Strengths
- Long range lets it contribute before the front lines collide.
- Mobility gives it good engage and repositioning windows.
Unit page
Cavalry Archer variants, lore, stats, special effects, upgrades, strengths, and weaknesses.

| Faction | Unit | Class | Cost | HP | Damage | Type | Atk/s | Range | Pierce | Cut | Crush | Magic | Speed |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Barbarians | Cavalry Archer | Cavalry | 200 | 120 | 40 | Pierce | 0.333 | 36 | 0 | 0 | 0 | 0 | 5 |
| Dwarves | Cavalry Archer | Cavalry | 200 | 150 | 50 | Pierce | 0.333 | 32 | 25 | 0 | 0 | 50 | 5 |
| High Elves | Cavalry Archer | Cavalry | 200 | 120 | 40 | Pierce | 0.333 | 36 | 0 | 0 | 0 | 0 | 5 |
| Night Elves | Cavalry Archer | Cavalry | 200 | 120 | 40 | Pierce | 0.333 | 36 | 0 | 0 | 0 | 0 | 5 |
| Orcs | Cavalry Archer | Cavalry | 200 | 120 | 40 | Pierce | 0.333 | 36 | 0 | 0 | 0 | 0 | 5 |
| Undead | Cavalry Archer | Cavalry | 200 | 120 | 40 | Pierce | 0.333 | 36 | 0 | 0 | 0 | 0 | 5 |
| Undead (Alt Slot) | Cavalry Archer | Cavalry | 200 | 120 | 40 | Pierce | 0.333 | 36 | 0 | 0 | 0 | 0 | 5 |
| Western Kingdoms | Cavalry Archer | Cavalry | 200 | 120 | 40 | Pierce | 0.333 | 36 | 0 | 0 | 0 | 0 | 5 |
| Wood Elves | Cavalry Archer | Cavalry | 200 | 120 | 40 | Pierce | 0.333 | 36 | 0 | 0 | 0 | 0 | 5 |
| Faction | Availability |
|---|---|
| Undead | Base |
| Barbarians | Base |
| High Elves | Base |
| Night Elves | Base |
| Western Kingdoms | Base |
| Dwarves | Base |
| Orcs | Base |
| Undead (Alt Slot) | Base |
| Wood Elves | Base |
| Tidescale | - |
Barbarians
Barbarians fields the Cavalry Archer as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights from range, with 120 health, 40 listed damage, and 36 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 40 | Pierce | 2-36 | 0.333 | 1 | Projectile |
| Secondary | 40 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
Cavalry gain move speed to slam into the enemy first.
The whole army swings faster but shrugs off less punishment.
Tougher bodies help fragile berserkers survive the opening clashes.
Cavalry charge in faster and hit far harder on impact.
Unlocks buyable Cavalry Archers to harass and finish routing foes.
Army-wide frenzy: everyone attacks and moves faster, damage soaring but hides thinning.
Transform your Swordsmen into Heavy Cavalry and pump their charge damage.
Dwarves
Dwarves fields the Cavalry Archer as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights from range, with 150 health, 50 listed damage, and 32 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 50 | Pierce | 2-32 | 0.333 | 1 | Projectile |
| Secondary | 50 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
All units gain a solid boost to maximum health.
The whole army resists crowd control and slows, refusing to be moved.
Grinding attacks: all units gain attack damage but the army moves even slower.
A free elite Knight shipment and army-wide health and damage reduction turn the line into a fortress.
Transforms the whole spear line into Heavy Cavalry battering rams with fortress-grade armor.
The entire army takes 20% less damage and cannot be slowed or controlled.
Upgrades your Knights into thundering Heavy Cavalry and unlocks buyable Cavalry Archers to grind from range.
High Elves
High Elves fields the Cavalry Archer as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights from range, with 120 health, 40 listed damage, and 36 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 40 | Pierce | 2-36 | 0.333 | 1 | Projectile |
| Secondary | 40 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
Enchanted vestments grant every soldier flat magic armor against enemy spellcasters.
Fragile bodies are shielded by warding mist, granting army-wide magic armor and damage reduction.
Light Cavalry are drilled into disciplined Cavalry Archers for mobile precision fire.
Cavalry Archers ascend into Cavalry Mages, weaving devastating magic from the saddle.
A radiant ward blankets the army with heavy magic armor, damage reduction, and tenacity.
Night Elves
Night Elves fields the Cavalry Archer as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights from range, with 120 health, 40 listed damage, and 36 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 40 | Pierce | 2-36 | 0.333 | 1 | Projectile |
| Secondary | 40 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
All units move faster, letting your army dictate every engagement.
A free pair of Cavalry Archers arrives each round to harass the flanks.
Cavalry shrug off slows, keeping their kiting speed under fire.
Woven shadow grants every unit magic armor to survive the first exchange.
Your cavalry radiate cold, and their own move speed climbs to press the slow.
Spearmen abandon the line and ride out as fast Light Cavalry raiders.
A powerful free shipment of elite Cavalry Archers arrives to break stalemates.
The whole army becomes untouchable, gaining army-wide damage reduction and speed.
Foot Archers become mounted Cavalry Archers with a lethal edge to their volleys.
Ranged fire chills the enemy while your own army resists their counter-slows.
Light Cavalry ascend into Heavy Cavalry shock riders that hit and vanish.
Orcs
Orcs fields the Cavalry Archer as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights from range, with 120 health, 40 listed damage, and 36 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 40 | Pierce | 2-36 | 0.333 | 1 | Projectile |
| Secondary | 40 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
Cavalry gallop faster into the fray.
The scent of battle quickens every attack across the horde.
Infantry and cavalry alike smash with devastating force.
Your Light Cavalry mount ferocious wolves, becoming Heavy Cavalry shock troops.
Whipped into a killing rage, the horde attacks faster and fears nothing.
Pounding drums drive the whole army onward, hardening it against pain.
The entire army becomes an unrelenting juggernaut, tougher and unshakeable.
Unlock savage Cavalry Archer wolf-riders to harass and encircle.
Undead
Undead fields the Cavalry Archer as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights from range, with 120 health, 40 listed damage, and 36 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 40 | Pierce | 2-36 | 0.333 | 1 | Projectile |
| Secondary | 40 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
The dead feel no fear: all units gain tenacity and shrug off crowd control.
Frozen sinews resist slows, keeping the horde marching forward.
The whole army takes reduced damage, grinding down anything that stands its ground.
Cavalry become life-draining raiders, gaining attack and bulk to outlast foes.
Bloated undead bodies gain massive health, though they stay slow to fall.
Army-wide tenacity and damage reduction make the horde nearly impossible to break.
Light cavalry are reforged into death knights, elite heavy horsemen of the grave.
Consecrated bones shore up the horde's fatal weakness, granting magic armor across the army.
Undead (Alt Slot)
Undead (Alt Slot) fields the Cavalry Archer as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights from range, with 120 health, 40 listed damage, and 36 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 40 | Pierce | 2-36 | 0.333 | 1 | Projectile |
| Secondary | 40 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
The dead feel no fear: all units gain tenacity and shrug off crowd control.
Frozen sinews resist slows, keeping the horde marching forward.
The whole army takes reduced damage, grinding down anything that stands its ground.
Cavalry become life-draining raiders, gaining attack and bulk to outlast foes.
Bloated undead bodies gain massive health, though they stay slow to fall.
Army-wide tenacity and damage reduction make the horde nearly impossible to break.
Light cavalry are reforged into death knights, elite heavy horsemen of the grave.
Consecrated bones shore up the horde's fatal weakness, granting magic armor across the army.

Western Kingdoms
Western Kingdoms fields the Cavalry Archer as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights from range, with 120 health, 40 listed damage, and 36 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 40 | Pierce | 2-36 | 0.333 | 1 | Projectile |
| Secondary | 40 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
Rigorous drilling toughens the whole army against the first shock of battle.
Battlefield priests steady the ranks, hardening every soldier against wounds.
Well-drilled movement lets your army reach and hold the center faster.
Master smiths sharpen every blade and lance in the kingdom's service.
Your knights are anointed as paladins, gaining holy resilience and crushing power.
United under one banner, the entire army fights harder, tougher, and unbroken.
Wood Elves
Wood Elves fields the Cavalry Archer as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights from range, with 120 health, 40 listed damage, and 36 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 40 | Pierce | 2-36 | 0.333 | 1 | Projectile |
| Secondary | 40 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
The whole army moves faster, letting you dictate every engagement.
Skirmishers resist slows, keeping their speed advantage against snares.
Foot Archers become Cavalry Archers, trading the line for mobile firepower.
Cavalry surge in speed for devastating hit-and-run raids.
A pack of Cavalry Archers joins your raiding force each round.
An elite host of Cavalry Archers reinforces you every round.
Every Knight becomes a Cavalry Archer, and the whole horde rides faster.
The army shrugs off a portion of all incoming damage while keeping its speed.