Archers are a pair of support troops with the ability to fire upon both air and ground units. They have slightly more health than some other support troops such as the spear goblins or skeletons. This allows the archer to withstand an attack from common swarm killers such as Arrows, The Log or Zap, levels depending. The don’t have a large damage output each but being a pair, if left untouched because they are protected well, they will soon take down an enemy and even a tower reasonably quickly. Their hit speed is quick enough to take down swarm troops on their own. Take down goblins before they reach you and lone Skeleton Armies are also no problem. Archers can be split by being placed in the middle of the battlefield. This allows for good double distraction when required and also can provide some support to a double lane attack.
A 5 tile range for the Archers gives them a great chance against small melee troops. Being able to finish them off before they get too close. However against other ranged troops they do come up a little short, wizards and musketeers for example will get the first shot in one on one encounters.
|Cost||Rarity||Hit Speed (sec)||Movement Speed||Deploy Time (sec)||Range||Target||Troop Count||Type|
|3||Common||1.2||Medium (60)||1||5||Ground and Air||2||Ground Troop|
Damage and Health Stats by Level
|Level||HitPoints||Damage||DPS||DPS (with Slowing Effect
eg from Ice Wizard)
|DPS with Rage|
Archers are a reasonably popular card, appearing in 6% of the most popular decks according to the stats at ClashRoyaleDeckBuilder.com. Data taken at time of writing and subject to change. Updates ton this page are made after balance updates come in to effect.
Archers Balance History
- 24/8/2016: Damage increased by 2%
- 23/1/2017: HitPoints decreased by 4%
All base level (Tournament Level) stats can be found here. Tournament level stats are the same for all players when playing in tournaments and friendly battles.