Are Archers the Weakest Troop Type in Rise of Kingdoms? A Deep Dive into Their Strengths and Weaknesses

In the ever-evolving meta of Rise of Kingdoms, archers have long been a powerful force, particularly with their potent area-of-effect (AOE) skills that can devastate enemy lines. However, recent updates have introduced incredibly powerful infantry and cavalry commanders, raising the question: Are archers becoming the weakest troop type in Rise of Kingdoms? This concern has been circulating more frequently after the release of Ragnar Prime, King Arthur, and, more recently, Bai Qi, two commanders that have significantly shifted the power dynamics in the game. In this comprehensive article, we’ll explore why archers may be losing their edge, break down the data behind their damage output, and analyze what archers truly need to stay competitive in the open field.

The Rise of Infantry and Cavalry: A New Threat to Archers

Historically, archers have been revered for their devastating AOE damage and ability to mow down large groups of enemies. However, the introduction of new commanders like King Arthur for cavalry and Bai Qi for infantry has shifted the balance. These commanders boast significant power boosts and add to their respective troop types' already solid capabilities.

Infantry now has Bai Qi, a commander who can deal impressive amounts of damage and bring strategic advantages to players on the battlefield. Similarly, King Arthur for cavalry provides some of the most powerful skills in the game, making cavalry a very difficult opponent for archers.

So, where does this leave archers?

Archers' Damage Output: A Comparison with Infantry and Cavalry

Let’s break down the damage output for archers compared to infantry and cavalry. Using a rough comparison, we can see how archers stack up against other troop types in Rise of Kingdoms.

Single-Target Damage:

When comparing single-target damage, archers like Herman Prime and Archbana do fairly well, especially in one-on-one duels. However, commanders like King Arthur outperform archers due to their higher base damage factors and massive skill damage bonuses. For example, King Arthur’s Twilight Falls skill gives him an edge in terms of raw damage output, especially against single targets.

Despite this, archers still perform decently, especially when considering commanders like Shar and Yugong, who deal significant damage with their AOE skills.

Multi-Target Damage:

In terms of multi-target damage, archers have some of the strongest AOE skills in the game. However, they don’t have the same smite damage that some infantry commanders, like Bai Qi, can utilize. Smite damage is significantly harder to mitigate than standard skill damage, making infantry commanders much harder to beat in extended fights.

Although archers like Herman Prime and Eong can target multiple enemies, the overall damage spread over multiple targets dilutes their output compared to the more concentrated hits of cavalry and infantry commanders.

The Key Weakness: Low March Speed

The real Achilles' heel of archers lies in their low march speed. Historically, archers have a base march speed of 70, which is only slightly faster than infantry. However, they lack the march speed bonuses that infantry and cavalry benefit from, making them vulnerable in the open field.

In comparison:

  • Cavalry commanders often have high march speeds, giving them the ability to reposition quickly, pursue fleeing enemies, or retreat when necessary. This allows cavalry commanders to control the pace of battle.

  • Infantry commanders, with the added 10% march speed from the infantry set bonus, are also faster than archers. Even though infantry units are typically slower in base speed, the added bonus makes them more maneuverable than archers.

The lack of march speed on key archer commanders such as Herman Prime and Shar means that, while they can dish out high damage, they are incredibly vulnerable to being overwhelmed by faster units or simply caught out of position.

The Problem with Archers’ Survivability

Another critical issue archers face is survivability. Many of the top archer commanders, such as Herman Prime and Shar, rely heavily on their damage output. They have lower defensive stats compared to cavalry and infantry commanders, making them fragile on the battlefield.

While archers have great AOE damage potential, they often struggle to sustain long battles. If an archer army is not positioned correctly or if it is overrun by cavalry or infantry, it can be wiped out quickly. Additionally, archers don’t have the same tankiness that infantry offers, nor do they have the instant proc abilities that cavalry commanders like Nevski bring to the table.

Can Archers Compete with the New Meta?

So, are archers now irrelevant or incapable of competing with the new cavalry and infantry commanders? Not at all. While they may face disadvantages in certain areas, archers still have a place in Rise of Kingdoms, especially with effective commander pairings and smart strategy. The key issue is that archers need a buff to remain competitive. Here’s what they truly need:

1. Improved March Speed:

For archers to compete with other troop types, they need a significant boost to their march speed. A 20-25% march speed increase would allow archers to better keep up with faster infantry and cavalry commanders, giving them the ability to maneuver, retreat, and reposition effectively.

2. Better Survivability:

Adding defensive stats to archer commanders—such as health and defense—would allow them to survive longer in the open field. In particular, archers need more tankiness to sustain their damage output over a longer period.

3. A New Commander with Balanced Stats:

The next archer commander release could focus on a balanced kit—offering not just damage but also march speed and defensive capabilities. A well-rounded commander that can enhance damage output while ensuring better sustainability in battle would make a significant difference.

4. AOE Buffs or New AOE Mechanics:

While archers already have solid AOE damage, a new commander with stronger or more frequent AOE attacks could provide archers with the tools needed to deal with large groups of enemies. This could make them more viable in team-based fights and larger battles.

Conclusion: The Future of Archers in Rise of Kingdoms

Despite some of the issues outlined, archers are far from being the weakest troop type in Rise of Kingdoms. Their damage output remains high, particularly in terms of AOE damage, and they can still play an essential role in strategic battles. However, to ensure they remain competitive against the rising power of cavalry and infantry, archers need a march speed buff, a balance of defense and offense, and a powerful new commander.

The future of archers in Rise of Kingdoms hinges on whether the developers address these weaknesses. With the right improvements, archers can once again stand tall as a dominant force in the open field.

As we await the next archer commander release, it’s clear that a balance between damage output and survivability is crucial. Only time will tell if archers will get the buffs they need to stay relevant in the game’s evolving meta.


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