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“Not quite a Wizard, nor an Archer - he shoots a magic arrow that passes through and damages all enemies in its path. It's not a trick, it's magic!”

The Super Magic Archer was a temporary Legendary card, only available in certain Events. It spawned an area-damage, air-targeting, long-ranged, ground troop with moderate hitpoints and extremely low damage. The Magic Archer launched an attack that traveled up to its maximum range, and hypnotized enemies, while piercing through enemies. Hypnotized enemies acted identically to friendly troops, meaning they could not be hit by them and could be damaged and killed by enemy troops and spells. A Super Magic Archer card costed 5 Elixir to deploy.


  • When building a deck, try to include a counter for the main offensive card you are using (for example, Cannon if you are using a Hog Rider). This will make defending easier in case the troop gets hypnotized by the Super Magic Archer.
  • It is recommended to save a big push until after the opponent deploys their Super Magic Archer. Since the Super Magic Archer pierces his targets, he can convert an entire push with just one arrow, and he can do it again even after the effect wears off, unless the Super Magic Archer is killed or is redirected to something else.
  • Lightning is an effective way to remove him from the Arena. Not only can it defeat him outright, but its deployment is instant, meaning that it is not as easy to react against it. However, beware of opponents that block it with Royal Hogs, as their hitpoints are slightly higher than that of the Super Magic Archer.
    • Rocket is also a good spell to use against the Super Magic Archer and any possible surrounding units, and unlike Lightning, the damage cannot be blocked. However, a poorly-aimed Rocket could just become useless and cause you to be low on Elixir, possibly unable to defend the opponent's push.
    • Fireball is not as effective against the Super Magic Archer, compared to its normal version, because of its higher hitpoints. But it will bring the Super Magic Archer's hitpoints really low, able to be OHKOed by any troop.
      • Poison is a viable alternative instead, as it can completely destroy the Super Magic Archer, unlike Fireball. However, he must be standing on the Poison for the entire duration, so try to place it, so the Super Magic Archer will walk through the entire radius.
  • He is less effective at hypnotizing kamikaze troops like the Fire Spirit and Wall Breakers, as they will not be able to make full use of the hypnotism mechanic.
  • Since Crown Towers can also be hypnotized, after attacking them, he will proceed to attack the King's Tower, unless there are other opposing units nearby. Because of this, it is inadvisable to use cards that are weak against an activated King's Tower, such as a Graveyard.
  • Monk is an excellent troop to use against the Super Magic Archer. A properly timed ability can reflect an enemy Magic Archer projectile, making him hypnotize himself and other troops deployed to support him.
    • Do not rely on this solely, however. Since the hypnotism is temporary, the hypnotized troops will eventually turn around and engage the Monk, who will not have the ability ready again. Try to save this trick to hypnotize fast, threatening troops, which will force the opponent to react, or to prevent your Crown Tower from being hypnotized. In addition, a poorly timed ability will result in the Monk getting hypnotized anyway, due to the delay before activation.
  • Mini P.E.K.K.A is also a good counter to Super Magic Archer, as it can OHKO him. But make sure to place the Mini P.E.K.K.A right on top of Super Magic Archer to avoid giving him time to shoot its projectile. The P.E.K.K.A and Elite Barbarians can work in similar way, though they will result in a negative Elixir trade.


Hit Speed
Damage Speed
Deploy Time
Deploy Time
Projectile Range
Projectile Width
Projectile Speed
Troop Count
5 2 sec Medium (60) 1 sec 7 11 0.5 1000 Air & Ground x1 Ground Troop Legendary
Area Damage
Area Damage
Damage per second
9 580 1 0
10 638 1 0
11 701 1 0
12 771 1 0
13 846 1 0
14 928 1 0
15 1020 1 0



  • The Super Magic Archer card was made available in the Super Magic Archer Challenge on 13/2/2023.
  • On 20/2/2023, the Super Magic Archer was removed from the game.
  • On 10/4/2023, the Super Magic Archer was readded to the game in the Super Cards Triple Draft Event.
  • On 18/4/2023, the Super Magic Archer was removed from the game.


  • 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 Magic Archer's stats are the highest or lowest among all troops. More specifically:
    • The Super Magic Archer has the lowest damage of all troops, with 1 damage at Levels 9 and 14.
    • The Super Magic Archer is tied with Electro Giant for the lowest first attack speed of all troops, with a first attack speed of 1.5 seconds.
    • Among all troops with area damage, the Super Magic Archer is tied with Magic Archer and Super Archers for the smallest area damage radius of all troops, with a radius of 0.25 tiles.
  • When deployed, the Super Magic Archer will say "好的 (Hǎo de)", and when attacking, often says “爆炸 (Bàozhà)” which mean "Ok" and “Explode“ in Chinese.
  • Hypnotized Crown Towers will change their Tower Skin to the one of the user that hypnotized them.
  • Hypnotized troops or Crown Towers will have hearts coming out of them to signal they have been turned. The King's Tower will show this effect if it gets hit by a Super Magic Archer's attack, but will not actually be hypnotized.