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This section describes content that has been replaced or removed from the game. This information is kept here for historical purposes.


“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 Super Archers was a temporary Legendary card, only available in certain Events. It spawned 2 area-damage, air-targeting, medium-ranged, ground troops with moderate hitpoints and moderate damage. The Super Archers launched an attack that traveled up to its maximum range, and pulled enemies with a singularity effect, similarly to a Tornado, while piercing through enemies. A Super Archers card costs 3 Elixir to deploy.

Strategy[]

  • The Super Archers can easily handle melee units, particularly slow ones, as their attack will prevent the units from ever hitting them. Even fast melee units like a charging Prince can be rendered useless by the Super Archers’ continuous tornado effect.
  • Ranged troops like the Flying Machine and Dart Goblin are less prone to the tornado effect. Their range will allow them to get a hit on the Super Archers before they are pushed back. This allows them to constantly chip on the Super Archers, eventually defeating them.
    • Avoid doing this if there are melee troops in front of the ranged troops. The Super Archers will target the melee troop instead and this will also push the ranged troop, preventing them from connecting to the Super Archers.
  • Splitting the Super 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 Crown Towers.
  • Split Super Archers are very effective at countering split Wall Breakers, but for a negative Elixir trade. However, both Super 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 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 long range. Their tornado effect will also keep melee troops further away from the building or themselves, buying the defender more time.
  • You can take advantage of the Super Archers' tornado effect by placing threatening troops behind them. The Super Archers will push them out of range and into the opponent's side, close to their Crown Towers. This is a great way to send in a Giant Skeleton and deal massive damage, as he would otherwise struggle to reach it on his own.
  • Buildings are unaffected by the tornado effect, making them great counters. The Cannon can stop them for a neutral Elixir trade, while the Bomb Tower can hit both of them if they are not split. Other buildings like the Goblin Hut are less recommended, however, the spawned troops can be used later for a counterattack.
  • Lightning is an effective way to remove them from the Arena. Not only can it defeat them outright, but its deployment is instant, meaning that it is not as easy to react against it. However, it costs 6 Elixir, and it can be blocked with Royal Hogs, as their hitpoints are slightly higher than that of the Super Archers.
    • Fireball is not as effective against the Super Archers, compared to its normal version, because of their higher hitpoints. But it will bring the Super Archers' hitpoints really low, able to be one-shot by any troop.
      • Poison is a viable alternative instead, as it can completely destroy the Super Archers, unlike Fireball. However, they must be standing on the Poison for the entire duration, so try and place it so the Super Archers will walk through the entire radius. Try to also take advantage of the recoil when they attack if possible.

Statistics

Cost
Elixir
Hit Speed
Damage Speed
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Projectile Range
Radius
Projectile Width
Radius
Projectile Speed
Speed
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
3 2 sec Medium (60) 1 sec 5 10 0.5 400 Air & Ground x2 Ground Troop Legendary
Level
Level
Hitpoints
Hitpoint
Area Damage
Area Damage
Damage per second
DPS
9 580 100 x2 (200) 100
10 638 110 x2 (220) 110
11 701 121 x2 (242) 120
12 771 133 x2 (266) 132
13 846 146 x2 (292) 146
14 928 160 x2 (320) 160
15 1020 175 x2 (350) 175

History[]

2023

  • The Super Archers card was made available in the Super Archers Event, which started on 3/4/2023.
  • On 25/4/2023, the Super Archers were removed from the game.

Trivia[]

  • The word "Archer" comes from the Latin "arcus", meaning bow. The practice of archery was first developed in Africa by the later Middle Stone Age (approx. 70,000 years ago). It is documented as part of warfare and hunting from the classical period until the late medieval period when it was made obsolete by the increased use of firearms.
  • The Super Archers are a reference to the eponymous troop in Clash of Clans.
    • However, the Super Archers in Clash Royale can push back troops with their attack, and recoil when attacking.
    • The Super Archer performs the same pose in her card image as her Clash of Clans counterpart.
  • Among all troops with area damage, the Super Archers are tied with Magic Archer and Super Magic Archer for the smallest area damage radius of all troops, with a radius of 0.25 tiles.
  • The Super Archers are 1 of 3 troops to recoil when attacking, the others being Firecracker and Sparky.
  • It's unknown why the Super Archer has a small pouch on her belt, though it's most likely there to store supplies such as bowstrings and water.
  • Despite wearing a quiver filled with arrows, the Super Archer doesn't take the arrows out of her quiver when performing an attack.
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