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Wild Shard

“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 is a Common card that is unlocked from the Training Camp (Tutorial). It spawns two single-target, air-targeting, medium-ranged, ground troops with low hitpoints and low damage. Their deployment is in a horizontal formation. They wield bows, bear team-colored capes, and wear emerald green tunics. An Archers card costs 3 Elixir to deploy.


For Battle Decks with this card, click here

  • Archers are versatile support units. Even though they have low health, they have a high attack speed and decent damage, making them good at clearing out swarms or mini tanks when in a pair. As they can survive The Log if they are at the same Level, placing them behind a tank can make them somewhat hard to counter.
  • Although being functionally similar to Spear Goblins or Rascal Girls, Archers are generally more versatile for their cost. They outclass Spear Goblins in every way except for speed, troop count, and Elixir cost, and the player must spend 5 Elixir for the Rascals even if they do not 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. If the opponent decides to ignore them, they might also deal some chip damage on the opposing Tower Princesses.
    • To diffuse this attack, simply send in a tanky troop in the middle (slightly staggered to the side the player wants to attack). Both Archers would be distracted and would be taken down, dealing no Tower damage.
    • The Cannoneer is able to OHKO them, preventing the damage entirely when split. Even when not split, the Archers will hit it for very low damage, which means that the player can ignore it if they are running a heavy deck.
    • 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.
    • Split Archers are very effective at countering split Wall Breakers, but for a negative Elixir trade. However, both Archers will survive and can possibly be used for a counterattack. This is especially true in Elite Barbarians and Royal Recruits decks, possibly setting up for a powerful dual lane push.
  • The Archers are a viable substitute for the Musketeer. In a pair, their damage per second is higher than a Musketeer and they have better crowd control for 1 less Elixir. However, they have significantly less hitpoints, lesser damage per hit, and a shorter range.
  • Archers are a good counter to the Balloon because as a pair they deal more damage per second than the Musketeer for 1 less Elixir, only allowing its death damage to reach the Tower. However, unless placed ahead, the death damage will weaken them significantly.
  • 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.
    • Archers that are 1 level higher than Minions can allow them to 2HKO each Minion. This is especially effective against the Minion Horde, buying more time for them to kill all the Minions.
  • With the assistance of a Crown 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.
  • Spells are a great way to counter Archers, due to their low hitpoints.
    • The Archers can be defeated with Arrows for a neutral Elixir trade, however, the opponent can take advantage of this and bait out the Arrows and then drop swarms that would be more valuable to be defeated with Arrows, such as the Minion Horde
    • The Royal Delivery can also counter the Archers for a neutral Elixir trade, and also spawns a Royal Recruit to assist with additional defense. This is most recommended to be used when the Archers are assisting another card.
    • The Barbarian Barrel can work in a similar way to the Royal Delivery, by dealing damage to them and spawning a Barbarian. However, it cannot defeat them by itself, and will either require them to be weakened first or the Barbarian will have to finish them off.
    • Earthquake and The Log can weaken Archers enough to allow your Crown Tower to OHKO them. The additional effects of these spells also buys them more time in case the opponent decides to support them. However, if The Log is 1 Level higher than the Archers, they will be able to defeat them without any additional support.
  • The Archers pair well with the X-Bow and the Mortar because they can consistently chip away at things attacking the building whilst not taking much damage themselves, due to their medium range.
  • The Archers paired with a Knight can replicate the effect of the 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 are not forced to overcommit with 6 Elixir to a single attack, like with the Rascals' 5 Elixir cost).


Hit Speed
Damage Speed
Deploy Time
Deploy Time
Projectile Speed
Troop Count
3 0.9 sec Medium (60) 1 sec 5 600 Air & Ground x2 Ground Troop Common
Damage per second
1 119 42 46
2 130 46 51
3 143 50 55
4 158 55 61
5 173 61 67
6 190 67 74
7 209 73 81
8 229 81 90
9 252 89 98
10 277 97 107
11 304 107 118
12 334 118 131
13 367 129 143
14 403 142 157
15 442 156 173

Card Mastery

Type Level/Tier Objective Rewards
Damage Dealer
Damage Dealer
1 Deal a total of 105,000 Damage to enemy Troops or buildings 200 Archers cards
25 XP
2 Deal a total of 320,000 Damage to enemy Troops or buildings 2,000 Gold
25 XP
3 Deal a total of 530,000 Damage to enemy Troops or buildings 150 Gem
25 XP
Hit Maker
Hit Maker
1 Hit enemy Troops a total of 1,750 times 3,000 Gold
100 XP
2 Hit enemy Troops a total of 5,000 times 200 Common Wild Card
100 XP
3 Hit enemy Troops a total of 8,750 times 5,000 Gold
100 XP



  • The Archers card was added with Clash Royale's game launch on 4/1/2016.
  • On 29/2/2016, the March 2016 Update, decreased the Archers' sight range to 5.5 tiles (from 6 tiles).
  • On 23/3/2016, a Balance Update, decreased the Archer's first attack time interval to 0.1 seconds (from 0.2 seconds).
  • On 3/5/2016, the May 2016 Update, increased the Common card Level cap to 13 (from 12). The update also fixed the “range bug”, which decreased the Archers' range to 5 tiles (from 5.5 tiles) but their effective range was unchanged.
  • On 24/8/2016, 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.
  • On 19/9/2016, the September 2016 Update, slightly changed the description. 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."


  • On 23/1/2017, a Balance Update, decreased the Archers' hitpoints by 4%.
  • On 16/3/2017, a maintenance break, increased the Archer's projectile speed to 600 (from 400). This was done to fix some unexpected behaviour that the Archers showed.


  • On 3/12/2018, a Balance Update, increased the Archers’ damage by 2.5%, but also decreased their hitpoints by 1%.
  • On 5/12/2018, the December 2018 Update, increased the Archer's range to 5.5 tiles (from 5 tiles). This change was not mentioned in any change notes and was later said to be unintentional by Supercell, and as such it got reverted in 7/12/2018, in a maintenance break.



  • On 2/6/2020, a Balance Update, gave the Archers a new 0.1 second deploy stagger from each other.


  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).


  • On 4/4/2022, the April 2022 Update, decreased the Archers' attack time interval to 1.1 seconds (from 1.2 seconds).


  • On 7/2/2023, a Balance Update, decreased the Archers' attack time interval to 0.9 seconds (from 1.1 seconds).
  • On 27/3/2023, the Losers Update, changed the Archer's card image.
  • On 4/4/2023, a Balance Update, increased the Archer's first attack time interval to 0.5 seconds (from 0.1 seconds).
  • On 19/6/2023, the Card Evolution Update, increased the Level cap of all cards to 15 (from 14).
  • On 6/11/2023, the November 2023 Update, added the Archers' Evolution.