
Archers


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.





Combat Attributes
Attack
- Hit Speed
- 0.9 sec
- First Hit
- 0.5 sec
- Targets
- Air & Ground
- Range
- 5
- Projectile Speed
- 600
Movement
- Movement Speed
- Medium (60)
- Transport
- Ground
Deployment
- Deploy Time
- 1 sec
- Count
- x2
Stats include official balance changes through October 2026.

Level Statistics
See how Archers' stats scale from Level 1 to Level 16| Level | |||
|---|---|---|---|
| Level 1Start | 119 | 43 | 47 |
| Level 2 | 130 | 47 | 52 |
| Level 3 | 143 | 52 | 57 |
| Level 4 | 158 | 57 | 63 |
| Level 5 | 173 | 63 | 70 |
| Level 6 | 190 | 70 | 77 |
| Level 7 | 209 | 76 | 84 |
| Level 8 | 229 | 84 | 93 |
| Level 9 | 252 | 93 | 103 |
| Level 10 | 277 | 102 | 113 |
| Level 11Tournament | 304 | 112 | 124 |
| Level 12 | 334 | 123 | 136 |
| Level 13 | 367 | 136 | 151 |
| Level 14 | 403 | 149 | 165 |
| Level 15 | 442 | 164 | 182 |
| Level 16Max | 486 | 180 | 200 |
Tournament: Level 11 is the level tournament matches use, whatever a card's rarity.
Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.
Combat Mechanics Encyclopedia
Verified 2026-08-17Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Archers deploy as two independent 3-elixir Common troop units (304 HP / 112 damage each at tournament level 11), each attacking Air & Ground on its own 0.9s cadence with no splash and no pooled HP — the commonly cited "224 combined damage" is just the arithmetic sum of both units' 112 hits landing on one target in the same instant, not a distinct mechanic. The Evolution form (live since 6 Nov 2023) shares identical HP and normal damage with Base but extends range 5→6 tiles and adds a purely distance-triggered Power Shot: a boosted single-target arrow that fires automatically instead of the normal hit whenever the target is 4–6 tiles away (currently 140 damage at L11, 125% of normal, per Supercell's 4 Aug 2026 "Final August 2026 Balance Changes"). Real-game fidelity caveats: a 0.1s deploy-stagger between the two units (since 2 Jun 2020) and Evolution's Power Shot are both unmodeled by Crownstats' own Duel Simulator/Interaction Lab.
Type: Troop. Rarity: Common. Elixir cost: 3 (identical for both Base and Evolution).
Base form released 4 January 2016, during Clash Royale's regional iOS soft-launch phase — several weeks ahead of the game's actual worldwide/global launch on 2 March 2016 — as one of the cards available in Training Camp from day one.
Evolution form released 6 November 2023.
Unlock arena is Training Camp, available from the very start of the game.
Archers has Base and Evolution forms only — there is no Hero version of this card.
Damage per unit (normal hit) at Level 11 is 112 for both Base and Evolution.
Evolution's Power Shot damage at Level 11 is currently 140, following Supercell's 4 Aug 2026 "Final August 2026 Balance Changes" patch.
Hit Speed is 0.9 sec for both Base and Evolution at Level 11 (current value; last changed 7 Feb 2023 from 1.1s→0.9s, no later change found).
EvolutionEvolved Archers keeps identical hitpoints and normal damage to the base troop, but extends range from 5 to 6 tiles and adds Power Shot — a boosted single-target arrow that fires automatically instead of the normal hit whenever the target is 4-6 tiles away, currently 140 damage at level 11 after an August 2026 cut from 168.
Also in Merge Tactics
Archers also appears as a troop in Clash Royale's Merge Tactics mode, bought from the shop and merged for star upgrades rather than cycled through a deck.
View Archers in Merge TacticsCard interactions and upgrades in CrownLab
Interaction Lab calculates card-versus-card interactions at the levels you choose — no account required. Upgrade Advisor analyses upgrade priority for the eight cards in your current deck.
CrownLab is CrownStats' analysis layer — every tool states its method and limits on its page.
Frequently Asked Questions
How does Archers work?
Archers deploy as two independent 3-elixir Common troop units (304 HP / 112 damage each at tournament level 11), each attacking Air & Ground on its own 0.9s cadence with no splash…
What is Archers's elixir cost and rarity?
Archers costs 3 elixir and is a common card.
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