Blackwood Archer unit icon - Age of Empires 2

Blackwood Archer

Archer
Wood35
Gold45
Hit Points20
Attack4
Melee Armor0
Pierce Armor0
Train Time18s
Speed1.1

Base values, before Blacksmith upgrades. The Blacksmith raises attack and armour for infantry, cavalry and archers — Blast Furnace, for instance, gives "+2 Attack for infantry & cavalry". Late in a game, the real numbers are higher.

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

Evolution

Food 600 Gold 500

The coach's briefing

Commander, the Blackwood Archer is the backbone of Tupi ranged warfare. Armed with a recurved blackwood bow, these warriors train in pairs — each costing only 35 wood and 45 gold — making them the cheapest archer in history. Each Blackwood Archer takes only half a population slot, allowing you to field double the army of a conventional civilization. Their individual damage is modest, but their strength lies in overwhelming numbers. A swarm of 40 Blackwood Archers occupying only 20 population slots can devastate unprepared armies. Support them with Ibirapema Warriors to protect against cavalry charges.

STRONG AGAINST

You win these trades cost-effectively.

?
Slow Infantry
Spearman
Spearman
Pikeman
Pikeman

WEAK AGAINST

Avoid these fights or bring support.

?
Cavalry
Skirmisher
Skirmisher
Mangonel
Mangonel
Onager
Onager
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

Strategic Analysis

Tactical Identity

The Blackwood Archer is a **quantity over quality** unit designed to exploit the Tupi's economic advantages. At 0.5 population each, you can field twice the archers of any other civilization.

Tactical Playbook

Mass Production

Train from multiple Archery Ranges simultaneously. At 11 seconds per pair, 4 ranges produce 8 archers every 11 seconds. This production speed is unmatched.

Population Efficiency

At 0.5 pop each, a 200-pop army can include 80 Blackwood Archers while still having room for 160 pop worth of other units. This is game-changing.

Focus Fire

Individually weak but deadly in groups. Micro them to focus-fire high-value targets. 30 Blackwood Archers focus-firing will delete any unit in seconds.

Anti-Spearman

+2 vs Spearmen makes them effective at protecting your own cavalry from pike lines.

Critical Point

With only 20 HP and 0/0 armor, they are **extremely fragile**. A single Mangonel shot will wipe out entire groups. Skirmishers also counter them hard. Always spread them out and avoid clumping.

Understanding The Stats

Individually the weakest archer in the game, but the 0.5 pop mechanic and ultra-low cost make Blackwood Archers a force multiplier that breaks conventional army composition rules.

Half Population

0.5 Pop

The defining feature. You can field 200 Blackwood Archers in a 100-pop army slot. No other unit offers this population efficiency.

Paired Training

2 per 11s

Each training cycle produces 2 archers. With 4 Archery Ranges, that's 8 archers every 11 seconds — overwhelming production.

Ultra-Low Cost

35W 45G

At 35 wood and 45 gold each, you can mass them even with a modest economy. Cost-effective even when trading poorly.

Glass Cannon

20 HP

With 20 HP and 0/0 armor, they die to everything. One Mangonel shot kills groups. Micro and spreading are essential.

Coach's Tip

Your 20 HP is pathetic — but that's the point. You cost half the pop and a fraction of the resources. Trade 3 of you for 1 Crossbowman and you still win the resource exchange. Mass is your weapon.

Mechanics & Bonuses

Attack Bonuses

TargetBonus Dmg
Spearman+2

Armor Classes

Archer

Vulnerable to Skirmishers and Huskarls.

Civilizations

Tupi

* 1 civilizations have access to this unit.

AoE Coach analysis

Context & meta

The Blackwood Archer is the Tupi unique Foot Archer, an unusually cheap 35-wood/45-gold unit with 20 HP, 4 attack, 0/0 armor, 5 range, 1.1 speed and 6 line of sight. The official help says it is trained in pairs, occupies only half a population space per unit and is strong in high numbers; its only stated weakness is units at close range. That economy is the identity: two fragile bodies appear from one production cycle and can fill the map with arrows quickly. The zero armor and tiny HP pool are not hidden, so the unit needs numbers, vision and a screen rather than heroic micro with a handful of archers.

History & balance

The Blackwood Archer gives Tupi a population-efficient ranged identity. Training in pairs changes the arithmetic of a Barracks-and-Range economy: the player can reach a large arrow count while spending very little wood and gold per body. The official help does not promise exceptional damage, armor or a special bonus; it says the unit becomes strong in high numbers and loses to close contact. That is a deliberate swarm design. Tupi bonuses to early resources and cheaper military upgrades support the flood, while the low HP keeps the flood honest. The unit is meant to make the opponent answer the mass before it becomes difficult to surround, not to win a duel against a single elite unit.

In pro play

Use Blackwood Archers as a fast massing plan: add Ranges, keep pair production active and use the half-population cost to reach a critical count before the opponent can surround them. Five range and 1.1 speed can kite slow Infantry with good vision, but 20 HP means every missed retreat matters. Protect the line with terrain, walls or Tupi melee units, and focus one target instead of spreading four-damage arrows. On open maps, threaten several resource lines so the opponent cannot choose one approach. The timing is strongest before heavy Cavalry or Siege arrives, then transitions into a mixed army rather than staying pure forever.

How to counter it

The classic mistake is trying to outshoot a Blackwood mass with another fragile ranged line and giving pair production time to compound. The official help gives the categories: strong in high numbers and weak versus close-range units. Elite Skirmishers have +4 versus its Archer class, while Knights and melee Cavalry remove the time needed to kite. Mangonels punish the dense swarm, especially because each body has only 20 HP. Hit production and escort, force the archers to split, then fight before the mass grows. If you keep losing to Blackwood Archers without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.