Archer
ArcherEvolution
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Strategic Analysis
Tactical Identity
The Archer is the **Feudal Age aggression king**. Cheap, ranged, and deadly in numbers, they let you pressure opponents while safely staying out of melee range. A mass of Archers can snowball into an unstoppable Crossbow timing push.
Tactical Playbook
Flush Build
The classic 22-pop Archer rush puts 6-8 Archers in enemy base by minute 10. Target woodlines and gold piles - kill villagers, cripple economy.
Spearman Counter
Your +3 bonus vs Spearman class means you delete anti-cavalry units. This protects your Scout Cavalry partners in team games.
Tower Support
Build a forward tower near enemy resources, then use Archers to zone villagers away. The tower tanks damage while you deal it.
Critical Point
Skirmishers are your **hard counter**. They cost no gold, have +3 bonus vs you, and have Pierce Armor. Never fight Skirmishers - run and find another target.
Understanding The Stats
The Archer trades durability for range. Low HP and zero armor make positioning critical - you must kill before being touched.
Range Advantage
4 tiles of range lets you shoot most units before they can respond. Kite melee units by moving between shots.
Glass Cannon
No armor means everything hurts. A single Mangonel shot or a few Scout hits will kill you. Always have escape routes.
Spearman Bonus
Your +3 vs Spearman class makes you deadly against the entire Spear line. Spearmen, Pikemen - all melt to your arrows.
Gold Cost
45 gold per archer adds up. Balance Archer production with villager production - don't go broke!
Coach's Tip
30 HP with 0 armor is fragile. Research Fletching immediately for +1 attack and range. That extra tile of range is the difference between killing a Scout or dying to it.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Spearman | +3 |
Armor Classes
Archer
Vulnerable to Skirmishers and Huskarls.