Elite Fire Archer unit icon - Age of Empires 2

Elite Fire Archer

Archer
Wood45
Gold45
Hit Points40
Attack6
Melee Armor0
Pierce Armor0
Train Time17s
Speed0.96

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.

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Evolution

Food 800 Gold 800

The coach's briefing

Commander, the Elite Fire Archer gains +5 HP, +1 attack, and +1 range. At 6 range they outrange most units, making them safer. The building bonus increases to +4. Use Elite Fire Archers for late-game pushes against fortified positions. They melt castles when massed.

STRONG AGAINST

You win these trades cost-effectively.

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Buildings
?
Ships
?
Castles

WEAK AGAINST

Avoid these fights or bring support.

Skirmishers
Skirmishers
Hussars
Hussars
Siege Onagers
Siege Onagers
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Strategic Analysis

Tactical Identity

Elite anti-building archer

Tactical Playbook

Improved Range

6 range lets you outrange towers and castles. You can chip away at defenses safely.

Building Damage

+4 vs buildings is significant. Elite Fire Archers delete production buildings fast.

Still Fragile

Despite improvements, 40 HP is still low. Keep them protected.

Critical Point

40 HP with 0/0 armor. Still dies instantly to focused fire. Meatshields required.

Understanding The Stats

Elite upgrade provides meaningful improvements but doesn't fix the fragility. Better at their specialty, still vulnerable.

Elite Attack

5

Improved base damage

Better Range

6

Outranges most defensive structures

More HP

40

Still fragile but slightly better

Same Speed

0.96

Standard archer mobility

Coach's Tip

6 range means you outrange Watch Towers (8 range with upgrades) but not Castles (8 base). Be careful positioning.

Mechanics & Bonuses

Attack Bonuses

TargetBonus Dmg
Standard Building+4
Ship+4

Armor Classes

Archer

Vulnerable to Skirmishers and Huskarls.

Unique Unit

Vulnerable to units with bonus damage vs this class.

Civilizations

Wu

* 1 civilizations have access to this unit.

AoE Coach analysis

Context & meta

Elite Fire Archer is the Wu unique foot archer, a ranged unit that fires multiple arrows at units and can attack buildings from long range. It costs 45 wood and 45 gold, trains in 17 seconds, and has 40 HP, 6 attack, 0 melee armor and 0 pierce armor. Its range is 6, speed 0.96, and line of sight 11. The official help gives the categories: Infantry, Siege Weapons and buildings as strengths, and Cavalry and Skirmishers as weaknesses. The unit is a damage pattern more than a durable body: protect the line, and its extra projectiles can make a compact target disappear.

History & balance

The Elite Fire Archer makes the Wu identity visible through volume of fire. Multiple arrows create a different kind of pressure from a normal foot archer: a formation that looks safe because it is large can become the best possible target. The price of that effect is severe fragility. Zero melee and pierce armor and only 40 HP mean the unit cannot claim the front it threatens. Its long building range adds another layer: the opponent must defend both the army and the structures behind it. The design asks for a screen that turns extra shots into time.

In pro play

Keep Elite Fire Archers on a protected firing line and choose targets that cannot leave quickly. Range 6 and line of sight 11 let them see the fight early, while their multiple arrows reward focus on infantry blobs, siege bodies, or a building that blocks the next route. Their 17-second train time supports pressure from several Ranges, but 40 HP and zero armor make even a short cavalry dive expensive. Use the Wu army to create a front, fire from behind it, and move before enemy Skirmishers can settle into range. Do not split the group: the extra arrows are strongest when they land together.

How to counter it

The classic mistake is sending infantry or siege toward Elite Fire Archers in a straight line and ignoring the cavalry and Skirmisher weakness. The official help gives the categories: Infantry, Siege Weapons and buildings as strengths, and Cavalry and Skirmishers as weaknesses. In practice, Elite Skirmishers have a real +4 bonus against Archers, and Savars have a real +2 bonus against Archers; use a protected ranged screen or a fast dive, then focus the 40-HP back line. Spread before the arrows multiply their value, and deny the long building shots. Losing to Elite Fire Archers without knowing what to produce or when? AoE Coach reads your matchup and gives you the composition + timing.