The Archer is countered by Skirmisher, Mangonel and Knight. It is a archer unit of the Archer Line, and it wins against Spearman, Camel Scout and Champi Scout.
The Archer Line
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Archer -
Crossbowman -
Arbalest
Archer stats
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Hit points - 30
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Melee attack - 0
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Pierce attack - 4 / 2s
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Range - 4
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Melee armour - 0
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Pierce armour - 0
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Speed - 0.96
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Accuracy - 80%
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Line of sight - 6
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Training time - 35s
What counters the Archer?
Hard counters beat the Archer decisively and win even at a cost disadvantage — usually through bonus damage, area damage, conversion or a speed advantage it cannot escape. Soft counters win the fight too, but only with good numbers and positioning.
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Skirmisher hard Attack bonus vs. archers + high pierce armor -
Mangonel hard Area damage hits archer groups -
Knight hard Fast in melee – archers have low HP and almost no armor -
Huskarl UU hard UU (Goths) – Extremely high pierce armor, anti-archer -
Scout Cavalry soft Closes in fast, high HP -
Eagle Scout soft Fast, more resistant to pierce damage -
Shrivamsha Rider UU soft UU (Gurjaras) – Dodges projectiles -
Genitour UU soft Attack bonus vs. archers (+4)
What does the Archer counter?
One representative per unit line — the whole line behaves the same way in this matchup.
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Spearman hard Pierce damage vs. low armor -
Camel Scout soft Pierce damage -
Champi Scout soft Pierce damage -
Man-at-Arms soft Pierce damage vs. low pierce armor
Unique units the Archer beats
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Flaming Camel hard -
Kamayuk hard -
Condottiero soft -
Ibirapema Warrior soft -
Liao Dao soft -
Temple Guard soft
Other units the Archer beats
- King soft
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Konnik (Dismounted) UU soft -
Petard soft -
Villager soft
Civilizations that improve the Archer
14 civilizations have a bonus or unique technology that affects this unit.
Britons
- Foot Archers +1/+2 range in Castle/Imperial Age
- Yeomen (unique tech): Foot Archers and Skirmisher-line +1 range; Watch Tower-line +2 attack
Dravidians
- Skirmishers and Elephant Archers attack +25% faster
Ethiopians
- Foot Archers attack +18% faster
Gurjaras
- Frontier Guards (unique tech): Camel Riders and Elephant Archers +4 melee armor
Italians
- Foot Archers and Condottieri +1 melee/+1 pierce armor
Koreans
- Archer armor and tower upgrades free (Bombard Tower requires Chemistry)
Maya
- Foot Archers cost -10/20/30% in Feudal/Castle/Imperial Age
Muisca
- Champi Warriors and Archery Range Units +1/2/3 melee armor in Feudal/Castle/Imperial Age
- Herbalism (unique tech): Archer-line and Champi Warriors move +15% faster
Persians
- Kamandaran (unique tech): Archer-line gold cost replaced by additional wood cost
Shu
- Archery Unit technologies at the Archery Range and Blacksmith cost -25%
- Bolt Magazine (unique tech): Archer-line, War Chariots and Lou Chuans fire additional projectiles
Tupi
- Curare (unique tech): Foot Archers and Fortifications deal poison damage
Vietnamese
- Archery Range units and Fire Lancers +20% HP
Vikings
- Bogsveigar (unique tech): Archer-line and Longboats +1 attack
Wu
- Red Cliffs Tactics (unique tech): Demolition Ships and Fire Archers deal fire damage to ships and buildings
For the strategy behind these matchups — when to build counters, how to mix them and which civs do it best — see the Archer Counters guide.
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