Fletching

Fletching

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

Evolution

Food 100 Gold 50
Food 200 Gold 100

Bracer

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

Stop searching after the game

The coach calls out counters live, the moment the unit shows up.

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
Aztèques
Bengalis
Berbères
Bohémiens
Britanniques
Bulgares
Bourguignons
Birmans
Byzantins
Celtes
Chinois
Coumans
Dravidiens
Éthiopiens
Francs
Géorgiens
Goths
Gurjaras
Hindustanis
Huns
Incas
Italiens
Japonais
Jürchen
Khitans
Khmers
Coréens
Lituaniens
Magyars
Malais
Maliens
Mapuche
Mayas
Mongols
Muisca
Perses
Polonais
Portuguese
Romains
Sarrasins
Shu
Siciliens
Slaves
Espagnols
Tatars
Teutons
Tupi
Turcs
Vietnamiens
Vikings
Wei
Wu

* 53 civilizations have access to this technology.

The AoE Coach mascot: a medieval helm wearing a headset

Just lost against this unit?

Your coach names the counters during the match — not once the game is over.

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.