Archer Tower

Archer Towers have longer range than cannons, and unlike cannons they can attack flying enemies.

Archer Tower Level 12
Archer Tower Level 1 level 1
  • Damage per Second: 11
  • Damage per Shot: 5.5
  • Hitpoints: 380
  • Cost: 1,000
  • Build Time: 15 minutes
  • Experience Gained: 30
  • Town Hall Level Required: 2
Archer Tower Level 2 level 2
  • Damage per Second: 15
  • Damage per Shot: 7.5
  • Hitpoints: 420
  • Cost: 2,000
  • Build Time: 30 minutes
  • Experience Gained: 42
  • Town Hall Level Required: 2
Archer Tower Level 3 level 3
  • Damage per Second: 19
  • Damage per Shot: 9.5
  • Hitpoints: 460
  • Cost: 5,000
  • Build Time: 45 minutes
  • Experience Gained: 51
  • Town Hall Level Required: 3
Archer Tower Level 4 level 4
  • Damage per Second: 25
  • Damage per Shot: 12.5
  • Hitpoints: 500
  • Cost: 20,000
  • Build Time: 4 hours
  • Experience Gained: 120
  • Town Hall Level Required: 4
Archer Tower Level 5 level 5
  • Damage per Second: 30
  • Damage per Shot: 15
  • Hitpoints: 540
  • Cost: 80,000
  • Build Time: 12 hours
  • Experience Gained: 207
  • Town Hall Level Required: 5
Archer Tower Level 6 level 6
  • Damage per Second: 35
  • Damage per Shot: 17.5
  • Hitpoints: 580
  • Cost: 180,000
  • Build Time: 1 day
  • Experience Gained: 293
  • Town Hall Level Required: 5
Archer Tower Level 7 level 7
  • Damage per Second: 42
  • Damage per Shot: 21
  • Hitpoints: 630
  • Cost: 360,000
  • Build Time: 2 days
  • Experience Gained: 415
  • Town Hall Level Required: 6
Archer Tower Level 8 level 8
  • Damage per Second: 48
  • Damage per Shot: 24
  • Hitpoints: 690
  • Cost: 720,000
  • Build Time: 3 days
  • Experience Gained: 509
  • Town Hall Level Required: 7
Archer Tower Level 9 level 9
  • Damage per Second: 56
  • Damage per Shot: 28
  • Hitpoints: 750
  • Cost: 1,500,000
  • Build Time: 4 days
  • Experience Gained: 587
  • Town Hall Level Required: 8
Archer Tower Level 10 level 10
  • Damage per Second: 65
  • Damage per Shot: 32.5
  • Hitpoints: 810
  • Cost: 2,500,000
  • Build Time: 5 days
  • Experience Gained: 657
  • Town Hall Level Required: 8
Archer Tower Level 11 level 11
  • Damage per Second: 75
  • Damage per Shot: 37.5
  • Hitpoints: 890
  • Cost: 4,500,000
  • Build Time: 6 days
  • Experience Gained: 720
  • Town Hall Level Required: 9
Archer Tower Level 12 level 12
  • Damage per Second: 86
  • Damage per Shot: 43
  • Hitpoints: 970
  • Cost: 6,500,000
  • Build Time: 7 days
  • Experience Gained: 777
  • Town Hall Level Required: 10
Archer Tower Level 13 level 13
  • Damage per Second: 98
  • Damage per Shot: 49
  • Hitpoints: 1,050
  • Cost: 7,500,000
  • Build Time: 8 days
  • Experience Gained: 831
  • Town Hall Level Required: 10

Summary

  • Archer Towers are extremely versatile structures. They are able to target both Ground and Air Units, and they have excellent range. This versatility means that they should form the cornerstone of every player's defense.

Defensive Strategy

  • Archer Towers can target both Ground and Air Units at an amazing distance. Therefore, it is generally a good idea to place them on the outer perimeter of the village. Doing so allows players to capitalize on the excellent range and provides good coverage for the rest of the defenses.
  • As Archer Towers have the ability to target both Ground and Air Units, a good strategy would be to place all of the other defenses within range of at least one Archer Tower.
  • It is typically a good idea to upgrade Archer Towers before you upgrade Cannons. Although they are more expensive and take longer to upgrade than similar-level Cannons, Archer Towers have more range and can target air units as well as ground units.
  • It is typically wise to put an Archer Tower near a Cannon or Mortar due to the fact that neither of these two defenses can target air units.

Offensive Strategy

  • Their ability to target both Ground and Air Units makes Archer Towers formidable defenders. However, Archer Towers are only able to damage one unit at a time. This makes it very easy to overwhelm them with large groups of Archers or Barbarians.
  • When deploying only a few Balloons, it is advisable to keep them away from an Archer Tower, as their slow movement speed makes them an easy target. However, Balloons deployed in large numbers will quickly destroy an Archer Tower while only losing one or two Balloons. After the Archer Towers (and Air Defenses) are taken out, the Balloons will proceed to destroy the rest of the village (although Wizard Towers and time can still be a problem). You can also place a group of Archers (around 15-25) and let them do the work.

Upgrade Differences

  • Archer Towers undergo significant visual changes at levels 6, 11, 12 and 13.
  • When initially constructed, the Archer Tower has an open wooden lattice supporting a flat wooden platform; an exterior wooden ladder leads from the ground to the platform level. From levels 2 through 5, the lattice structure and wooden platform both receive additional reinforcement.
  • At level 2, the Archer Tower gets 4 short posts on the top and the wood gets thicker.
  • At level 3, the Archer Tower gets gray stone paddings on the legs and the short posts connect each other on the platform.
  • At level 4, the Archer Tower has the paddings turn into supports and a small green flag is added under the platform.
  • At level 5, the Archer Tower gets a solid stone base which connects each support.
  • At level 6, the lattice supports and exterior ladder are removed, and solid vertical supports are added. The wooden platform receives stone battlements and the green flag is extended to cover the interior.
  • At level 7, the stone battlements around the platform are reinforced and the solid stone base is taller to completely obscure the interior.
  • At level 8, the Archer Tower receives metal braces at the bottom of each leg.
  • At level 9, the Archer Tower's flags get shorter to reveal the interior again and the metal on each leg turns into spikes.
  • At level 10, the flags get larger again and golden plates get placed around the whole tower.
  • At level 11, the color scheme completely changes as all the wood is replaced with dark iron, and the battlements receive dark iron shields on each corner with stone skulls in between them. The flag changes from green to orange.
  • At level 12, the tower gains golden guard shields on its bottom and golden spikes all over it with silver corners at the top. The flag is replaced with spikes and the battlement walls become highly polished metal. The archers shoot with fire arrows. The planks where the Archers stand also switch directions.
  • At level 13, the 3 golden guard shields fuse together into 2, becoming thicker and the silver plating on the top becomes golden instead. The plating the lower spikes are attached to become a deep crimson, and the corner shields themselves turn red. The tower also gains a gold colored base at each leg and a lighter hue on the wood on top.
  • The number of and apparent level of the Archers atop the tower also change with level.
  • When first constructed, the Archer Tower has two Archers on its platform, with the appearance of a level 1 (or 2) Archer, and shoots normal arrows.
  • At level 4, They shoot flaming arrows until the Archer Tower is level 7.
  • At level 5, the Archers' appearance changes to that of a level 3 (or 4) Archer.
  • At level 7, a third Archer appears, and they start shooting purple arrows (until level 11).
  • At level 8, the Archers' appearance changes to that of a level 5 Archer.
  • At level 10, the Archers' arrows begin to explode on impact.
  • At level 11, the Archers' appearance changes to that of a level 6 Archer and they shoot fire arrows.
  • At level 13, the Archers' appearance changes to that of a level 7 Archer. The arrows they shoot are flaming reddish-pink.
Town Hall Level 1 2 3 4 5 6 7 8 9 10
Number Available 0 1 1 2 3 3 4 5 6 7
Size
3x3
Level Damage per Second Damage per Shot Hitpoints Cost Build Time Experience Gained Town Hall Level Required
1 11 5.5 380 1,000 15 minutes 30 2
2 15 7.5 420 2,000 30 minutes 42 2
3 19 9.5 460 5,000 45 minutes 51 3
4 25 12.5 500 20,000 4 hours 120 4
5 30 15 540 80,000 12 hours 207 5
6 35 17.5 580 180,000 1 day 293 5
7 42 21 630 360,000 2 days 415 6
8 48 24 690 720,000 3 days 509 7
9 56 28 750 1,500,000 4 days 587 8
10 65 32.5 810 2,500,000 5 days 657 8
11 75 37.5 890 4,500,000 6 days 720 9
12 86 43 970 6,500,000 7 days 777 10
13 98 49 1,050 7,500,000 8 days 831 10
Range Attack Speed Damage Type Unit Type Targeted
10 0.5s Single Shot Ground & Air