The Archer is the second unit and first ranged unit you get access to
in Clash of Clans. Despite having low hitpoints and dealing only
moderate damage, it makes up for it with its range. The short range of
the Archer’s attack allows it to shoot over walls to attack defensive
towers, resource storage buildings, or even enemy troops (from the Clan
Castle).
In this CoC Archer guide, we will be covering this unit in its
entirety. We will start with stats and upgrades and then move into unit
strategy.
Archer Basic Information, Stats, and Levels
Training Time: 25 seconds
Supply Cost: 1
Movement Speed: 24
Targets: Ground & Air
Preferred Target: Any
Barracks Required: Level 2
Supply Cost: 1
Movement Speed: 24
Targets: Ground & Air
Preferred Target: Any
Barracks Required: Level 2
Level
|
Damage Per Second
|
Attack Speed
|
Damage Per Hit
|
Hitpoints
|
---|---|---|---|---|
1 | 7 | 1 attack per second | 7 | 20 |
2 | 9 | 1 attack per second | 9 | 23 |
3 | 12 | 1 attack per second | 12 | 28 |
4 | 16 | 1 attack per second | 16 | 33 |
5 | 20 | 1 attack per second | 20 | 40 |
6 | 22 | 1 attack per second | 22 | 44 |
7 | 25 | 1 attack per second | 25 | 48 |
Level | Training Cost | Upgrade Cost | Laboratory Level | Town Hall Requirement |
1 | 50 | None | None | 1 |
2 | 80 | 50,000 (12 hours) | 1 | 3 |
3 | 120 | 250,000 (2 days) | 3 | 5 |
4 | 160 | 750,000 (3 days) | 5 | 7 |
5 | 200 | 2,250,000 (5 days) | 6 | 8 |
6 | 300 | 6,000,000 (10 days) | 7 | 9 |
7 | 400 | 7,500,000 (14 days) | 8 | 10 |
The Archer possesses below-average health, average damage, and above
average speed. While it does not win any contests in terms of
survivability or damage, its low cost, fast training time, and range
make it a very common unit for use both offensively and defensively.
Like its counterpart the Barbarian, the Archer scales well with
upgrades and improves noticeably between levels 3 and 4 and 4 to 5.
Level 5 Archers are many times more durable than their predecessors,
gaining enough health by level 5 to survive getting hit by a level 4
Mortar. As a result of its steady improvement with each level, the
Archer remains a viable unit throughout Clash of Clans.
CoC Archer Strategy
In Clash of Clans, the Archer is a unit which you will use regularly.
It is useful as a trophy pushing unit as soon as it is introduced
(great for sniping Town Halls in farming base setups). The Archers is
also one part of the popular “Barcher” (Barbarian and Archer) army
composition. I believe Barcher is the best farming composition at Town
Hall 7 and is also useful for low-cost trophy pushing and war battles.
Archers for Farming or Trophy Pushing
Archers are one of the most commonly-used units in Clash of Clans.
While I think Archers are a bit over-used at low levels, I do believe
that It is practically impossible to farm effectively at Town Hall 7 and
above without using the Archer in some capacity.
For all of their strengths, Archers are very fragile. It is important
to understand how to strategically use these units in order to get the
best use out of them. Below, we will discuss deployment and attack
strategies, how to attack towers, and how to handle Clan Castle troops
and heroes with Archers.
Unit Deployment and Positioning
Archers should always be spread out. Since Archers are ranged, you
can even spread them out when you want them to attack the same target.
Archers constantly need to be spread because it limits the damage they
take from area of effect (AoE) towers.
One of the most important things to learn about using Archers is that
even if you want your Archers to attack the same target, you never have
to deploy all your Archers at once. You generally only need to deploy
around 20 to attack a given section of your enemy’s base, deploying the
next set of 20 after the first set starts to thin out. This limits the
effect of traps (bombs) and Mortar attacks.
Additionally, it is very useful to deploy tanking units ahead of the
Archers, such as Barbarians or Giants. These units can soak up hits from
Wizard Towers or Mortars deep in the enemy base, allowing your low
health Archers to deal damage over the walls without taking damage.
Archers are great at destroying junk buildings (Barracks, Mines, Army
Camps, and so on) on the perimeter of the enemy’s base. If you plan on
using Barbarians to tank for your Archers, be sure to get rid of all the
junk structures you can safely attack (i.e. buildings your Archers can
attack without being hit by enemy towers) so that the Barbarians do not
have to spend time taking out these junk structures while being hit by
enemy towers.
Note that if you core into an enemy’s base and almost reach a
valuable storage structure (but a wall still blocks your way), you can
often pile on it with Archers and take it out in a sacrifice-style of
attack. This works great when you reach a Dark Elixir storage, but you
do not have the strength needed to take down the final wall. Drop a rage
spell on the Archers in this case and they will typically take out the
structure even under heavy fire from Mortars.
Taking Out Towers
The primary advantage of Archers is their ability to attack
structures behind walls. Archers excel at taking out Cannons and Archer
Towers behind walls; 12+ Archers will easily take out a Cannon or Archer
Tower.
Your biggest problems will be Mortars and Wizard Towers. When taking
out Mortars, no unit can easily tank for you, as melee units attacking a
wall directly attacking a Mortar cannot be hit by that Mortar. You can
drop a distracting Giant or hero unit, but as soon as that unit goes
down from Archer Tower or Cannon fire, the Mortar will switch back to
your Archers.
Instead, your best bet is to generally spread your archers so that
one Mortar shot cannot hit more than one-third of the Archers. You
should also spread out your Archers in waves so that you do not lose
more than 3-4 Archers from a Mortar shot. If you attack the Mortar this
way, you will only lose a handful of Archers.
Attacking a Wizard Tower is much easier with distracting units.
Giants work best, but Barbarians also can work. You usually have to
refresh the Barbarians if you are using Barbarians to tank for the
Wizard Tower. In other words, if a Wizard Tower is behind a wall, drop
4-5 Barbarians, spread out a bit so that the Wizard Tower can only hit
2-3 per attack. Drop 5 Archers behind this Barbarian wall, then
immediately drop 5 more Barbarians. As the first set of Barbarians is
going down, the second set will be in range. By the time the second set
goes down, your Archers should have finished off the Wizard Tower.
One great strategy for using Archers once you have your Barbarian
King is to use your Archers to kill off all single-target DPS buildings
like Archer Towers, Cannons, and Hidden Teslas. At Town Hall 7 or Town
Hall 8, the enemy will only have Wizard Towers and Mortars left. Since
these towers do very little DPS, your Barbarian King can then come in
and wipe out the enemy’s base. This works surprisingly well when the
enemy stacks their resources, Mortars, and Wizard Towers in the deep
center of the base and puts all the single-target towers on the
perimeter of their base.
Dealing With Enemy Clan Castle and Hero Units
Archers are the best unit in the game for dealing with enemy Clan
Castle and hero units. The first step is to drop a unit within range of
the enemy’s hero or Clan Castle in order to get its attention or to get
the units to come out of the CC. Typically a melee unit like a Goblin or
Barbarian is best for this purpose.
Once the enemy units have been alerted, you can drop an Archer in a
safe spot where it can hit an enemy building but it not be in range of
any towers. The alerted enemy hero units as well as any Clan Castle
units will now head for this Archer. Once you have safely lured these
units away, deploy Archers to take out the enemy units. Drop 15 archers
to handle an enemy hero unit. For enemy Clan Castle units, drop
approximately the five more Archers than the enemy has in their Clan
Castle.
Archers As a Clan Castle Unit
Archers are hands-down the best cheap unit to use in the Clan Castle.
There are three primary advantages of using Archers: high damage,
range, and ability to shoot air units. While the Archer’s damage is
typically not considered high due to its propensity to get easily
killed, it is not so easy to take out Archers on defense.
Since enemy Giants or Hog Riders always target towers first, your
Archers can just plow into these enemy units without any recourse as
these enemy units always go for towers first. Melee units like
Barbarians will have to take down walls before they can access Archers,
allowing the Archer’s damage to add up thanks to its range.
Finally, the ability to hit air units is very useful for the Archer.
Balloons are particularly susceptible to Archers in the Clan Castle, as
Balloons always target towers first. If you have 25 level 5 Archers in
the Clan Castle at Town Hall 8, the Archers can deal a combined 500
damage per second – enough to take out an enemy Balloon or Giant every
second that the Archers are alive!
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