
← Units · Ranged
Imperial Archers
By Amya · Updated 2026-08-04
WIPBlob, Flank, Skirmish and Duelling ratings coming soon.
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)
Skills & Formations
Playstyle
- 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
- 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
- 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
- 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
- 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.
Doctrines
Highest level you can.
Mandatory
Bowmanship Doctrine VEpicArrow Rain deals 75% of the unit's base piercing damage with each hit.Increases piercing damage by 150 points.
Precision Doctrine VEpicIncreases piercing damage by 120 points.Increases piercing armor penetration by 80 points.Increases rate of fire by 9%.
Projectile Doctrine VEpicIncreases ammo by 60%.Increases piercing armor penetration by 50 points.
Unit Damage Doctrine VEpicIncreases damage dealt to unit by 120 points,Increases all types of damage by 80 points.
Filler
Epic Leadership DoctrineEpicReduces unit's Leadership cost by 16%.
Whistling Arrow Doctrine VEpicEvery 3 hit inflict Bleeding on enemy nits for 12% of their current Health; can be triggered in concert with other Units.
ArtemisEpicUnlock Double Strings (Cannot be used with any other active skills except [Overwatch]).Fires 2 arrows per shot for 12 seconds.Cooldown 40 seconds.
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.
