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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