
Magic Archer







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
852
Total damage this unit can take before being destroyed.
Area Damage
214
Damage dealt to every enemy within the hit's splash radius.
Damage Per Second
194
Average damage dealt per second, factoring in hit speed.
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
1.1 sec
Time between repeated attacks, after the first attack.
First Hit Speed
0.7 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
7
Maximum distance at which this unit can attack a target.
Speed
Medium (60)
How fast this unit moves.
Deploy Time
1 sec
Projectile Speed
1,000
How fast this unit's projectile travels to its target — a slower projectile can be outrun or dodged.
Count
x1
How many individual units this card deploys.
Transport
Ground
Projectile Range
11
Maximum distance at which this unit's projectile can reach a target.
Projectile Width
0.5
Combat Mechanics Encyclopedia
Verified 2026-08-17Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Magic Archer is a ranged Legendary troop whose arrows pierce straight through every enemy standing in a line, making him a strong pick for punishing grouped, low-health troops from behind a tank. His shots also fly farther than the range at which he picks a target, letting him snipe threats other troops can't reach — but because he only ever hits along one line and carries modest hit points for a Legendary, spells and fast attackers that catch him before he lines up a shot are reliable answers. Since March 2026, Magic Archer has also been available as a Hero: he keeps the same base attack but gains an activatable move called Triple Threat that lets him dash to safety, drop a decoy, and load a triple-arrow shot. Several 2026 balance patches have since reined in both the base troop's damage and the Hero ability's range and escape utility.
Magic Archer is a 4-Elixir Legendary troop that moves at medium speed and can target both air and ground units. His first shot after deploying fires unusually fast, in just 0.7 seconds, and every shot after that comes every 1.1 seconds.
Unlike most ranged troops, Magic Archer's arrow pierces straight through everything in its path, so lining him up with a cluster of enemies — a Skeleton Army or Minion Horde, for instance — lets one shot damage all of them. His arrow also travels farther (11 tiles) than the range at which he'll pick a target in the first place (7 tiles), letting him snipe something tucked behind a tank or otherwise out of most defenders' reach.
At tournament standard (Level 11), Magic Archer has 529 hit points and currently deals 135 damage per hit — about 123 damage per second — after an August 2026 balance patch trimmed his damage by roughly 5% as part of a wider pass on control-oriented cards.
Because his shot only ever damages things standing in one line, Magic Archer struggles when enemies don't obligingly line up for him, and — despite his Legendary rarity — he carries relatively little health for a 4-Elixir card. A well-placed Fireball, Rocket, or Lightning, or a fast attacker like Musketeer, Electro Wizard, or Hunter closing the distance before he can line up a shot, are common answers to him.
Magic Archer joined Clash Royale on March 2, 2018 — exactly two years to the day after the game's worldwide launch on March 2, 2016.
HeroStarting March 2, 2026 — Clash Royale's 10th anniversary — a Hero version of Magic Archer became available free to everyone who completed that month's Album Event, and afterward joins the pool of Heroes any player can pick for their single Hero Slot, which unlocks at Arena 5. His special move, Triple Threat, sends him dashing backward and dropping a decoy where he stood while he loads his next attack into a triple-arrow shot that splits its damage across all three arrows.
HeroAn April 2026 update doubled the Triple Threat ability's cost from 1 Elixir to 2, with the developers saying the original price was too low-risk for what it offered, and fixed a bug that had let bonus damage effects multiply the triple-arrow shot's damage.
HeroFollow-up nerfs in July 2026 cut Triple Threat's backward dash from 5 tiles to 3.5, its decoy's hit points from 627 to 271, and its triple-shot pierce range from 15.5 tiles to 13.5 tiles. The next month, a broader rework changed the ability — along with nearly every other Hero and Champion ability — from a repeatable, cooldown-based move into a one-time use.
Also in Merge Tactics
Magic Archer 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 Magic Archer in Merge TacticsFrequently Asked Questions
How does Magic Archer work?
Magic Archer is a ranged Legendary troop whose arrows pierce straight through every enemy standing in a line, making him a strong pick for punishing grouped, low-health troops from behind a tank
What is Magic Archer's elixir cost and rarity?
Magic Archer costs 4 elixir and is a legendary card.
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