponent into using the Log early. This opens up opportunities to safely play Log-sensitive units like Princess or Goblin Barrel without the immediate threat of removal. Deploying Archers before these more vulnerable cards increases the chances that your opponent uses their Log reactively, giving you a timing advantage.
Archers are also useful in Fireball bait strategies. Placing them near your Crown Tower or Elixir Collector can entice your opponent to go for a value Fireball, aiming to hit both your troops and your structure. Once the Fireball is out of rotation, you can confidently deploy troops that are typically weak to it, such as Musketeer or Three Musketeers, knowing they’ll be safer for the next cycle.
Similarly, positioning Archers to draw out Arrows can be advantageous. If your opponent uses Arrows to eliminate Archers near the tower, they may leave themselves exposed to swarms like Minion Horde, Skeleton Army, or Goblin Gang. This tactic also works well in decks that rely on swarming and chip strategies, where protecting those smaller units is critical.
Beyond the standard Log, Fireball, and Arrows, Archers can also bait out a broader range of spells including Poison, Barbarian Barrel, Royal Delivery, Earthquake, Snowball, Zap, and Tornado. The goal remains the same: encourage your opponent to spend their spell on the Archers, and then capitalize on that by playing other cards that are now less likely to be countered.
Strategically splitting Archers behind the King Tower at the start of a match or placing them in the middle for defensive control can also influence spell usage. While this may not constitute direct baiting, it applies pressure and can provoke early or inefficient spell plays from the opponent.
While not as effective as high-threat bait cards like Princess, Archers still fulfill this role adequately due to their survivability against several low-damage spells when level parity is maintained. Their 3-elixir cost and potential to convert into a counter-push also make them a relatively low-risk option in bait strategies, helping to manage your opponent’s spell rotation and create openings for your win conditions.
Conclusion
Archers are a versatile Common card in Clash Royale, unlocked early in Arena 0, and offer a strong blend of ranged utility and tactical flexibility. They deploy as a pair of lightly armored, single-target ranged attackers capable of hitting both ground and air units. While not a high-damage threat individually, their consistent output and cost-effectiveness make them a reliable option in many situations.
On defense, Archers excel at supporting your towers and disrupting enemy pushes. They can be positioned near your tower to pull and distract melee units or placed in the center to help with lane control while staying out of the typical Fireball radius. Their fast attack speed and dual targeting make them an excellent counter to swarms like Skeleton Army and Graveyard, often clearing multiple units before being eliminated. Against air threats such as Minions, Baby Dragon, or Balloon, Archers provide steady ranged damage from a safe distance when placed behind your Crown Towers.
Their ability to survive low-damage spells like Zap, Log, and Arrows—when at the same level—also gives them more staying power than many other support troops.
Archers are particularly effective in the current meta against decks that rely on Lightning, as their spacing makes it difficult to get spell value. Additionally, their survival from defensive scenarios often allows them to transition into a counter-push. Common setups include using them in a “triangle defense” formation—positioning a central tank or building while Archers flank on either side for splash avoidance and wide coverage. Their defensive efficiency also contributes to positive elixir trades, a core principle in Clash Royale strategy.
Offensively, while Archers are not a win condition, they can contribute value through indirect pressure and spell baiting. Players can use them to draw out common spells like Log, Arrows, or Fireball, creating openings for more vulnerable support or swarm cards. Their presence can also bait spells like Poison, Snowball, Tornado, Royal Delivery, and Barbarian Barrel, especially when grouped with other targets or placed near Elixir Collectors or Crown Towers.
Archers also synergize well with various win conditions. Positioned behind tanky units like Giant, Golem, or Royal Giant, they safely apply consistent damage while the frontline soaks hits. In Hog Rider cycle decks, they act as low-cost support, cleaning up defenders or swarms to keep the Hog on target. In siege strategies involving Mortar, Archers can be placed beside the building to pick off defending troops while avoiding splash. They’re also commonly used in Miner cycle decks, especially in 2.9 Mortar Rocket cycle builds, where their fast cycle and anti-swarm capabilities shine. Archers can also be split behind the King Tower at the start of a match to apply light pressure in both lanes and discourage early rushes.
Despite their simple design and modest stats, Archers offer significant tactical value in both casual and competitive play. They support numerous deck archetypes—control, cycle, beatdown, and siege—and contribute meaningfully on both offense and defense. Labeling them as weak overlooks their reliable performance, cost-efficiency, and adaptability. When used with strategic placement and timing, Archers prove to be a consistently valuable asset across all stages of play.
Frequently Asked Questions (F.A.Q)
Are Archers good in the current meta?
Yes, Archers are a solid pick in many decks. They:
Survive Arrows (at equal level)
Provide air defense against cards like Minions, Bats, and Baby Dragon
Work well behind tanks like Giant or Knight
What are Archers best used for?
Defending against low-health swarms
Supporting pushes from behind
Chipping down tanks from a safe range
Countering cheap air troops
Why Choose Archers Over Other Ranged Units?
Cheaper than Musketeer (3 vs 4 Elixir)
More durable than Spear Goblins or Princess (split targeting helps)
Survive Arrows at equal level, unlike Dart Goblin or Bats
Reliable anti-air support with consistent DPS
About the Author
Nel B
Nel has been passionate about playing games since childhood. His love for gaming started with the PlayStation. Over the years, he has enjoyed a variety of games, but some of Nel's all-time favorites include Dota, Monster Hunter, and MMORPGs. Gaming has not only shaped his skills but also helped him build lasting connections with friends. Login Please login to comment 0 Comments Inline Feedbacks View all comments