Overview
Sneaky Archer is the second Builder Base troop, unlocked at Builder Barracks Level 2. This crossbow-wielding ranged fighter features the Cloak ability—invisible to defenses for 5-11 seconds after deployment (duration increases with level). With 260 HP and 120 DPS at max level (Level 20), Sneaky Archers excel at surgical strikes against key defenses before being detected. The 5-tile attack range allows sniping Crushers, Firecrackers, and other defenses from safety while cloaked. Similar to Archer Queen’s Royal Cloak ability but temporary, Sneaky Archers wield crossbows instead of traditional bows and wear emerald-green cloaks for stealth operations.
Sneaky Archers revolutionized Builder Base tactics by enabling stealth-based attacks without detection. Deploy Sneaky Archers during 5-11 second cloak window—they destroy 1-2 key buildings before defenses can target them, creating strategic advantages. Housing cost of 2 per camp slot allows fielding 10-15 Archers in standard army compositions. Best deployed FIRST to maximize cloak value, then add tanks like Boxer Giants after Archers become visible to absorb defense fire. Extremely vulnerable to splash damage from Multi Mortars once revealed. Still trigger traps while invisible—Mega Mines and Push Traps counter effectively despite cloak. Pair with Raged Barbarians for classic BArch strategy.
📊 Stats & Capabilities
| Builder Hall |
Level |
HP |
DPS |
Cloak Duration |
| BH3 |
6 |
120 |
60 |
5 seconds |
| BH6 |
12 |
190 |
92 |
8 seconds |
| BH10 |
20 |
260 |
120 |
⚔️ MAX — 11 seconds |
Key Attributes: Housing 2 per camp slot, movement speed 16, range 5 tiles, training time instant, attack speed 1.0s. Special Ability – Cloak: Activates immediately upon deployment. Duration increases from 5s (low levels) to 11s (max level). While cloaked: invisible to defenses, cannot be targeted, can attack freely. Still triggers traps despite invisibility. Revealed when cloak expires or takes damage. Unlocked at Level 2+. Target: Any (ground ranged unit, single-target, no preferred target).
⚔️ Best Attack Strategies
Cloak-First Crusher Elimination
Deploy 3-4 Sneaky Archers directly targeting Crusher during 11-second cloak window (max level). Archers’ 5-tile range outranges Crusher’s 4-tile attack range—they snipe Crusher from safety while invisible. Crusher deals 600-800 damage per slam but cannot target cloaked Archers. Three Archers firing for 11 seconds = 33 attacks total (1.0s attack speed × 11s × 3 Archers) dealing 3,960 damage (120 DPS × 11s × 3 = 3,960), destroying or severely damaging Crusher (1,800-2,400 HP depending on level). After Crusher eliminated, deploy main army without threat of instant-kill slam attacks.
BArch Classic (Barbarian + Archer)
Combine 10
Raged Barbarians + 12 Sneaky Archers for most popular Builder Base strategy. Deploy all 12 Archers first during cloak—they destroy Crusher, Double Cannons, and edge buildings while invisible (11 seconds = 132 total attacks from 12 Archers). Once Archers become visible around 11-second mark, deploy 10 Raged Barbarians in waves. Barbarians’ Rage speed (20) allows reaching defenses before taking excessive damage. Archers provide sustained ranged DPS while Barbarians tank. Classic combo effective BH2-BH8, secures 60-80% destruction consistently against equivalent-level bases.
Giant-Archer Tank-DPS Combo
Use 2-3 Boxer Giants + 10-12 Sneaky Archers for balanced tank-DPS approach. Deploy Archers first during cloak targeting Crusher and Firecrackers. After 8-10 seconds when Archers becoming visible, deploy Giants in front to tank. Giants’ 4,800 HP absorbs Multi Mortar and remaining defense fire while Archers continue attacking from behind (5-tile range keeps them safe). Giants target defenses exclusively, destroying threats while Archers eliminate percentage buildings. This sequenced deployment maximizes both cloak value (Archers attack undetected) and tank protection (Giants shield Archers post-cloak).
Firecracker Elimination Priority
Deploy 2-3 Sneaky Archers specifically targeting Firecrackers during cloak window. Firecrackers are anti-air splash defenses that shred Beta Minions and air troops but have moderate HP (800-1,200). Two Archers firing for 11 seconds = 22 attacks dealing 2,640 damage (120 DPS × 11s × 2 = 2,640), destroying Firecracker completely. After Firecracker eliminated during cloak, deploy air units like
Beta Minions or Baby Dragons without anti-air threat. This surgical elimination enables hybrid ground-air strategies where Archers clear anti-air defenses before air units deploy.
🎯 Strategic Tips
Cloak Duration Management (5-11 Seconds)
Cloak duration scales with level: Level 2-5 = 5s, Level 6-10 = 7s, Level 11-15 = 9s, Level 16-19 = 10s, Level 20 = 11s. Maximize value by deploying Archers within 10-15 tiles of target—11 seconds at speed 16 = 176 tiles maximum travel (16 tiles/second × 11s). Don’t waste cloak traveling across entire base. At 11-second cloak (max level), single Archer completes 11 attacks while invisible (1.0s attack speed × 11s) dealing 1,320 damage total (120 DPS × 11s). Deploy close to high-value targets for maximum damage during cloak window.
Deploy Archers Before Tanks
CRITICAL deployment order: Sneaky Archers FIRST, tanks (Giants, Barbarians) SECOND. If deploying tanks first, they immediately engage defenses which then target and reveal your Archers prematurely—wasting cloak. Correct sequence: Deploy all Archers during cloak (0-11 seconds), they attack invisibly destroying 1-3 buildings, then deploy tanks at 8-10 second mark as Archers becoming visible. Tanks absorb defense fire that would otherwise kill exposed Archers. This sequencing extends Archer survival from 5-8 seconds (no tank) to 15-25 seconds (with tank protection).
Spread Deployment vs Splash Damage
Deploy Sneaky Archers spread 3-4 tiles apart rather than clustered. Multi Mortar fires 4-shell volleys dealing 150 splash damage each—one volley kills entire clustered Archer group (260 HP ÷ 150 damage = dies in 2 shell hits). Spread deployment ensures Multi Mortar can only damage 1-2 Archers per volley instead of 4-6. Similarly, Roaster’s continuous fire beam damages all troops in line—spread Archers force Roaster to retarget multiple times. Cost of spread deployment: Archers take 2-3 seconds longer to all reach target. Benefit: 50-60% more Archers survive splash damage = higher total damage output.
Outrange Crusher Strategy
Sneaky Archer range: 5 tiles. Crusher range: 4 tiles. Deploy Archers exactly 5 tiles from Crusher—they attack from maximum range while Crusher cannot retaliate (out of its 4-tile range). Even when Archers become visible after cloak expires, they remain safe at 5-tile distance. Crusher must wait for Archers to path closer OR other troops to distract it. Three Archers at 5-tile range destroy Crusher (1,800-2,400 HP) in 15-20 seconds without taking any damage. Identify Crusher range circle in base, deploy Archers just outside it for risk-free elimination.
Trap Triggers Despite Invisibility
IMPORTANT: Sneaky Archers trigger ALL traps while cloaked despite being invisible. Mega Mines (1,200-1,500 damage) kill 4-6 clustered Archers instantly even during cloak. Push Traps activate and push Archers into defense range. Spring Traps don’t affect Archers (ground troop, not ejectable). Mines deal 500 damage (kills 1-2 Archers). Scout trap positions before deploying Archers—use single Raged Barbarian to test suspected Mine/Mega Mine locations, then deploy Archers avoiding those zones. Cloak provides invisibility to defenses only, NOT trap immunity.
🛡️ Countering Sneaky Archers
Multi Mortar Splash Damage
Multi Mortar hard-counters Sneaky Archers once cloak expires. Fires 4-shell volleys (150 damage each) every 2 seconds with splash radius. One volley hits 3-5 Archers simultaneously if clustered, dealing 600 total damage = kills 2-3 Archers per volley (260 HP each). Position Multi Mortar centrally covering 60-70% of base. When Archers become visible after 11-second cloak, Multi Mortar immediately engages dealing 1,200-1,500 damage over 4-6 seconds, eliminating entire 12-Archer group. Combine with Roaster for dual-splash coverage eliminating Archers in 3-5 seconds post-cloak.
Mega Mine Interior Placement
Place Mega Mines (1,200-1,500 damage) 4-6 tiles inside base perimeter near high-value targets (Crusher, Firecrackers, Builder Hall). Sneaky Archers deploy and path to these targets during cloak. Even though invisible, Archers trigger Mega Mine when walking over it. Explosion kills 4-6 Archers in blast radius (1,500 damage >> 260 HP). Position Mega Mines where Archers naturally path—straight lines between deployment zones and key defenses. Two well-placed Mega Mines eliminate 8-12 Archers (80-100% of typical Archer armies) before they deal significant damage despite cloak advantage.
Push Trap to Defense Range
Position Push Traps near Crusher or other high-damage defenses. When Sneaky Archers path toward defenses while cloaked, Push Trap activates and pushes Archers 6 tiles in set direction—into Crusher’s 4-tile attack range. Crusher then one-shots Archers with 600-800 damage slam (kills 2-3 Archers per hit). Even during cloak, Push Trap displacement forces Archers into lethal positions. Alternatively, Push Traps push Archers away from intended targets, wasting their cloak attacking wrong buildings. Place Push Traps between Crusher and common deployment zones for maximum displacement value.
Hidden Tesla Reveals Archers
Sneaky Archers trigger Hidden Tesla to pop up even while cloaked. Tesla appears and begins attacking Archers (150-200 DPS) during their cloak window. This doesn’t break cloak but damages Archers through it. Hidden Tesla positioned near Crusher or key defenses attracts cloaked Archers—they path to attack Crusher, trigger Tesla in route, Tesla damages them for 8-11 seconds during cloak reducing HP from 260 to 60-100. Post-cloak, weakened Archers die instantly to any defense fire. Strategic Tesla placement = Archer HP depletion during cloak = quick elimination post-cloak.