Settlers United Wiki
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Settler IV Wiki EN
Settler IV Wiki EN
  • Welcome to the Settlers IV Wiki!
  • Basics
    • Abbreviations
    • Buildsite priority
    • Working radius
    • Terrain and roads
  • Units
    • Swordsman
    • Archer
    • Squad Leader
    • Medics
    • Axewarrior
    • Blowgunwarrior
    • Backpack Catapultist
    • Priest
    • Gardener
    • Geologist
    • Thief
    • Pioneer
    • Saboteur
  • Multiplayer
    • Getting started in S4 Multiplayer
    • Settlers United
    • Ultimate Balance Overhaul / "UBO"
    • Transport+ / "Coalbug"fix
  • Tips and tricks
    • Towerradii
    • Mining mechanics
    • Score formula for the final statistic
    • Trojan 9-Mine-Battery
    • S4Editor+
  • Combat mechanics
    • Unit stats
    • Fighting strength calculationg
    • Effects of Fighting Strength
    • Attack Canceling
  • Production Ratios
    • HE Maximum Buildup (2:1 Gold)
    • Metal industry
    • Foodindustry
    • Ticks/Ressource
    • Resources per minute
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  • Overview
  • Strategy
  • Trivia
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  1. Units

Archer

PreviousSwordsmanNextSquad Leader

Last updated 2 years ago

Attribute
Value (L1 | L2 | L3 | Dark)

Health

75 | 120 | 160 | 100

Damage

4 | 6 | 8 | 5

Attack Speed

20 Ticks (19 for Dark)

DPS

2,8 | 4,2 | 5,6 | 3,75

Range

10 Tiles

Armor

0

Compatible Buffs

Shield, Invisibility

Overview

Archers are the counterpart to the swordsmen, shared by all civs. They are a core part of tower garrisons, although they cannot capture towers themselves.

If archers are stationed on towers, they become immune to direct attacks, including magic, and receive a bonus to their health and damage. Their damage is increased by 1 - if there are enemy soldiers at the door, the archer dropping stones receives a damage boost of 2. This boost is added after the usual damage calculation and is not affected by fighting strength.

Strategy

Archers are inferior to swordsmen up to a certain amount. Later on, however, their range allows them to reach a critical mass that prevents all other units from approaching them. From that point on, archers become the dominant all-purpose-unit.

A combination of swordsmen and backpack catapultists can work as a soft counter. This is risky, however, as positioning is key - if the enemy archers are allowed to flank or otherwise reach the backpack catapultists, the archers will destroy them in short order.

The only true hard counter, which is very costly, is the "Punish archers" spell that the mayans possess. Beyond that, the best course of actions is to produce archers of your own.

Trivia

  • Mayan archers, as well as the L3 archers of the trojans, attack one tick slower. This makes them about 5% weaker than their counterparts.

  • The archers of the Dark Tribe have stats that put them between the L1 and L2 archers of the other civs.

  • Archers are the only unit that can attack manacopters.

All archers of all civs, lined up