Archer — Counters, Stats & Civ Bonuses

All-purpose Foot Archer.

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The Archer is countered by Skirmisher, Elite Skirmisher and Mangonel. It is a archer unit of the Archer Line, and it wins against Spearman, Eagle Scout and Militia.

Archer
Class
Archer
Line
Archer Line
Available to
All civilizations
Cost
Wood 25 Gold 45

Archer stats

Hit points 30
Melee attack 0
Pierce attack 4 / 2s
Range 4
Melee armour 0
Pierce armour 0
Speed 0.96
Accuracy 80%
Line of sight 6
Training time 35s

What counters the Archer?

The Archer is weak against Skirmishers, Mangonel-line and units at close range.

Hard counters deal bonus damage against this unit — they beat the Archer even at a cost disadvantage. Soft counters win the fight through cost-efficiency or mobility, without a dedicated bonus.

CounterTypeWhy it works
Skirmisher hard Attack bonus vs. archers + high pierce armor
Elite 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 hard UU (Goths) – Extremely high pierce armor, anti-archer
Hussar soft Closes in fast, high HP
Light Cavalry soft Fast, can catch archers
Eagle Warrior soft Fast, more resistant to pierce damage
Shrivamsha Rider soft UU (Gurjaras) – Dodges projectiles

What does the Archer counter?

The Archer is strong against units at long range.

One representative per unit line — the whole line behaves the same way in this matchup.

Unique units the Archer beats

Other units the Archer beats

Civilizations that improve the Archer

16 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

Cumans

  • Archery Ranges and Stables cost -75 wood

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

Khmer

  • Double Crossbow (unique tech): Ballista Elephants and Scorpions fire an additional projectile

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

  • Archery Range and Barracks upgrades cost -50% food
  • 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

The Archer Line

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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