Fletching

Fletching

Blacksmith - Feudal Age
Food 100
Gold 50
Time 30s
Category archery

Evolution

Fletching

Feudal Age
Food 100 Gold 50

Bodkin Arrow

Castle Age
Food 200 Gold 100

Bracer

Imperial Age
Food 300 Gold 200
The AoE Coach mascot: a medieval helm wearing a headset

Go into your next game with a plan

A plan for the two civilizations you choose.

Try it free

Technology Effect

"+1 Attack, +1 Range for archers"

Coach's Tip

Fletching is the first archer attack upgrade, giving +1 attack and +1 range. This is essential for any archer strategy and should be researched early in Feudal Age.

Strategic Analysis

Strategic Identity

Fletching is the first archer attack upgrade, giving +1 attack and +1 range. This is essential for any archer strategy and should be researched early in Feudal Age.

When to Research

High Priority

Research Fletching as soon as you have the resources and are using archery units.

Combat Impact

+1 Attack, +1 Range for archers

Civilization Access

Armenians
Aztecs
Bengalis
Berbers
Bohemians
Britons
Bulgarians
Burgundians
Burmese
Byzantines
Celts
Chinese
Cumans
Danes
Dravidians
Ethiopians
Franks
Georgians
Goths
Gurjaras
Hindustanis
Huns
Inca
Italians
Japanese
Jurchens
Khitans
Khmer
Koreans
Lithuanians
Magyars
Malay
Malians
Mapuche
Maya
Mongols
Muisca
Persians
Poles
Portuguese
Romans
Saracens
Saxons
Shu
Sicilians
Slavs
Spanish
Tatars
Teutons
Tupi
Turks
Varangians
Vietnamese
Vikings
Wei
Wu

* 56 civilizations have access to this technology.

The AoE Coach mascot: a medieval helm wearing a headset

Prepare your next matchup

Choose both civilizations for a game plan, key threats and an army composition.

Try the coach for free

AoE Coach analysis

Context & meta

Fletching is the first Blacksmith ranged-attack upgrade, granting +1 attack and +1 range to all archers, and +1 range to defensive buildings like Town Centers, Towers and Castles. Costing only 100 food / 50 gold in Feudal Age, it is one of the highest-priority early techs for any archer civilization. The +1 range is especially powerful: it lets your archers and Towers hit before the enemy can, which compounds enormously in archer-vs-archer fights and tower defenses. Fletching is the foundation of the Feudal and Castle Age archer power curve, researched before almost anything else by archer players.

History & balance

Fletching, Bodkin Arrow and Bracer form the three-tier Blacksmith ranged-attack line, unchanged in structure since the earliest versions of the game. Fletching's low cost and Feudal availability make it a near-automatic research. The Definitive Edition kept its values stable because it is perfectly balanced — cheap enough to grab early, impactful enough to define archer timings. Civilizations that get Fletching cheaper or instantly (via bonuses) gain a meaningful archer-war edge, which is why the tech is a frequent target of civ-specific bonuses.

In pro play

Archer players research Fletching the moment they commit to a Crossbow timing — the +1 range and +1 attack are what make a Castle Age archer push lethal. In archer mirrors, the player who finishes Fletching (and Bodkin Arrow) first can out-range and out-damage the opponent, often deciding the fight. Fletching also boosts Tower and Town Center range, so it doubles as a defensive tech for tower-rush and defensive builds. Casters track the Fletching/Bodkin timing as a key indicator of an archer player's power spike.

How to counter it

Fletching is a tech, not a unit — you counter the archer power it enables, not the tech itself. If your opponent invests in Fletching for an archer push, Skirmishers (with their pierce armor and anti-archer bonus) blunt it, and your own Fletching keeps your defensive Towers competitive. Mangonels ignore the range advantage entirely with splash. The strategic note: assume any archer civ has Fletching by early Castle Age and never trade unupgraded archers into upgraded ones. Race the upgrade or switch to a unit class (Skirmishers, cavalry, siege) that Fletching does not empower.