Archer

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Archer
Unit Type
Archer
Ranged ground units able to move and attack in the same turn. Critical hit when stationary.
Information
Recruited at Barracks
Cost: 500
Movement: 3
Range: 1-3
Sight: 2
Effective:
Vulnerable:
Capture: Yes
“If you see approaching troops with long hoods and bows in hand, you’re almost certainly up against Archers – watch out for their long ranged attacks!”
Devblog

Archers are ranged ground units, providing a low-powered support fire, able to attack units without being countered, but move slowly and are very vulnerable to enemy attacks. They can also capture buildings, and enter all transport units.

Archers are capable of also attacking Air and Water units, covering all unit types.

They're available to recruit from a Barracks for 500.

Archer Units[edit]

Unit Name Faction Description
Ranger Cherrystone Kingdom Cherrystone Rangers are almost impossibly nimble, able to nock and loose an arrow in the blink of an eye. It is a long-held tradition for Rangers to meet at eventide on the brink of the summer solstice and thank the winds for guiding their arrows. This tradition calls, of course, for the hearty consumption of cinnamon ale whilst leaping fully clothed and half-witted into the river Aldor.[1]
Dreadbow Felheim Legion They fashion arrowheads from their own ribs, believing this gives them some control over their flight - a process that essentially assigns each undead archer an expiry date. Should a Dreadbow survive long enough that all of their ribs are gone, they retire from battle, spending the rest of their undeath at Silentstone in east Felheim.[1]
Hawkbow Heavensong Empire They practise their Archery high on the Glittering Peaks in southern Heavensong with bows that are nothing short of modern marvels. Effortless to draw and ultra-lightweight, they fire arrows with tips that unfold mid-flight to maximise both distance and deadliness.

The Hawkbow wear the mask of their avian namesake as a mark of their keen eye and affinity with the wind.[1]
Shooter Floran Tribes Floran Shooters make up for their crude bone bows with their absolute mastery of archery, an art they practise in their hunts along the River Bani, which flows into the Floran Lands via the West Sea. A shooter cares little for the size or ferocity of its prey, instead coveting the most elusive and agile foes, and attains a remarkable degree of accuracy despite poorly weighted arrows.[1]

Critical Hit[edit]

Critical Hit ratio: ×1.35

When an Archer performs an attack without having moved in the same action, they'll perform a Critical Hit.

Therefore, an Archer has an effective 3 range where they can Critical Hit, and a maximum 6 range for normal damage.

This Critical Hit will never activate during an enemy's turn, making Archers incapable of counter-attacking with a Critical Hit.

Damage Matrix[edit]

See also: Damage Matrix
Villager Soldier Spearman Dog Mage Archer Giant Cavalry Wagon Ballista Trebuchet Balloon Aeronaut Sky Rider Dragon Barge Turtle Harpoon Warship Amphibian Commander Building Stronghold
Attacks 75
101
75
101
60
88
80
108
80
108
70
94
15
20
45
61
40
54
35
47
30
41
25
34
35
47
25
34
15
20
25
34
25
34
25
34
25
34
75
101
10
14
25
34
15
20
Defends -- 70
105
75
112
80
120
90
135
70
94
155
388
105
158
-- 35
53
125
188
-- 80
100
-- 145
290
-- -- -- 125
188
40
80
130 ? ?

Trivia[edit]

  • Archers are one of few units to have multiple distinct attack animations between melee and ranged attacks, alongside Amphibian and Aeronaut.

References[edit]

  1. 1.0 1.1 1.2 1.3 In-Game Codex Entry