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Ironcap Archers portrait

← Units · Ranged

Ironcap Archers

By Amya · Updated 2026-08-04

BT2 · MasteryRangedArcher

WIPBlob, Flank, Skirmish and Duelling ratings coming soon.

90Base Leadership
Leadership Doctrine
Standard-16% leadership75
Premium-10% leadership81

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 2
Each level increases firing accuracy by 10%Max level 2
Each level increases armour penetration by 5%Max level 2
Each level increases rate of fire by 12%Max level 3
Whilst attacking, unit has a chance to shoot a flaming arrowMax level 1
Adds 4 soldiers to the unitMax level 1
Each level increases ammo by 10%Max level 2
Adds 4 soldiers to the unitMax level 1
Each level increases movement speed by 5%Max level 2
Each level increases health by 3%Max level 2
Unlocks Sprint. Increases movement speed by 15% for 8 secondsMax level 1
Each level increases rate of fire by 12%Max level 2
Unlocks Arrow RainMax level 1
Adds 4 soldiers to the unitMax level 1

Skills & Formations

Attack AreaAttack AreaOrder your unit to shoot ranged weapons at the designated spot.Arrow RainArrow RainLoose multiple volleys of arrows at the designated target. SprintSprintIncreases unit's movement speed by 15% for 8 seconds.
DispersedDispersedA loose formation that reduces unit vulnerability to ranged weapons. HornsHornsA two-pronged formation, good for attacking enemies to the front.

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 RainArrow RainLoose multiple volleys of arrows at the designated target. in their veterancy can’t equip the Arrow RainArrow RainLoose multiple volleys of arrows at the designated target. doctrine: if that’s your case, just equip more piercing instead

Attributes

Lvl 1 & 18

Basic

Health
1,096
Strength
28
Speed
5
Labour
4.48

Attack

Piercing damage
1,425
Piercing armour pen.
1,238

Defence

Piercing defence
179
Slashing defence
142
Blunt defence
126

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.

11 changes
  1. Source ↗
    • Mastery Node 5 [Flaming Arrow]: Explosive Arrows volley count 4 → 3; base damage reduced by 12%.
  2. Source ↗
    • Mastery Node 5 [Flaming Arrow]: volleys of [Explosive Arrows] that can be fired 2 → 4; damage of [Explosive Arrows] increased by 27%.
  3. Source ↗
    • Fixed the issue where [Ironcap Archers] and [Rattan Vipers] would continue to use Unit Skills after the Hero was defeated.
  4. Source ↗
    • Fixed an issue where the [Ironcap Archers]'s Skill [Arrow Rain] may not display after interacting with supply points.
  5. Source ↗
    • New Unit Mastery added.
    • Node 1: Increase Piercing Damage by 100 points.
    • Node 2: Increase Piercing Armour Penetration by 100 points.
    • Node 3: Increase Piercing Damage by 100 points.
    • Node 4: Increase Piercing Armour Penetration by 100 points.
    • Node 5: Gain skill: [Explosive Arrows], which shoots 2 rounds of arrows with attached firecracker causing small area explosions.
    • Node 6: Increase damage against infantry by 400 points.
    • Node 7: Increase damage against ranged units by 400 points.
    • Node 8: Reduce [Explosive Arrows] cooldown time by 9 seconds.
  6. Source ↗
    • Fixed the issue where the Doctrine [Artemis] didn't take effect in [Ironcap Archers] after learning the [Flaming Arrow] node.
  7. Source ↗
    • Piercing Armor Penetration 1011 → 1239.
    • Leadership 135 → 110.
  8. Source ↗
    • Blunt defense increased by 34.
  9. Source ↗
    • Piercing Armour Penetration 772 → 1011
  10. Source ↗
    • Basic Piercing Damage is reduced by 82.
    • Basic Armour Penetration is reduced by 26.
  11. Source ↗
    • Fixed a bug where the "Reinforced Bows" of Ironcap Archers couldn't increase the shooting range.

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