
Introduction to Clash of Clans Home Village Archer Tower Guide
In Clash of Clans, Archer Towers play a vital role in defending a base due to their versatility and ability to target both ground and air units. Introduced at Town Hall 2, they are among the earliest defenses available, quickly becoming a key structure in any base layout. Their consistent damage output and extended range allow them to effectively counter various threats, making them a crucial component of village defense.
Unlike Cannons, which focuses only on ground troops, Archer Towers provides balanced coverage against both land-based and airborne attacks. This makes them particularly valuable against early-game threats like Balloons and later-game aerial strategies involving Dragons, Minions, or Electro Dragons. Their placement in a base significantly impacts their effectiveness, as well-positioned Archer Towers can create strong defensive coverage.
At Town Hall 16, players gain the ability to merge two level 21 Archer Towers that are not geared up, forming a Multi-Archer Tower. This advanced structure enhances the tower’s defensive capabilities, allowing it to fire multiple arrows simultaneously, improving its effectiveness against swarms of troops. Understanding when and where to upgrade and merge Archer Towers is essential for maximizing a base’s defensive strength.

| Level | Damage Per Second | Damage Per Shot | Hitpoints | Cost | Build Time | Experience Gained | Town Hall Level Required |
|---|---|---|---|---|---|---|---|
| 1 | 11 | 5.5 | 380 | 1,000 | 30s | 5 | 2 |
| 2 | 15 | 7.5 | 420 | 2,000 | 5m | 17 | 2 |
| 3 | 19 | 9.5 | 460 | 5,000 | 45m | 51 | 3 |
| 4 | 25 | 12.5 | 500 | 20,000 | 3h | 103 | 4 |
| 5 | 30 | 15 | 540 | 80,000 | 4h | 120 | 5 |
| 6 | 35 | 17.5 | 580 | 150,000 | 2h | 84 | 5 |
| 7 | 42 | 21 | 630 | 300,000 | 6h | 146 | 6 |
| 8 | 48 | 24 | 690 | 480,000 | 8h | 169 | 7 |
| 9 | 56 | 28 | 750 | 580,000 | 10h | 189 | 8 |
| 10 | 63 | 31.5 | 810 | 760,000 | 6h | 146 | 8 |
| 11 | 70 | 35 | 890 | 1,000,000 | 14h | 224 | 9 |
| 12 | 74 | 37 | 970 | 1,100,000 | 16h | 240 | 10 |
| 13 | 78 | 39 | 1,050 | 1,500,000 | 10h | 189 | 10 |
| 14 | 82 | 41 | 1,130 | 2,200,000 | 20h | 268 | 11 |
| 15 | 85 | 42.5 | 1,230 | 2,000,000 | 12h | 207 | 11 |
| 16 | 90 | 45 | 1,310 | 3,000,000 | 1d 12h | 360 | 12 |
| 17 | 100 | 50 | 1,390 | 2,500,000 | 1d 12h | 360 | 12 |
| 18 | 110 | 55 | 1,510 | 4,000,000 | 2d 12h | 464 | 13 |
| 19 | 120 | 60 | 1,600 | 3,000,000 | 1d 12h | 360 | 13 |
| 20 | 135 | 67.5 | 1,700 | 6,000,000 | 3d 12h | 549 | 14 |
| 21 | 145 | 72.5 | 1,800 | 8,000,000 | 4d | 587 | 15 |
Range: 10 | Attack Speed: 0.5s | Damage Type: Single Target | Unit Type Targeted: Ground & Air
Number of Archer Towers Available by Town Hall Level
| Town Hall Level | Number Available |
|---|---|
| 1 | 0 |
| 2 | 1 |
| 3 | 2 |
| 4 | 3 |
| 5 | 3 |
| 6 | 4 |
| 7 | 5 |
| 8 | 6 |
| 9 | 6 |
| 10 | 7 |
| 11 | 8 |
| 12 | 8 |
| 13 | 8 |
| 14 | 8 |
| 15 | 8 |
| 16 | 8/4* |
| 17 | 9/2* |
Numbers marked with an asterisk (*) indicate changes due to Multi-Archer Towers and Multi-Gear Tower upgrades.
Archer Tower vs. Other Defensive Structures
| Defense | Targets | Range | Damage Type | Best For |
|---|---|---|---|---|
| Archer Tower | Ground & Air | Medium | Single Target | Balanced, versatile defense |
| Cannon | Ground | Medium | Single Target | Strong against ground-only attacks |
| Wizard Tower | Ground & Air | Short | Splash Damage | Best against swarms (Minions, Balloons, Witches) |
| Air Defense | Air | Long | Single Target | Specialized anti-air |
| X-Bow | Ground/Air | Long | Rapid Fire | Versatile but costly |
Special Abilities: Gearing Up
At level 10, players at Town Hall 8 can gear up an Archer Tower using the Master Builder, provided they have at least one Archer Tower upgraded to level 6 in the Builder Base. This gearing-up process introduces a “Fast Attack” mode, which significantly increases the tower’s damage output while reducing its range. The attack speed becomes similar to that of Archer Towers in the Builder Base, allowing them to rapidly fire at incoming troops.
This mode is particularly effective against fast-moving units like Minions, Hog Riders, or Balloons, as it can quickly deal high damage before they advance deeper into the base. Additionally, it provides extra defensive strength against high-health troops such as P.E.K.K.As or even the Archer Queen during a Queen Charge, potentially forcing an early ability activation or spell usage.
However, the reduced range means that a geared-up Archer Tower should be placed strategically, ideally near high-value defenses or the core of the base. Pairing it with other defenses like Wizard Towers or Air Bombs can help mitigate its shorter range by ensuring that no area is left unprotected.
Defensive Strategies
Proper placement of Archer Towers is crucial for maximizing their defensive potential. With their extended range, positioning them along the outer perimeter of the base allows them to provide widespread coverage, supporting other defenses by engaging enemy troops early. This setup helps weaken attackers before they reach the core of the village, reducing the strain on other defensive structures.
A well-balanced defense ensures that all key structures are within the range of at least one Archer Tower. Since they can target both ground and air units, this positioning creates a strong defensive network capable of handling a variety of threats. Bases that lack sufficient air-targeting defenses are more vulnerable to Balloon, Baby Dragon, and Minion-based attacks, making Archer Tower placement even more critical.
At lower Town Hall levels, players may benefit from placing Archer Towers closer to the core. Their long range allows them to contribute to base-wide defense, and keeping them protected behind walls makes them harder for enemies to destroy early in an attack. This is especially effective against strategies that rely on early troop snipes.
When choosing which defenses to upgrade, Archer Towers often take priority over Cannons due to their ability to target air troops. Although they require more resources and time to upgrade, their versatility in handling both air and ground threats makes them a more valuable investment for base defense.
Pairing Archer Towers with Cannons or Mortars is a strategic move that ensures complete defensive coverage. While Cannons and Mortars specialize in ground attacks, Archer Towers compensate for their inability to hit aerial units. This combination helps prevent attackers from exploiting weaknesses in a base’s air defense, making it more difficult for them to execute a successful attack.
Fast-Attack Archer Towers
Fast-Attack Archer Towers excel in countering high-hitpoint units and disrupting Queen Walk strategies. Their increased attack speed allows them to chip away at powerful troops like Giants, P.E.K.K.As, Dragons, and Lava Hounds more effectively than standard Archer Towers. When positioned strategically in areas vulnerable to Queen Walks, they can force the Archer Queen to use her ability or require early spell support, making it harder for attackers to execute their plan smoothly.
To strengthen their effectiveness, placing a Wizard Tower or an Air Bomb nearby can help cover their main weakness—dealing with swarms of lower-hitpoint troops. While Archer Towers are excellent against single units, they struggle against large groups like Minion hordes or clusters of Balloons. A Wizard Tower’s splash damage can quickly eliminate these threats, while an Air Bomb provides an additional layer of defense against air-based attacks. This combination creates a well-rounded defense that minimizes the risk of air-heavy strategies overwhelming a base.

| Level | Damage Per Second | Damage Per Shot | Hitpoints | Cost | Build Time | Experience Gained | Town Hall Level Required |
|---|---|---|---|---|---|---|---|
| 1 | N/A | N/A | 380 | 1,000 | 30s | 5 | 2 |
| 2 | N/A | N/A | 420 | 2,000 | 5m | 17 | 2 |
| 3 | N/A | N/A | 460 | 5,000 | 45m | 51 | 3 |
| 4 | N/A | N/A | 500 | 20,000 | 3h | 103 | 4 |
| 5 | N/A | N/A | 540 | 80,000 | 4h | 120 | 5 |
| 6 | N/A | N/A | 580 | 150,000 | 2h | 84 | 5 |
| 7 | N/A | N/A | 630 | 300,000 | 6h | 146 | 6 |
| 8 | N/A | N/A | 690 | 480,000 | 8h | 169 | 7 |
| 9 | N/A | N/A | 750 | 580,000 | 10h | 189 | 8 |
| 10 | 126 | 31.5 | 810 | 760,000 | 6h | 146 | 8 |
| 11 | 140 | 35 | 890 | 1,000,000 | 14h | 224 | 9 |
| 12 | 150 | 37.5 | 970 | 1,100,000 | 16h | 240 | 10 |
| 13 | 160 | 40 | 1,050 | 1,500,000 | 10h | 189 | 10 |
| 14 | 180 | 45 | 1,130 | 2,200,000 | 20h | 268 | 11 |
| 15 | 200 | 50 | 1,230 | 2,000,000 | 12h | 207 | 11 |
| 16 | 220 | 55 | 1,310 | 3,000,000 | 1d 12h | 360 | 12 |
| 17 | 240 | 60 | 1,510 | 4,000,000 | 2d 12h | 464 | 13 |
| 18 | 260 | 65 | 1,600 | 3,000,000 | 1d 12h | 360 | 13 |
| 19 | 270 | 69 | 1,700 | 6,000,000 | 3d 12h | 549 | 14 |
| 20 | 290 | 72.5 | 1,800 | 8,000,000 | 4d | 587 | 15 |
Range: 7 | Attack Speed: 0.25s | Damage Type: Single Target | Unit Type Targeted: Ground & Air
Offensive Strategies
Archer Towers are reliable defenses, but their single-target nature leaves them vulnerable to being overwhelmed by large groups of low-health troops. Swarms of Archers or Barbarians can quickly take them down before they can eliminate enough of the attacking force. This makes Archer Towers less effective in dealing with massed ground assaults unless they are supported by splash damage defenses like Mortars or Wizard Towers.
When attacking with Balloons, understanding how Archer Towers interacts with them is crucial. A small group of Balloons can struggle against Archer Towers due to their slow movement speed, allowing the towers to pick them off before they reach their target. However, a larger swarm of Balloons can quickly eliminate Archer Towers, sustaining minimal losses. Once the Archer Towers and Air Defenses are neutralized, Balloons can freely destroy the remaining structures with little resistance.
Another method to counter Archer Towers is by using a mix of high-health and low-health, high-damage troops. Tanks like Giants or P.E.K.K.As can absorb the Archer Tower’s fire, allowing units like Sneaky Archers or Miners to deal damage without being targeted. At higher levels, some bases position Archer Towers outside the Walls alongside low-health buildings. This setup makes them susceptible to strong individual troops like Super Barbarians or Valkyries, which can clear them quickly before moving deeper into the base.

Archer Tower Upgrade Priorities & Cost
Upgrading Archer Towers is a crucial part of base progression since they provide consistent damage against both ground and air troops. However, with multiple defenses competing for resources, knowing when to prioritize Archer Towers over other upgrades is essential.
Early Town Hall Levels (TH2-TH7)
At lower Town Hall levels, Archer Towers are among the most valuable defenses due to their ability to target both ground and air units. This versatility makes them especially effective against early-game threats such as Balloons and Baby Dragons, which can otherwise cause significant damage if left unchecked. Their long range allows them to cover large portions of the base, making them essential for well-rounded defense.
Since Archer Towers have relatively short upgrade times and manageable costs in the early game, upgrading them should be a priority. Strengthening them early ensures that your base remains well-protected against air and ground attacks as you progress. Their ability to engage air troops gives them an advantage over Cannons, which can only target ground units, making Archer Towers a better investment for early upgrades.
It is also important to maintain balanced upgrades across all Archer Towers. Leaving one at a lower level while upgrading others can create defensive gaps in your base, making it more vulnerable to targeted attacks. Keeping all Archer Towers at a similar level ensures consistent damage output and coverage, making it harder for attackers to exploit weaknesses in your defenses.
Mid Town Hall Levels (TH8-TH12)
As players advance to higher Town Hall levels, Archer Towers begin to face competition from more powerful defenses such as X-Bows, Inferno Towers, and Air Defenses. However, they continue to play an important role in overall base defense, particularly against hybrid attack strategies that involve both air and ground troops. Their versatility ensures that they remain valuable throughout the game.
At Town Hall 8, players gain the ability to “Gear Up” one Archer Tower, allowing it to switch to Fast Attack mode. This mode significantly increases its damage per second but reduces its range, making it highly effective against fast-moving or high-hitpoint troops within proximity. While this feature can enhance base defense, it is crucial to place the geared-up Archer Tower in a strategic location where its reduced range does not leave defensive gaps.
At Town Hall 9 and Town Hall 10, upgrading Archer Towers should be balanced with Air Defenses to prepare for stronger aerial threats, including LavaLoon and Dragon attacks. Ensuring that Archer Towers are leveled appropriately helps provide consistent coverage while still allowing room for prioritizing other critical defenses.
At Town Hall 11 and Town Hall 12, Archer Towers should be upgraded consistently, but they take a lower priority compared to X-Bows and Inferno Towers, which provide greater raw defensive power. X-Bows offer sustained damage output with both air and ground targeting, while Inferno Towers are critical for countering high-hitpoint troops like Electro Dragons, P.E.K.K.As, and Bowlers. Despite this, Archer Towers should not be neglected, as they remain vital for overall base coverage and supporting other defensive structures.
Late Town Hall Levels (TH13-TH17)
At higher Town Hall levels, Archer Towers continue to scale well in terms of damage and durability, but they require a significant investment of resources and time to upgrade. While their versatility remains valuable, they become secondary to key splash defenses such as Scattershots and Giga Inferno Towers, which are more effective against large groups of troops. However, properly upgraded Archer Towers still play an essential role in defending against air and ground threats, making them a crucial component of a well-balanced base.
At Town Hall 13 and beyond, upgrading Archer Towers helps counter powerful air units like Electro Dragons and Dragon Riders. These troops have high hitpoints and deal devastating damage, so maintaining strong anti-air defenses is critical. Upgraded Archer Towers, when paired with Air Defenses and Seeking Air Mines, provide better protection against these threats.
At Town Hall 15, upgrading Archer Towers should be balanced alongside X-Bows and Air Defenses to maintain both ground and air coverage. Spreading out these upgrades ensures that no single aspect of the base becomes too vulnerable, especially against hybrid attacks that utilize both air and ground troops.
At Town Hall 16, players gain access to the Multi-Archer Tower by merging two Level 21 Archer Towers that are not geared up. This significantly increases damage output by allowing the tower to fire multiple arrows simultaneously, making it far more effective against high-hitpoint troops and swarms. Strategically placing Multi-Archer Towers in high-traffic areas can greatly enhance base defense, particularly against Electro Dragons, Balloons, and Minion-based attacks.
Prioritizing upgrades depends on the most common attack strategies faced. If air attacks are prevalent, Archer Towers should be upgraded alongside Air Defenses. If ground-based attacks dominate, Mortars and Bomb Towers may take precedence.
Advanced Base Design Strategies
Proper Archer Tower placement enhances base defense by maximizing coverage and preventing attack strategies from overwhelming specific areas.
Hybrid Base Defense (Balanced Ground & Air Coverage)
Hybrid bases are designed to counter both ground and air threats by evenly distributing defensive coverage. Archer Towers play a key role in ensuring consistent air defense while still contributing to ground defense. Proper placement of these structures is crucial to maintaining a balanced and effective base.
One of the most effective strategies for hybrid bases is spreading out Archer Towers to ensure that they provide air coverage across the entire base. This prevents attackers from easily eliminating multiple Archer Towers in one strike, ensuring that air troops remain under constant pressure throughout the attack. Proper spacing also reduces the effectiveness of spells like Lightning, which could otherwise wipe out multiple Archer Towers at once.
Avoid clustering multiple Archer Towers in one section of the base. If several Archer Towers are positioned too closely together, a single Lava Hound or another high-hitpoint troop can easily distract them. This allows Balloons or Minions to take down key defenses without much resistance. Instead, staggering Archer Towers around the base ensures they remain active against a variety of threats.
Pairing Archer Towers with splash-damage defenses, such as Wizard Towers, is an effective way to counter swarms of Minions or Balloons. While Archer Towers target single units, Wizard Towers can deal area damage, making it harder for groups of air troops to overwhelm the base. Additionally, placing Archer Towers near Air Bombs and Seeking Air Mines can further strengthen air defenses and prevent Balloon-based attacks from gaining momentum.
Anti-Air Layouts
This approach ensures that Archer Towers remain effective in hybrid bases, where both ground and air attacks must be defended against simultaneously. By carefully spacing them and supporting them with splash-damage defenses, players can create a well-rounded base that resists a variety of attack strategies.
Another factor to consider is the balance between Archer Towers and other defenses, such as Air Defenses and X-Bows. While Archer Towers provide reliable damage output, they work best when complemented by specialized anti-air structures. Positioning them alongside Air Defenses ensures that high-hitpoint air troops like Dragons and Electro Dragons are dealt with efficiently.
In hybrid bases, attackers may attempt to use Queen Walks or Warden Walks to eliminate key defenses before deploying their main army. To counter this, placing Archer Towers within range of key defensive structures, such as Inferno Towers or Scattershots, can help prevent these strategies from gaining too much value.
Finally, keeping Archer Towers upgraded is essential, especially at higher Town Hall levels. As air-based strategies become more powerful, having Archer Towers at their highest level ensures they can effectively chip away at Balloons, Minions, and even high-health troops like Lava Hounds.
Anti-Ground Strategies
While Archer Towers are often valued for their air defense capabilities, they also contribute significantly to ground defense when positioned strategically. Their consistent damage output makes them a reliable counter to various ground units, especially when combined with other defensive structures.
One effective placement strategy is positioning Archer Towers near high-hitpoint buildings like Storages. Since these structures take longer to destroy, Archer Towers can continuously chip away at attacking ground troops, weakening them before they progress deeper into the base. This is particularly useful against swarm units like Barbarians and Archers, as well as against slower, high-health units like P.E.K.K.As and Ice Golems.
Pairing Archer Towers with other ground-based defenses enhances their effectiveness. When combined with Cannons, they create a strong single-target defense against tanks like Giants and Hog Riders. Additionally, placing them near Bomb Towers provides an extra layer of splash damage, helping to counter swarms of ground troops such as Bowlers and Miners. This balanced setup ensures that both single-target and area damage are accounted for in base design.
For players with a geared-up Archer Tower, switching to Fast-Attack mode can be a useful defensive tactic, particularly against high-health units like Giants, P.E.K.K.As, and Electro Titans. While this mode reduces the Archer Tower’s range, the increased damage output allows it to take down bulky ground troops more efficiently. However, placement is key—Fast-Attack Archer Towers work best in central or high-traffic areas where enemies are likely to linger.
By integrating Archer Towers into a well-rounded defensive strategy, players can ensure that both ground and air threats are effectively managed, making their base more resistant to a variety of attack strategies.
By testing base designs through friendly challenges, players can optimize Archer Tower placement to counter popular meta attacks effectively.
Archer Tower Synergies with Hero Equipment & Pets
With the introduction of Hero Equipment and Pets, base defenses interact differently with attacking Heroes. Archer Towers, being long-range and single-target defenses, can play a critical role in countering Hero-led attacks or supporting friendly Heroes on offense.
Archer Towers vs. Attacking Heroes & Pets
Archer Queen + Royal Cloak: Since the Archer Queen becomes invisible when using her ability, she can sneak past Archer Towers without being targeted. To counter this, place traps like Giant Bombs or Skeleton Traps nearby to slow her down.
Grand Warden + Eternal Tome: Archer Towers cannot deal damage to units protected by the Warden’s ability, making them temporarily useless. Position them away from core splash defenses so they remain active after the Warden’s ability expires.
Angry Jelly Pet: Forces Heroes to prioritize defenses, making Archer Towers an immediate target. Placing them behind walls or other high-hitpoint structures can make it harder for heroes to take them down quickly.
Frosty Pet: Slows down Archer Tower attack speed significantly, reducing its effectiveness against air troops. Pairing Archer Towers with Air Bombs or Air Defenses mitigates this weakness.
Archer Towers Supporting Heroes on Offense
In offensive strategies, Archer Towers influence how heroes navigate a base.
Funneling with Archer Queen Walk: Archer Towers placed near outer trash buildings can pull the Queen away from her intended path. Smart attackers will eliminate Archer Towers early to prevent pathing issues.
King and Electro Owl Combo: Electro Owl’s chain lightning can help clear Archer Towers quickly, allowing the Barbarian King to push deeper into the base.
Battle Drill Disruptions: The Battle Drill can bypass Archer Towers by burrowing, making them ineffective unless paired with splash defenses to handle the troops it releases.
Understanding how Archer Towers interact with Heroes and their pets can help in both base design and attack planning, ensuring they remain a valuable part of high-level gameplay.

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