They wield a bow and bear an aqua-blue/red (color depends on side of Arena) cape and an emerald green dress.
Archers are effective at supporting high hitpoint troops, such as Giants. They have the advantage of being more resistant to spells than other support troops such as Spear Goblins and Goblins. Archers can survive a hit from equal level Arrows and the equivalent levels of The Log, as well as survive a Zap that is 4 levels higher than the Archers or below.
If protected by a tank, Archers can do heavy damage to a Crown Tower for 3 elixir. Make sure you place high damage troops like Minions or Goblins on top of the Archers to take them out.
They can be used effectively to counter low hitpoint troops like Minions, Spear Goblins, and Goblins. Although Archers are not splash troops, they are an effective counter to a lone Skeleton Army or Graveyard if paired with their respective Crown Tower at a safe distance. Their decent damage and fast attack speed plus the Crown Tower's damage and attack speed easily cut down the Skeletons without taking any damage to the Crown Tower or themselves.
Archers can be countered with low hitpoint troops and the defensive support of the player's Crown Towers. Wait for the Archers to come to the player's territory, then spawn low hitpoint troops to distract them. The Ice Spirit is excellent for this, as it survives one or two shots from the Archers, and freezes them, causing them to freeze in place for only 1 Elixir.
Since Archers summon in pairs, you can easily split them by placing them in the middle of the arena. Splitting Archers is beneficial for split pushing or defending against splash units. For example, when facing a Baby Dragon you can split the Archers so when the Baby Dragon is targeting the first Archer, the fast Baby Dragon will enter the second Archer's aggro range allowing the second Archer to target the Baby Dragon from a safer distance, shutting it down. This technique also works with other melee attack troops, such as the Mini P.E.K.K.A., Valkyrie, and the Mega Minion.
They are similar to Spear Goblins since both are cheap ranged troops, but Archers have slightly better stats in every way except for speed and quantity, for 1 extra Elixir. Due to the Archers' health and damage, they are better suited for defense than Spear Goblins. For example, Archers can survive one hit from the Baby Dragon, which allows for more damage.
The Archers card was released with Clash Royale's soft launch on 4/1/16.
On 3/5/16, the May 2016 Update fixed the "range bug" and decreased the Archers' range to 5 (from 5.5) but their effective range is unchanged.
On 24/8/16, a Balance Update increased the Archers' damage by 2%. Before this update, level 9 or level 13 Archers used to take 3 shots to kill an equal level Goblin instead of 2 when they are at the same level.
On 19/9/16, the September 2016 Update changed the description slightly. It used to say: "A pair of unarmored ranged attackers. They'll help you with ground and air unit attacks, but you're on your own with coloring your hair." Currently, all troops that are described as "unarmored" can be one-shot by Arrows of equal level, but the "lightly armored" Archers will have a little health left.