Fire Archer unit icon - Age of Empires 2

Fire Archer

Archer
Wood45
Gold45
Hit Points35
Attack5
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 Fire Archer shoots flaming arrows that burn structures. With +3 bonus against buildings and ships, they excel at destroying enemy infrastructure. At 5 range and 0.96 speed, they're standard archers with incendiary capability. Use Fire Archers to push enemy bases and burn through walls quickly.

STRONG AGAINST

You win these trades cost-effectively.

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Buildings
?
Ships
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Slow Units

WEAK AGAINST

Avoid these fights or bring support.

Skirmishers
Skirmishers
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Cavalry
?
Siege
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Strategic Analysis

Tactical Identity

Anti-building archer specialist

Tactical Playbook

Building Burner

+4 vs buildings speeds up base destruction. Use them alongside rams for fast pushes.

Naval Support

+3 vs ships makes Fire Archers useful on hybrid maps. They help in coastal fights.

Standard Archer

Outside of their specialty, they function as normal archers. Use standard archer tactics.

Critical Point

Only 35 HP with 0/0 armor. Extremely fragile to everything. Protect them carefully.

Understanding The Stats

Fire Archers are niche but effective against buildings. Their low HP makes them vulnerable to counter-attacks.

Base Attack

4

Standard archer damage

Good Range

5

Decent range for harassment

Low HP

35

Very fragile

Standard Speed

0.96

Normal archer mobility

Coach's Tip

35 HP is pathetic. Never engage military. Your job is burning buildings, not fighting.

Mechanics & Bonuses

Attack Bonuses

TargetBonus Dmg
Standard Building+4
Ship+3

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

The Fire Archer is the Wu unique Foot Archer, a 45-wood/45-gold ranged unit with 35 HP, 5 attack, 0/0 armor, 5 range, 0.96 speed and 10 line of sight. The official help gives the categories: strong versus Infantry, Siege Weapons and buildings; weak versus Cavalry and Skirmishers. It fires multiple arrows at units and uses a longer-range attack against buildings, so its purpose is pressure on both army and infrastructure. The zero armor and 35 HP are the warning label. Fire Archers are a specialist line that needs protection while the Wu economy and production bonuses create enough volume to matter.

History & balance

The Fire Archer gives Wu a ranged unit with two target rules instead of one generic damage profile. Against units it uses multiple arrows; against buildings it reaches farther, which makes walls and production sites part of the same tactical conversation. The official help limits its power by naming Cavalry and Skirmishers as weaknesses, and its 0/0 armour body is fragile. Wu's infantry-and-naval identity and faster military production create the support environment for a Fire Archer mass, but the unit remains a choice for pressure, not a complete army. Its design is about forcing the defender to protect both the battlefield and the base.

In pro play

Use Fire Archers to make a slow push expensive to ignore: hit the army when it stands near a wall, then switch to the wall or production behind it. Five range and 10 line of sight support harassment, while the building attack gives the unit a job when the enemy refuses a fight. Keep a melee screen in front and do not let Cavalry choose the engagement; 0.96 speed cannot rescue a scattered group. Wu can combine Fire Archers with Infantry holding the center and naval pressure on a hybrid map. The right timing is a transition after the opponent commits to slow units or structures, not an unsupported first rush.

How to counter it

The classic mistake is protecting your base with buildings while leaving a Fire Archer mass free to shoot army and walls at once. The official help gives the categories: strong versus Infantry, Siege Weapons and buildings, weak versus Cavalry and Skirmishers. Elite Skirmishers have +4 versus the Archer class, while Tiger Cavalry has +6 and Savar +2. Use Cavalry to force contact, Skirmishers to win the ranged exchange and split siege so multi-arrow fire cannot find one perfect target. If you keep losing to Fire Archers without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.