
Evolution Archers






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
1 stat on this card was corrected to its current official value — see below.
Level Statistics
Hitpoints
490
Total damage this unit can take before being destroyed.
Damage
180
Damage dealt by one normal attack to a valid target.
Power Shot Damage
271
Damage dealt by this unit's charged Power Shot, instead of its normal attack.
Damage Per Second
200
Average damage dealt per second, factoring in hit speed.
Power Shot Damage Per Second
301
Average damage per second when landing its charged Power Shot.
Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.
Combat Attributes
Hit Speed
0.9 sec
Time between repeated attacks, after the first attack.
First Hit Speed
0.5 sec
Time from deployment (or becoming able to attack) until this unit's first attack lands.
Target
Air & Ground
What this card is able to attack.
Range
6
Maximum distance at which this unit can attack a target.
Speed
Medium (60)
How fast this unit moves.
Deploy Time
1 sec
Projectile Speed
600
How fast this unit's projectile travels to its target — a slower projectile can be outrun or dodged.
Count
x2
How many individual units this card deploys.
Transport
Ground
Evolution Mechanics
Cycles
2
Power Shot Range
4-6
Distance at which this unit fires a Power Shot instead of a normal attack.
Combat Mechanics Encyclopedia
Mechanics verified against Season 86 (August 2026)Figures 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 TacticsFrequently 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.
What does Archers's Evolution change?
Evolved 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.
How often is Evolution Archers used in ranked decks?
CrownStats has tracked Evolution Archers in 10 distinct decks, totaling 1.8K ranked battle appearances, over the last 7 days.
Top Evolution Archers Decks by Meta Score
10 distinct decks seen in ranked battlesX-Bow Deck













Bridge Spam Deck












Royal Hogs Deck













Graveyard Control Deck













Bridge Spam Deck












X-Bow Deck













Beat Down Deck












Royal Giant Deck












Golem Beatdown Deck












Graveyard Control Deck













