Super Archer – COC

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Super Troop

Super Archer

Piercing Arrow Sniper

HP
500
DPS
132
Housing
12
Range
6-12

Overview

Super Archer is the enhanced version of the regular Archer, unlocked at Town Hall 11 with Archer Level 8+. This elite marksman possesses the unique Sharp Shot ability—arrows pierce through ALL buildings in a straight line up to 12 tiles, damaging every structure they pass through. With 500 HP and 132 DPS at max level (44 damage per arrow), Super Archers excel at long-range sniping, funneling, and eliminating defenses positioned behind walls without needing Wall Breakers or Jump Spells. Their piercing arrows make them devastating against bases with linear building placements.

Super Archers revolutionized precision sniping strategies by allowing players to destroy interior defenses while targeting exterior trash buildings. The Sharp Shot mechanic fires arrows from the Super Archer toward the target, continuing in a straight line for 12 total tiles and hitting EVERY building along that path. This means a single arrow can damage 3-5 buildings simultaneously if they’re aligned. They pair excellently with Queen Charges for creating clean funnels and work as surgical snipers for eliminating high-value defenses like Inferno Towers and Eagle Artillery from safe range. However, their 12 housing space cost (vs 1 for regular Archer) severely limits army capacity, and their moderate HP (500) makes them vulnerable to splash damage once they begin firing. Best used in small numbers (4-8) for precision work rather than mass deployments.

📊 Stats & Capabilities

Town Hall Level HP DPS Training Cost
TH11 8 320 84 2,400 Elixir
TH14 9 450 120 2,700 Elixir
TH16 10 500 132 ⚔️ MAX — 3,000 Elixir

Key Attributes: Housing space 12, movement speed 24, training time 60 seconds, attack speed 1.0s, base range 6 tiles. Special Ability – Sharp Shot: Arrows pierce through buildings, flying 12 tiles total and hitting ALL structures in straight line path. Target: Any (ground unit, can target air and ground).

⚔️ Best Attack Strategies

Defense Sniping Behind Walls
Deploy 4-6 Super Archers to snipe interior defenses without breaking walls. Target exterior trash buildings (Army Camps, Barracks, Collectors) that align with interior defenses. Arrows pierce through trash buildings, continuing to hit Inferno Towers, Scattershots, and Eagle Artillery behind them. Pre-sniping these defenses dramatically weakens base before main army deployment. Works on 70% of bases with linear building placement.
Queen Charge Funneling
Use 6-8 Super Archers to create clean funnels for Archer Queen. Deploy Super Archers on flanks to eliminate edge buildings with piercing arrows—one arrow often destroys 2-3 buildings in line, creating wider funnels than regular Archers. Their 6-12 tile range keeps them safe from defenses while clearing funnel path. Superior to regular Archers for funnel efficiency—12 Super Archers = funnel width of 30+ regular Archers.
X-Bow & Air Defense Elimination
Super Archers excel at eliminating X-Bows and Air Defenses positioned inside compartments. Position Super Archers 6-12 tiles away, target buildings in front of X-Bow/Air Defense, arrows pierce through and destroy defenses without triggering retaliation. Particularly effective against Ground X-Bows (can’t target Super Archers at 12-tile range). Pre-eliminate 2-3 Air Defenses before deploying air army (Electro Dragons, Rocket Balloons).
Clan Castle Support Sniper
Include 2-3 Super Archers in Clan Castle for defensive value. When CC triggers, Super Archers attack from behind friendly troops, piercing arrows hitting multiple enemy units simultaneously. Their 12-tile range keeps them safe while dealing consistent DPS. Also works offensively—request Super Archers in CC for long-range support fire during Queen Charges or hybrid attacks.

🎯 Strategic Tips

Sharp Shot Piercing Mechanics
Arrows fly in perfectly straight line from Super Archer toward target, continuing 12 tiles total. Every building touched by arrow path takes 132 damage. Against aligned buildings (Gold Mine → Elixir Storage → Cannon), single arrow hits all three for 396 total damage output. Scout bases for linear building arrangements before deploying Super Archers—maximizes damage per arrow. Ineffective against spread/circular base layouts.
Range Advantage (6-12 Tiles)
Super Archers attack from 6-tile range, but arrows continue to 12 tiles. This creates safe sniping zone: position Super Archers 7-11 tiles from target defenses, arrows hit defenses without retaliation. Ground X-Bows (range 11) cannot reach Super Archers positioned at maximum 12-tile distance. Air X-Bows (range 14) CAN retaliate—avoid positioning within 14 tiles of Air X-Bows when sniping.
12 Housing Space Efficiency
Each Super Archer costs 12 housing space—same as 12 regular Archers. However, piercing ability makes them more efficient when buildings align. Maximum 16 Super Archers in 200-space army (impractical). Optimal usage: 4-8 Super Archers for precision sniping + main army. Reserve majority of housing for tanks (Super Giants, Golems) and primary DPS troops (Bowlers, Witches).
Lineup Targeting Priority
Target trash buildings (Army Camps, Barracks, Collectors) that have high-value defenses directly behind them in straight line. Use base editor or screenshots to draw imaginary lines from deployment zone through trash to defenses—if line is straight with 3+ buildings, Super Archer sniping is effective. Avoid targeting when defenses are offset by 2+ tiles from trash building alignment.
Spell Synergy – Rage for Multi-Kills
Rage Spells boost Super Archer attack speed, allowing more piercing arrows in shorter time. When sniping defense clusters (Inferno + Wizard Tower + Air Defense aligned), Rage Spell enables 4-5 arrows in 3 seconds = 660 damage to EACH building if aligned. This destroys most defenses rapidly. Avoid wasting Healing Spells on Super Archers—their moderate HP (500) means Healers are better support option.

🛡️ Countering Super Archers

Spread Building Layout
Design bases with buildings positioned 3+ tiles apart in non-linear patterns. Circular or honeycomb layouts prevent Super Archer arrows from hitting multiple buildings per shot. If trash buildings (Collectors, Army Camps) are offset from defenses rather than aligned, Super Archer piercing becomes ineffective—each arrow hits only 1 building instead of 3-4, reducing efficiency by 70%.
Wizard Towers at Entry Points
Position Wizard Towers near common Super Archer deployment zones (corners, edges where they snipe defenses). With only 500 HP, Super Archers die to 2 Wizard Tower hits (260 damage each at max level). Wizard Towers covering funnel areas eliminate Super Archers before they clear funnels, forcing attackers to waste more troops on funneling or use different strategy entirely.
Air X-Bows for Range Coverage
Set X-Bows to air mode (14-tile range) to out-range Super Archers (12-tile max). When Super Archers position to snipe interior defenses, Air X-Bows engage them from 14 tiles away. Super Archers cannot retaliate effectively—must either retreat or die to X-Bow fire. Position Air X-Bows centrally to cover multiple sniping angles where Super Archers typically deploy.
Tornado Traps Near Defenses
Place Tornado Traps near high-value defenses (Inferno Towers, Eagle Artillery, Scattershots) that Super Archers commonly snipe. When Super Archers target these defenses, Tornado pulls them into range of nearby defensive fire (Cannons, Archer Towers). With 500 HP, Super Archers die quickly to focused fire from 2-3 defenses, eliminating sniping threat before they destroy key defenses.

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