Archer - Stats, Cost & How to Unlock
How to Unlock the Archer
The Archer unlocks in the Shop for $150 of raid cash — realistic within your first few raids once Swordsmen start clearing waves. It is the second unit most players own, and the correct second purchase: one row of Swordsmen in front, Archers behind, click Attack. That two-unit formation carries you further than any single expensive unit at this stage.
Combat Performance
Archers deal steady single-target damage from behind your front line — community estimates put a fresh Archer at roughly 12 damage per shot with about 70 HP and a range several times that of a Swordsman. They are fragile when anything reaches them, which is the whole reason the Swordsman exists. Their damage-per-cash is the best in the Common bracket, and unlike melee units they keep firing safely while your line holds.
Stats and Upgrades (Community Estimates)
Archer upgrades scale damage noticeably faster than health — players report the damage curve staying relevant into the mid-game while the HP pool stays thin. Upgrade Archers before Swordsmen: same cash, more distance. Once the Healer arrives at $800, a healed Archer line survives chip damage long enough to make the investment pay for itself.
Where It Fits in Your Army
The Archer is the backbone of every early and mid-game army and remains cheap filler late. It pairs with everything: Swordsman walls early, Healer sustain mid, Golem walls late. When you are saving $25,000 for a Golem, surplus cash still buys Archers that push distance during the wait. Very few units in Command An Army are worth fielding from minute five to hour fifty — this is one of them.
Last updated: September 5, 2026