Archers
Two cheap ranged units that hit both ground and air - one of the most flexible defensive commons in the game.
Recent Performance
Archers appears in 3.8% of recently tracked decks and wins 60% of its matches.
7-Day Win Rate Trend
Latest saved daily updates for decks featuring Archers.
Best Synergies
Cards that have recently performed well alongside Archers.
What Do Archers Do?
Archers deploys two separate ranged units side by side rather than one troop, each able to hit both ground and air targets. That split makes them awkward to trade with cheaply, since removing one doesn't remove the other, but it also means splash damage kills both at once if they're standing close together.
Their damage and hitpoints are modest individually, but combined they can chip away at swarms or support troops that a single-target defender would struggle to clear in one hit.
Where Archers Fit
Archers are a flexible defensive support card - cheap enough to fit into almost any deck, and versatile enough to answer air troops, ground swarms, or medium-HP units without dedicating a more specialized card to the job.
How to Counter Archers
Splash damage is the cleanest answer - Wizard, Baby Dragon, Valkyrie, or a well-placed spell can wipe out both units in a single hit, since they stand close enough together to share most area-damage effects.
Archers FAQ
What rarity are Archers?
Archers is a Common card.
How much elixir do Archers cost?
Archers costs 3 Elixir and deploys two separate units.
Do Archers target air units?
Yes. Archers are a ranged troop that can hit both ground and air targets.
What counters Archers?
Splash damage cards like Wizard, Baby Dragon, or Valkyrie can kill both units in one hit, since they stand close together and share the same low hitpoints.
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