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Archer CoC – Max Level 14, Range, Upgrade Costs & Super Archer Guide

Archer is a 1-housing-space Elixir ranged troop unlocked with Barracks level 2. The current Archer max level is 14 at TH18, where she has 46 DPS, 46 damage per hit and 76 hitpoints.

Her value comes from reach and flexibility rather than durability. Archers can hit ground and air targets, fire from 3.5 tiles away and fit into almost any army as funnel, cleanup or support troops. The tables below cover every level, Town Hall cap, upgrade cost and research time, followed by practical use, counters and the current Super Archer.

Current max 14Unlocks TH1Barracks 2Housing 1Max at TH18
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Archer CoC max level 14 with Archer and Super Archer in battle scene
Archer CoC: Max level 14, range, upgrade costs and Super Archer guide.

Archer Stats by Level

Archer attacks once every 1 second, so her DPS and damage-per-hit values are the same. She uses 1 housing space, moves at 24, has a 3.5-tile range and can target both ground and air. The level table below uses the current Home Village values.

LevelDPSDamage / hitHitpointsLaboratoryTown Hall
18822—TH1
21010261TH3
31313293TH5
41616335TH7
52020406TH8
62222447TH9
72525488TH10
82828529TH11
931315610TH12
1034346012TH14
1137376413TH15
1240406814TH16
1343437215TH17
1446467616TH18

At level 14: Archer has 46 DPS, 46 damage per hit and 76 HP. Researching level 14 requires Laboratory level 16 at TH18.

Archer Max Level by Town Hall

Archer is available from the start of the Home Village through Barracks level 2. Research begins once the Laboratory becomes available at TH3. Most Town Hall levels raise the Archer cap, but TH2, TH4, TH6 and TH13 do not add a new Archer level.

Town HallArcher max levelLaboratory
TH11—
TH21—
TH32Lab 1
TH42Lab 2
TH53Lab 3
TH63Lab 4
TH74Lab 5
TH85Lab 6
TH96Lab 7
TH107Lab 8
TH118Lab 9
TH129Lab 10
TH139Lab 11
TH1410Lab 12
TH1511Lab 13
TH1612Lab 14
TH1713Lab 15
TH1814Lab 16

The late-game climb is straightforward: level 10 at TH14, 11 at TH15, 12 at TH16, 13 at TH17 and 14 at TH18. TH13 stays at level 9 even though its Laboratory can be upgraded to level 11.

Archer Upgrade Cost and Research Time

Archer research uses Elixir. The table shows the base Laboratory cost and time for each target level before any active reduction. Level 1 is the Barracks unlock and needs no Laboratory research.

Target levelElixir costResearch timeLaboratory
1Barracks level 2 unlockNo research—
220,0001h1
380,0002h3
4200,0003h5
5500,0008h6
61,000,00012h7
71,500,0001d8
82,300,0001d 12h9
93,000,0002d10
104,500,0003d12
116,500,0004d13
129,000,0004d 12h14
1314,000,0009d15
1425,000,00013d 12h16

Taking Archer from level 1 to level 14 costs 67,600,000 Elixir and takes 39 days 14 hours of sequential base Laboratory research. That total assumes every upgrade runs one after another with no reduction, magic item, helper or temporary event applied.

Archer Upgrade Time Calculator

67,600,000 Elixir · 39d 14hChoose the percentage that matches the reduction shown in-game. The calculator applies it to both Elixir cost and research time. Books, Hammers, Research Potions, helpers and research already in progress are not included; the game controls final rounding.

How Archer Works: Range, Targeting and One-Housing-Space Value

Archer has no preferred building target. She attacks the nearest target she can reach, but can switch to nearby defending Clan Castle troops, Heroes or Skeletons when they engage the army and are within range. Her attack can hit ground and air, which makes a single Archer useful in more cleanup situations than a ground-only troop.

The key numbers are simple: 1 housing space, 24 movement speed, 1-second attack interval and 3.5-tile range. That range lets Archers fire over Walls, but their low hitpoints mean they should not be treated as front-line troops.

Preferred targetAny
TargetsGround & air
Attack typeSingle target
Attack interval1 second
Movement speed24
Housing space1
BarracksLevel 2
Range3.5 tiles

Archer Attack Guide: Funnel, Cleanup and Safe Ranged Damage

Use Archers where their range and low housing cost solve a specific job. For an entry, first send a tougher troop such as a Giant or Barbarian to draw fire, then place Archers far enough behind that they can shoot without taking the first defensive hits. Against splash damage, spread Archers into smaller groups instead of stacking them on one tile.

They are especially useful for funneling and cleanup. A few Archers can remove exposed buildings on the edge so the main army has a cleaner path, while saved Archers can finish corner Builder Huts or other unprotected structures late in the attack. One Archer can also test a suspicious area for traps before a more valuable troop enters.

Archer Support, Spells and Army Roles

Giants and Barbarians are natural front-line partners because they can take defensive fire while Archers shoot from range. In mixed armies, Heroes can clear one side of a funnel while a few Archers handle exposed buildings on the other. Because Archers can target air, they can also help against defending flying troops when they are positioned safely.

Rage increases the damage of a group that is already protected, while Heal can keep a clustered group alive through sustained damage when the spell covers enough units. Freeze buys time against a dangerous defense, and Poison is useful when defending Clan Castle troops are the immediate problem. Do not spend a spell just to rescue one or two cleanup Archers unless that cleanup is essential to the finish.

Where Archer Fits from TH1 to TH18

At TH1–TH6, Archers are a core ranged option because they cost only one housing space and can shoot over Walls. From TH7–TH10, they remain useful for funnels, exposed buildings and support behind tanks even as heavier troops become available.

At TH11 and above, regular Archers still keep the same cheap one-space role, while level 8 also opens access to Super Archer. From TH14 to TH18, the normal Archer continues gaining one new level at each Town Hall, ending at level 14.

Archer Roles at a Glance

Edge buildingsCheap funnel
Corner structuresLate cleanup
Behind GiantsSafe ranged damage
Air defendersCan fight back
Trap checkRisk one housing space
Clan Castle lureSpread for control
Archer QueenRoyal Cloak spawns researched level
Super ArcherLong-range piercing option

Archers are strongest when the job matches the unit. They are easy to overdeploy because each one costs only a single housing space, but a large clump can disappear quickly to splash damage. Keep enough for the tasks you actually need: shaping the entry, helping with defending troops, or finishing buildings that the main army may never reach.

Fix an Archer Deployment That Keeps Failing

Archers die togetherSpread the deployment against splash defenses.
They step in frontSend the tank first and keep Archers behind it.
Cleanup starts too lateSave a few and deploy them when edge buildings are safe.
They target defendersExpect retargeting when nearby enemy troops engage.
Funnel is too wideUse small groups on specific outside buildings.
One trap wipes a groupAvoid placing the whole pack on the same tile.

How to Counter Archer and Use Her in the Clan Castle

Against Archers, splash damage is the main threat. Mortars, Wizard Towers, Bombs and other area damage can remove several at once when they are packed together. Protecting outside buildings also reduces the value of single-Archer cleanup and forces them deeper into defensive range.

In a defending Clan Castle, Archers can target both air and ground, and their small housing size allows many of them to be stored. Their weakness is the same as on offense: low hitpoints. Poison, Lightning and splash damage can clear a group quickly once it is pulled into a tight area.

Super Archer: Unlock, Piercing Shot and Current Stats

Super Archer becomes available when the normal Archer reaches level 8. Super Troops are available from TH11; activating Super Archer costs 25,000 Dark Elixir or a Super Potion and lasts 3 days. She uses 12 housing space, moves at 24, attacks every 1.5 seconds and uses the Sharp Shot ability.

The big difference is reach. Super Archer targets from 6 tiles away and the projectile can travel up to 12 tiles, piercing through multiple targets in its path. The current level 14 was added alongside the TH18 content in the February 2026 update.

Regular Archer vs Super Archer

Super Archer levelDPSDamage / hitHitpointsTown Hall
8120180450TH11
9132198510TH12
10144216565TH14
11156234605TH15
12162243645TH16
13166249685TH17
14170255725TH18

Regular Archer: 1 housing space, 3.5-tile range, single-target shot. Super Archer: 12 housing space, 6-tile target range and a piercing projectile that can continue through several targets.

Archer Update History and Training Milestones

The stats and research numbers in this guide use the current values. These milestones show the main level additions and changes that explain today’s Archer progression.

DateChangeWhat it means now
2 August 2012Archer was part of the original release with levels 1–5.The troop has been available since the launch of Clash of Clans.
5 February 2013Archer level 6 added.Level 6 remains the TH9 cap today.
16 September 2014Archer level 7 added.Level 7 is the current TH10 cap.
11 June 2018Archer level 8 added.Level 8 later became the requirement for Super Archer.
22 June 2020Archer level 9 added.Level 9 is the current TH12 and TH13 cap.
12 April 2021Archer level 10 added.Level 10 is the current TH14 cap.
10 October 2022Archer level 11 added.Level 11 is the current TH15 cap.
12 December 2023Archer level 12 added.Level 12 is the current TH16 cap.
10 February 2025Archer level 13 added.Level 13 is the current TH17 cap.
24 March 2025Troop training time removed.Archers no longer wait in a troop training queue.
17 November 2025Level 13 cost reduced to 14,000,000 Elixir and time to 9d.Those are the current level 13 research values.
23 February 2026Archer level 14 added.TH18 progression now reaches level 14.

TRAINING NOTE

Archer has no troop training wait. Laboratory upgrades still take research time, and housing space still determines how many Archers fit in an army or Clan Castle.

Archer FAQ

What is the max Archer level in Clash of Clans?

The current Archer max level is 14 at TH18. It requires Laboratory level 16.

When do I unlock Archer?

Archer is unlocked by upgrading the Barracks to level 2. The troop starts at level 1.

What is the Archer max level at TH10?

Level 7. TH10 supports Laboratory level 8, which is required for Archer level 7.

What are the max Archer stats?

Level 14 has 46 DPS, 46 damage per hit and 76 hitpoints.

How much does Archer level 14 cost?

25,000,000 Elixir with a base research time of 13 days 12 hours at Laboratory level 16.

What is the total Archer upgrade cost from level 1 to 14?

67,600,000 Elixir and 39 days 14 hours of sequential base Laboratory research.

Can Archer attack air troops?

Yes. Regular Archers can target both ground and air.

What is Archer's range?

The regular Archer has a 3.5-tile range and attacks once every second.

When is Super Archer unlocked?

Super Archer requires normal Archer level 8. Super Troops are available from TH11.

How is Super Archer different?

She uses 12 housing space, attacks from 6 tiles away and fires a piercing projectile that can travel through multiple targets.

Does Archer Queen summon the same Archer level I have researched?

Yes. Archers summoned by the Royal Cloak ability use the Archer level researched in your Laboratory.