Unit page

Archer

Archer variants, lore, stats, special effects, upgrades, strengths, and weaknesses.

Portraits

Tidescale Archer portrait
Tidescale Archer
Western Kingdoms Archer portrait
Western Kingdoms Archer

Stat Comparison

FactionUnitClassCostHPDamageTypeAtk/sRangePierceCutCrushMagicSpeed
BarbariansArcherRanged998035Pierce0.33336000255
DwarvesArcherRanged10010040Pierce0.333322500505
High ElvesArcherRanged1008035Pierce0.33336000255
Night ElvesArcherRanged1008035Pierce0.33336000255
OrcsArcherRanged1008035Pierce0.33336000255
TidescaleArcherRanged1008035Pierce0.33336000255
UndeadArcherRanged1008035Pierce0.33336000255
Undead (Alt Slot)ArcherRanged1008035Pierce0.33336000255
Western KingdomsArcherRanged1008035Pierce0.33336000255
Wood ElvesArcherRanged1008035Pierce0.33336000255

Availability

Barbarians

Barbarians Archer

Barbarians fields the Archer as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 80 health, 35 listed damage, and 36 primary range.

Cost99
ClassRanged
Health80
Damage35
Range36
Speed5

Strengths

  • Long range lets it contribute before the front lines collide.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Has a close-range blind spot or weaker fallback profile.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary35Pierce3-360.3331Projectile
Secondary35Cut0-30.6670.25Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

War Cry

The whole army swings faster but shrugs off less punishment.

  • All classes: +10% AttackSpeed, -2 CutArmor

Thick Hides

Tougher bodies help fragile berserkers survive the opening clashes.

  • All classes: +12% Health

Undying Fury

Army-wide frenzy: everyone attacks and moves faster, damage soaring but hides thinning.

  • All classes: +20% AttackDamage, +15% AttackSpeed, +10% MoveSpeed, -3 CutArmor

Blood Frenzy

Ranged berserkers unload with brutal attack speed and extra bite.

  • Ranged: +30% AttackSpeed, +10% AttackDamage

Dwarves

Dwarves Archer

Dwarves fields the Archer as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 100 health, 40 listed damage, and 32 primary range.

Cost100
ClassRanged
Health100
Damage40
Range32
Speed5

Strengths

  • Long range lets it contribute before the front lines collide.

Weaknesses

  • Low health means positioning mistakes are punished quickly.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary40Pierce2-320.3331Projectile
Secondary40Cut0-20.6670.25Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Braced Stance

Ranged units dig in with heavier crush armor to hold their firing line.

  • Ranged: +5 CrushArmor

Deep Roots

The whole army resists crowd control and slows, refusing to be moved.

  • All classes: +0.2 Tenacity, +0.2 SlowResist

Master Smiths

Grinding attacks: all units gain attack damage but the army moves even slower.

  • All classes: +20% AttackDamage, -10% MoveSpeed

Heavy Crossbows

Archers hit far harder in exchange for a slower rate of fire.

  • Ranged: +30% AttackDamage, -15% AttackSpeed

Mountain Kings

A free elite Knight shipment and army-wide health and damage reduction turn the line into a fortress.

  • All classes: +20% Health, +0.1 DamageReduction

Unbreakable

The entire army takes 20% less damage and cannot be slowed or controlled.

  • All classes: +0.2 DamageReduction, +0.4 SlowResist, +0.4 Tenacity

Grand Battery

A free volley of Archers plus a massive damage boost make your ranged line a killing wall.

  • 3 free Archer each round
  • Ranged: +25% AttackDamage, +6 PierceArmor

High Elves

High Elves Archer

High Elves fields the Archer as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 80 health, 35 listed damage, and 36 primary range.

Cost100
ClassRanged
Health80
Damage35
Range36
Speed5

Strengths

  • Long range lets it contribute before the front lines collide.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Has a close-range blind spot or weaker fallback profile.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary35Pierce3-360.3331Projectile
Secondary35Cut0-30.6670.25Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Keen Fletching

Elven arrowsmiths hone every shaft, boosting the attack damage of all ranged units.

  • Ranged: +15% AttackDamage

Warded Silk

Enchanted vestments grant every soldier flat magic armor against enemy spellcasters.

  • All classes: +5 MagicArmor

Swift Quivers

Drilled loosing cadence increases the attack speed of Archers and Cavalry Archers.

  • Ranged: +15% AttackSpeed

Sentinel Scouts

A pair of veteran Archers reinforces your line each round.

  • 2 free Archer each round

Spellweave Focus

Layered incantations stack magic damage, sharply raising the attack damage of all spellcasters.

  • Ranged: +25% AttackDamage

Mistwardens

Fragile bodies are shielded by warding mist, granting army-wide magic armor and damage reduction.

  • All classes: +6 MagicArmor, +0.1 DamageReduction

Moonfire Arrows

Archers are reforged into Mages, trading volleys for searing precision magic.

  • Transforms Archer into Mage

High Magisters

Every spellcaster ascends: massively increased magic damage and attack speed for all ranged units.

  • Ranged: +30% AttackDamage, +20% AttackSpeed

Sunreaver Ascension

Cavalry Archers ascend into Cavalry Mages, weaving devastating magic from the saddle.

  • Ranged: +6 MagicArmor

Aegis of Silvermoon

A radiant ward blankets the army with heavy magic armor, damage reduction, and tenacity.

  • All classes: +10 MagicArmor, +0.15 DamageReduction, +0.3 Tenacity

Night Elves

Night Elves Archer

Night Elves fields the Archer as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 80 health, 35 listed damage, and 36 primary range.

Cost100
ClassRanged
Health80
Damage35
Range36
Speed5

Strengths

  • Long range lets it contribute before the front lines collide.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Has a close-range blind spot or weaker fallback profile.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary35Pierce3-360.3331Projectile
Secondary35Cut0-30.6670.25Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Fleet-Footed

All units move faster, letting your army dictate every engagement.

  • All classes: +12% MoveSpeed

Poisoned Arrows

Ranged units gain attack damage that bleeds enemies during long trades.

  • Ranged: +15% AttackDamage

Shadow Cloaks

Woven shadow grants every unit magic armor to survive the first exchange.

  • All classes: +4 MagicArmor, +3 PierceArmor

Barbed Quivers

Ranged units fire faster and hit harder, turning kiting into attrition.

  • Ranged: +18% AttackSpeed, +3 PierceArmor

Shadowmeld

The whole army becomes untouchable, gaining army-wide damage reduction and speed.

  • All classes: +0.15 DamageReduction, +10% MoveSpeed

Horsebow Mastery

Foot Archers become mounted Cavalry Archers with a lethal edge to their volleys.

  • Transforms Archer into Cavalry Archer
  • Ranged: +20% AttackDamage

Frostbite Volley

Ranged fire chills the enemy while your own army resists their counter-slows.

  • Ranged: +20% AttackSpeed
  • All classes: +0.3 SlowResist, +0.2 Tenacity

Orcs

Orcs Archer

Orcs fields the Archer as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 80 health, 35 listed damage, and 36 primary range.

Cost100
ClassRanged
Health80
Damage35
Range36
Speed5

Strengths

  • Long range lets it contribute before the front lines collide.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Has a close-range blind spot or weaker fallback profile.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary35Pierce3-360.3331Projectile
Secondary35Cut0-30.6670.25Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Bloodlust

The scent of battle quickens every attack across the horde.

  • All classes: +12% AttackSpeed

War Drums

Pounding drums drive the whole army onward, hardening it against pain.

  • All classes: +10% MoveSpeed, +0.08 DamageReduction

Unstoppable Horde

The entire army becomes an unrelenting juggernaut, tougher and unshakeable.

  • All classes: +25% Health, +0.1 DamageReduction, +0.25 Tenacity
Tidescale Archer portrait
Tidescale Archer

Tidescale

Tidescale Archer

Tidescale fields the Archer as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 80 health, 35 listed damage, and 36 primary range.

Cost100
ClassRanged
Health80
Damage35
Range36
Speed5

Strengths

  • Long range lets it contribute before the front lines collide.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Has a close-range blind spot or weaker fallback profile.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary35Pierce3-360.3331Projectile
Secondary35Cut0-30.6670.25Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Tidecaller Focus

Rune-mages channel sharper arcane bolts, gaining attack damage.

  • Ranged: +12% AttackDamage

Blessing of Tides

Priests wash the whole host in healing currents, boosting everyone's health.

  • All classes: +10% Health

Arcane Surge

Rune-mages weave glyphs faster, gaining a large attack-speed boost.

  • Ranged: +25% AttackSpeed

Leviathan Hide

Deep-sea vitality toughens the entire army.

  • All classes: +15% Health

Deepwatch Sentries

Unlocks buyable Archers to screen your casters and harass from range.

  • Unlocks Archer for 200 gold

Ricochet Runes

MARQUEE: rune-mage chakrams ricochet, bouncing to 2 additional nearby enemies on impact (with slight damage falloff per bounce).

  • Projectile chain: 2 bounces for Ranged

Abyssal Might

Army-wide surge of deep magic: more damage and hardened magic wards for all.

  • All classes: +20% AttackDamage, +6 MagicArmor

Undead

Undead Archer

Undead fields the Archer as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 80 health, 35 listed damage, and 36 primary range.

Cost100
ClassRanged
Health80
Damage35
Range36
Speed5

Strengths

  • Long range lets it contribute before the front lines collide.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Has a close-range blind spot or weaker fallback profile.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary35Pierce3-360.3331Projectile
Secondary35Cut0-30.6670.25Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Unliving Resolve

The dead feel no fear: all units gain tenacity and shrug off crowd control.

  • All classes: +0.2 Tenacity

Grave Chill

Frozen sinews resist slows, keeping the horde marching forward.

  • All classes: +0.25 SlowResist, +10% MoveSpeed

Endless Dead

A larger shipment of raised soldiers and archers reinforces the line every round.

  • 2 free Archer each round

Attrition Ward

The whole army takes reduced damage, grinding down anything that stands its ground.

  • All classes: +0.15 DamageReduction

Cryptbound Flesh

Bloated undead bodies gain massive health, though they stay slow to fall.

  • All classes: +25% Health

Undying Horde

Army-wide tenacity and damage reduction make the horde nearly impossible to break.

  • All classes: +0.3 Tenacity, +0.15 DamageReduction

Wardstone Bones

Consecrated bones shore up the horde's fatal weakness, granting magic armor across the army.

  • All classes: +8 MagicArmor

Undead (Alt Slot)

Undead (Alt Slot) Archer

Undead (Alt Slot) fields the Archer as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 80 health, 35 listed damage, and 36 primary range.

Cost100
ClassRanged
Health80
Damage35
Range36
Speed5

Strengths

  • Long range lets it contribute before the front lines collide.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Has a close-range blind spot or weaker fallback profile.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary35Pierce3-360.3331Projectile
Secondary35Cut0-30.6670.25Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Unliving Resolve

The dead feel no fear: all units gain tenacity and shrug off crowd control.

  • All classes: +0.2 Tenacity

Grave Chill

Frozen sinews resist slows, keeping the horde marching forward.

  • All classes: +0.25 SlowResist, +10% MoveSpeed

Endless Dead

A larger shipment of raised soldiers and archers reinforces the line every round.

  • 2 free Archer each round

Attrition Ward

The whole army takes reduced damage, grinding down anything that stands its ground.

  • All classes: +0.15 DamageReduction

Cryptbound Flesh

Bloated undead bodies gain massive health, though they stay slow to fall.

  • All classes: +25% Health

Undying Horde

Army-wide tenacity and damage reduction make the horde nearly impossible to break.

  • All classes: +0.3 Tenacity, +0.15 DamageReduction

Wardstone Bones

Consecrated bones shore up the horde's fatal weakness, granting magic armor across the army.

  • All classes: +8 MagicArmor
Western Kingdoms Archer portrait
Western Kingdoms Archer

Western Kingdoms

Western Kingdoms Archer

Western Kingdoms fields the Archer as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 80 health, 35 listed damage, and 36 primary range.

Cost100
ClassRanged
Health80
Damage35
Range36
Speed5

Strengths

  • Long range lets it contribute before the front lines collide.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Has a close-range blind spot or weaker fallback profile.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary35Pierce3-360.3331Projectile
Secondary35Cut0-30.6670.25Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Drill Formations

Rigorous drilling toughens the whole army against the first shock of battle.

  • All classes: +10% Health

Field Chaplains

Battlefield priests steady the ranks, hardening every soldier against wounds.

  • All classes: +0.06 DamageReduction

Marching Orders

Well-drilled movement lets your army reach and hold the center faster.

  • All classes: +12% MoveSpeed

Tempered Steel

Master smiths sharpen every blade and lance in the kingdom's service.

  • All classes: +15% AttackDamage

Royal Charter

A royal levy sends a mixed reinforcement of knights and archers each round.

  • 2 free Archer each round

Grand Crusade

United under one banner, the entire army fights harder, tougher, and unbroken.

  • All classes: +15% AttackDamage, +15% Health, +0.08 DamageReduction

Wood Elves

Wood Elves Archer

Wood Elves fields the Archer as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 80 health, 35 listed damage, and 36 primary range.

Cost100
ClassRanged
Health80
Damage35
Range36
Speed5

Strengths

  • Long range lets it contribute before the front lines collide.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Has a close-range blind spot or weaker fallback profile.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary35Pierce3-360.3331Projectile
Secondary35Cut0-30.6670.25Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Forest Stride

The whole army moves faster, letting you dictate every engagement.

  • All classes: +12% MoveSpeed

Keen Fletching

Archers gain attack damage, sharpening your pierce output.

  • Ranged: +15% AttackDamage

Quick Draw

Ranged units fire faster, raising sustained kiting damage.

  • Ranged: +15% AttackSpeed

Scout Hunters

A pair of Archers reinforce your line each round.

  • 2 free Archer each round

Lithe Footwork

Skirmishers resist slows, keeping their speed advantage against snares.

  • All classes: +0.3 SlowResist

Longbow Mastery

Archers hit far harder, turning volleys into a wall of pierce.

  • Ranged: +25% AttackDamage

Wind Riders

Foot Archers become Cavalry Archers, trading the line for mobile firepower.

  • Transforms Archer into Cavalry Archer

Starfall Volley

Ranged units gain crushing damage and fire rate, unleashing an arrow storm.

  • Ranged: +30% AttackDamage, +20% AttackSpeed

Ghostwalkers

The army shrugs off a portion of all incoming damage while keeping its speed.

  • All classes: +0.15 DamageReduction, +10% MoveSpeed