“A pair of lightly armored ranged attackers. They'll help you take down ground and air units, but you're on your own with hair coloring advice.”

The Archers card is unlocked from the Training Camp (Tutorial). It spawns two single-target, medium-ranged Archers with both low hitpoints and low damage output. An Archers card costs 3 Elixir to deploy. They wield bows, bear capes of their team's color, and wear emerald green tunics.


  • Archers are strong support units. This is because they have good crowd control, damage potential, and survivability for 3 Elixir since they will not be defeated by The Log at Tournament Standard levels.
  • They are functionally similar to Spear Goblins or Rascal Girls, but Archers are generally more versatile for their cost. They outclass Spear Goblins in almost every way except for speed, troop count, and Elixir cost, and the player must spend 5 Elixir for the Rascals even if they don't want to use the Rascal Boy.
  • Splitting the Archers behind of or in front of the King's Tower is a good way to cheaply cover both lanes while denying the opponent of the most possible spell damage value.
  • The Archers can be timed to split in the middle shortly before engaging with an enemy troop. If done correctly, both Archers will still target the enemy troop, while forcing said troop to travel further to defeat each Archer. This is especially useful versus area damage troops like the Baby Dragon, since they will usually have to spend twice as much time trying to take out the Archers.
  • They can be used effectively to counter low hitpoint troops like Minions, Spear Goblins, and Goblins. Although Archers are not splash troops, they are an effective counter to an unsupported Skeleton Army or Graveyard if paired with their respective Crown Tower at a safe distance. Their decent damage and fast attack speed plus the Crown Tower's damage and attack speed easily cut down the Skeletons without letting any of them damage either the Crown Tower or the Archers.
  • With the assistance of a Princess Tower, Archers are capable of taking out mini-tanks and glass cannons such as the Knight and Musketeer. However, they will be swiftly taken out by splash units, most noticeably the Executioner, Wizard and Bomber, so it is advised to have another troop placed to the side to tank for your Archers, like a Giant.
  • Miner paired with Archers is a cheap way to deal a surprising amount of damage as the Miner tanks for them.
  • The Archers paired with a Knight can replicate the effect of Rascals for a slightly more expensive cost. However, the Knight deals more damage per second than the Rascal Boy, and their lower individual costs allow the player to defend more efficiently to several attacks (i.e, they do not need to overcommit with 6 Elixir to a single attack, like with the Rascals' 5 Elixir cost).


  • The Archers card was released with Clash Royale's soft launch on 4/1/16.
  • On 23/3/16, a Balance Update made their initial attack quicker (like Spear Goblins).
  • On 3/5/16, the May 2016 Update fixed the "range bug" and decreased the Archers' range to 5 (from 5.5) but their effective range is unchanged.
  • On 24/8/16, a Balance Update increased the Archers' damage by 2%. Before this update, level 9 or level 13 Archers used to take 3 shots to kill an equal level Goblin instead of 2 when they are at the same level.
  • On 19/9/16, the September 2016 Update changed the description slightly. It used to say: "A pair of unarmored ranged attackers. They'll help you with ground and air unit attacks, but you're on your own with coloring your hair." Currently, all troops that are described as "unarmored" can be one-shot by Arrows of equal level, but the "lightly armored" Archers will have a little health left.
  • On 23/1/17, a Balance Update decreased the Archers' hitpoints by 4%.
  • On 3/12/18, a Balance Update increased the Archers’ damage by 2.5%, but also decreased their hitpoints by 1%.
  • On 2/6/2020, a Balance Update gave the Archers a new 0.1 second deploy stagger from each other.


  • The Archers sport an unusual magenta-colored haircut which is mentioned as a joke in the card's description.
  • A level 13 Archer can survive a hit from a level 3 Mini P.E.K.K.A.
  • It is one of the four cards that come in pairs, the others being the Elite Barbarians, Wall Breakers and Skeleton Dragons.


Hit Speed
Damage Speed
Deploy Time
Deploy Time
Troop Count
3 1.2 sec Medium (60) 1 sec 5 Air & Ground x2 Ground Troop Common
Damage per second
1 119 42 35
2 130 46 38
3 143 50 42
4 158 55 46
5 173 61 51
6 190 67 56
7 209 73 61
8 229 81 67
9 252 89 74
10 279 97 80
11 304 107 89
12 334 118 98
13 367 129 108
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