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Imperial Archers portrait

← Units · Ranged

Imperial Archers

By Amya · Updated 2026-08-04

CT4 · MasteryRangedArcher

WIPBlob, Flank, Skirmish and Duelling ratings coming soon.

220Base Leadership
Leadership Doctrine
Standard-16% leadership184
Premium-10% leadership198

Veterancy Line what to spend your points on. Nodes unlock as the unit levels.

Recommended veterancyJust go the DMG line (standard archers have only the one real line: more damage)

Hover or focus a node for detail.
Increases armour penetration by 5%Max level 1
Each level increases piercing damage by 2%Max level 3
Each level increases maximum range by 6%Max level 3
Each level increases ammo by 10%Max level 2
Each level increases critical value by 6%Max level 2
Each level reduces Precision Volley's cooldown by 1 secondMax level 2
Each level increases piercing damage by 2%Max level 3
Increases armour penetration by 15%Max level 1
Each level reduces Precision Volley's cooldown by 1 secondMax level 2
Each level increases health by 3%Max level 2
Each level increases ammo by 10%Max level 2
Each level reduces Precision Volley's cooldown by 1 secondMax level 2
Increases damage dealt to cavalry by 10%Max level 1
Increases armour penetration by 8%Max level 1
Increases damage dealt to infantry by 10%Max level 1

Skills & Formations

Attack AreaAttack AreaOrder your unit to shoot ranged weapons at the designated spot. Precision VolleyPrecision VolleyThe unit quickly looses 5 volleys of armour-piercing arrows at the enemy over 7 seconds. The arrows will be concentrated into a small area, and will damage blocking to a small degree.SnipeSnipeTwo volleys of bodkin arrows are fired at the enemy (three volleys once upgraded). The cooldown of this skill is reset upon killing a hero. The skill is cancelled when the unit is unable to find a target.
DispersedDispersedA loose formation that reduces unit vulnerability to ranged weapons. WingsWingsThe unit splits into two echelons to enhance combat strength.

Playstyle

  1. Game pace doesn’t suit standard ranged anymore. Leadership changes and offensive doctrines drive fast, high-pressure engagements. Teams push quickly, engage fast, rotate aggressively. There’s no safe window for traditional ranged to set up and contribute
  2. Ranged DMG numbers are not impact. Even if your archers show high damage, it doesn’t translate to value. Most damage is chip, healed off, or spread across tanks. Meanwhile your team was short a frontline or cav unit that could have actually broken a phalanx, won a skirmish, or secured a flank. In almost every real scenario, a T4 melee or cav would have done more than a T4 archer
  3. No unique role. In higher lobbies, ranked, TW, or tournaments, non-exotic ranged are either not picked or directly avoided. Seen as a handicap, not a contribution. If the enemy sees your team running regular archers, it signals an easy push or opening
  4. Appealing trap for new players. Archers seem simple: no micro, no need to understand matchups, feels “safe” and familiar. But that safety is deceptive. By skipping micro and avoiding positioning, timing, and unit interaction, you’re skipping the real learning curve. You fall behind in skill development and map awareness
  5. Bait effect on teammates. Low-impact ranged forces teammates to play differently: peeling for your low-damage backline or pushing without needed frontline support. You become bait without knowing it, dragging attention and space away from actual win conditions

If you like range, learn the exotic units (Zykalian Militia, Shenji Grenadiers, Flamers, Lionroar Crew). Use them as tools, not a crutch. Still learn rotation, map pressure, and unit interaction. Watch top-tier play to see how impactful range is actually used (rare, specific, intentional).

Final thought: archers might feel easy, but they teach you nothing and contribute even less. If you’re serious about improving or contributing to wins, step into melee, cav, or exotic range and start learning the real game.

Tips & Tricks

  • Some archers with Arrow Rain in their veterancy can’t equip the Arrow Rain doctrine: if that’s your case, just equip more piercing instead

Attributes

Lvl 1 & 24

Basic

Health
1,764
Strength
28
Speed
5
Labour
3.92

Attack

Piercing damage
1,520
Piercing armour pen.
1,436

Defence

Piercing defence
343
Slashing defence
276
Blunt defence
189

WIPMax level stats are not in yet. Switch back to Lvl 1 for the unit's current attributes.

Balance history Official balance changes for this unit, newest first. Each entry's Source opens the real patch notes.

13 changes
  1. Source ↗
    • Mastery 5: [Snipe] will fire three volleys.
    • Mastery 8: cooldown reduced by 10 seconds; within the same duration, fires two additional volleys.
  2. Source ↗
    • Leadership 235 → 220.
  3. Source ↗
    • Fixed the issue where Imperial Archers might gain the Sniper skill after interacting with a supply point without unlocking Constellations.
  4. Source ↗
    • Fixed the issue of conflicts in between the commands of Switching Melee and Sprint. When Imperial Archers apply both "Arrow Rain" and "Sprint" doctrines in Unit Mastery
  5. Source ↗
    • [Bodkin Arrows] no longer selects a new target, its attack target remains the same as Free Attack.
    • New Unit Mastery added.
    • Node 1: Increase Piercing Damage by 60 points.
    • Node 2: Increases ammo by 10%.
    • Node 3: Increase Piercing Damage by 60 points.
    • Node 4: Increases ammo by 10%.
    • Node 5: Unlock [Weapons Range]: launches two rounds of Bodkin Arrows to a targeted enemy. Resets cooldown when hero is killed. Skill ends when unable to attack the target.
    • Node 6: Increase damage to infantry by 400 points.
    • Node 7: Increase damage to hero by 200 points.
    • Node 8: [Weapons Range] launch an extra round of Bodkin Arrows.
  6. Source ↗
    • Piercing Armor Penetration 1277 → 1436.
  7. Source ↗
    • Leadership 255 → 235.
  8. Source ↗
    • Changed [Bodkin Arrows] so it now launches several volleys of armor-penetrating arrows in a small area, with greatly increased armor penetration, firing rate increased by 35%, and it now also deals some block break.
    • Increased their base firing rate by 15% and the damage of [Bodkin Arrows] by 11%, but reduced [Bodkin Arrows]' extra armor penetration reduction by 18%.
    • They will now fire armor-penetrating arrows and have an 18% increased rate of fire during [Arrow Rain].
    • Changed the Veterancy Point node [Like Clockwork] to reduce [Bodkin Arrows]' cooldown by 1 second.
    • The Veterancy Point node [Heavy Arrow Training] no longer reduces rate of fire.
  9. Source ↗
    • Piercing Armour Penetration 1224 → 1277
    • Piercing Damage 1603 → 1620
  10. Source ↗
    • Resolved an issue where the 'Imperial Archers' unit wouldn't attack by themselves after switching to melee combat.
  11. Source ↗
    • Basic Piercing Damage has been reduced by 48 points.
    • Basic Armour Penetration has been decreased by 52.
    • Health increase per level has been decreased by 10.
  12. Source ↗
    • Veterancy point "Garrison": "each level increases accuracy during siege battles by 5%" was adjusted to "increases the shooting speed of Bodkin Arrows by 5%"
    • Veterancy point "Kit Repair": "reduces resupply cost by 5%" was adjusted to "increases damage to cavalry by 10%"
    • Veterancy point "Sharp Shot": "increases the shooting accuracy by 5%" was adjusted to "increases the shooting speed of Bodkin Arrows by 5%"
  13. Source ↗
    • Increased shooting speed of Bodkin Arrows by 25%
    • Increased the damage of Bodkin Arrows by 12.5%

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