
Foot archers are a branch of archer units in Age of Empires II. They are non-siege ranged units on foot.
General information[]

Many different foot archer units firing over an enemy wall.
Skirmisher, the no. 1 archer counter
While being comparatively frail, foot archer units possess a ranged attack, giving them an edge over non-ranged units. Foot archer units are trained at the Archery Range or Castle, and become available in the Feudal Age.
Most foot archer units cost wood and gold, but some cost food. All foot archer units have the Archer armor class only besides the standard armor classes. Foot archers excel at massed battles against infantry units, and in battles in narrow passages and densely developed areas, like forests and towns. There, they can use their range to fire over each other, while non-ranged units have to 'dig' themselves through an army of foot archers. In battles with few units, though, foot archers have trouble holding ground. Their matchup with cavalry units depends on numbers, technologies, and micromanagement.
Foot archers in general are superior to infantry and Monks, and can effectively eliminate Villagers, though not as much as mounted archers. They struggle heavily against siege units, which deal Area of Effect damage (especially the Mangonel) and can eliminate entire armies of foot archers in one shot. Battering Rams are also a useful supportive semi-counter against large mono-archer armies, especially for players using archers themselves. While Rams deal little to no damage to archers on their own, they can be sent close to the archers, drawing automatic fire, which they resist thanks to their high pierce armor, allowing other ranged units to quickly dispatch the distracted enemy archers. This tactic forces the opponent to use intense micromanagement. Cavalry are also quite effective against archers in low numbers, since they can close the gap quickly and have high pierce armor. But the easiest counter against archers is the Skirmisher, a trash unit that is cheap, easy to mass, and does both resist archer attacks and deal bonus damage against archers.
Other notable counters are Huskarls, Eagle Warriors, Ghulams, Rattan Archers, Genitours, and War Wagons, the latter three being archers themselves.
Despite being foot soldiers and having ranged attacks, the following are not considered foot archer units, since they are not archers:
List of foot archer units[]
| Foot archer unit | B | Age | HP |
At |
Ar |
PA |
Ra |
RoF |
FD | Ac | LOS | Sp |
Food |
Wood |
Gold |
TT | Civilizations |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Ar. Range | 30 | 4 | 0 | 0 | 4 | 2 | 15 | 80 | 6 | 0.96 | 0 | 25 | 45 | 35 | All | ||
| Ar. Range | 35 | 5 | 0 | 0 | 5 | 2 | 15 | 85 | 7 | 0.96 | 0 | 25 | 45 | 27 | All except | ||
| Ar. Range | 40 | 6 | 0 | 0 | 5 | 2 | 20 | 90 | 7 | 0.96 | 0 | 25 | 45 | 27 | 27 | ||
| Ar. Range | 30 | 2 | 0 | 3 | 4 | 3 | 19 | 90 | 6 | 0.96 | 25 | 35 | 0 | 26 | All | ||
| Ar. Range | 35 | 3 | 0 | 4 | 5 | 3 | 19 | 90 | 7 | 0.96 | 25 | 35 | 0 | 22 | All except | ||
| Ar. Range | 35 | 4 | 0 | 5 | 5 | 3 | 19 | 95 | 7 | 0.96 | 25 | 35 | 0 | 22 | |||
| Castle | 35 | 6 | 0 | 0 | 5 | 2 | 10 | 70 | 7 | 0.96 | 0 | 35 | 40 | 18 | |||
| Castle | 40 | 7 | 0 | 1 | 6 | 2 | 10 | 80 | 8 | 0.96 | 0 | 35 | 40 | 18 | |||
| Castle | 45 | 8* +3* | 0 | 0 | 4 | 3 | 19 | 85 | 6 | 0.96 | 0 | 40 | 35 | 16 | |||
| Castle | 50 | 8* +3* | 0 | 0 | 4 | 3 | 19 | 85 | 6 | 0.96 | 0 | 40 | 35 | 13 | |||
| Castle | 50 | 5 | 0 | 1 | 4 | 1.9 | 15 | 80 | 6 | 1.2 | 0 | 55 | 55 | 16 | |||
| Castle | 65 | 5 | 0 | 2 | 5 | 1.9 | 15 | 90 | 7 | 1.2 | 0 | 55 | 55 | 16 | |||
| Ar. Range | 40 | 5 | 0 | 0 | 5 | 2 | 14 | 90 | 7 | 0.96 | 40 | 0 | 40 | 25 | |||
| Castle | 45 | 6 | 1 | 0 | 4 | 2 | 15 | 100 | 8 | 0.96 | 0 | 45 | 40 | 14 | |||
| Castle | 50 | 6 | 1 | 0 | 4 | 2 | 15 | 100 | 8 | 0.96 | 0 | 45 | 40 | 14 | |||
| Castle | 40 | 6 | 0 | 4 | 4 | 2 | 23 | 80 | 6 | 1.1 | 0 | 50 | 45 | 16 | |||
| Castle | 45 | 7 | 0 | 6 | 5 | 2 | 23 | 90 | 6 | 1.1 | 0 | 50 | 45 | 16 | |||
| Castle | 40 | 4 | 1 | 0 | 4 | 2 | 12 | 100 | 7 | 0.96 | 0 | 35 | 45 | 12 | |||
| Castle | 45 | 4 | 2 | 0 | 4 | 2 | 12 | 100 | 7 | 0.96 | 0 | 35 | 45 | 10 | |||
| Castle | 35 | 4 | 0 | 0 | 5 | 3.5 | 10 | 80 | 10 | 0.96 | 0 | 45 | 45 | 17 | |||
| Castle | 40 | 5 | 0 | 0 | 6 | 3.5 | 10 | 85 | 11 | 0.96 | 0 | 45 | 45 | 17 |
- Units marked with * have an additional 0 melee attack as well
The following foot archer units are only available in the Scenario Editor:
| Foot archer unit | HP | At | Ar | PA | Ra | ROF | FD | Ac | LOS | Sp |
|---|---|---|---|---|---|---|---|---|---|---|
| 45 | 5 | 0 | 1 | 4 | 1.9 | 5 | 80 | 6 | 1.1 | |
| 50 | 10 | 1 | 4 | 6 | 4.2 | 15 | 90 | 8 | 0.9 |
Improvements[]
These lists do not contain unit upgrades.
Generic technologies[]
| Technology | Researched at | Age | Effect |
|---|---|---|---|
| Archery Range | Increases Rate of Fire and accuracy (the latter to 100%) | ||
| Blacksmith | Increases range and attack by +1 | ||
| Blacksmith | Increases range and attack by +1 | ||
| Blacksmith | Increases range and attack by +1 | ||
| Blacksmith | Increases armor by +1/+1 | ||
| Blacksmith | Increases armor by +1/+1 | ||
| Blacksmith | Increases armor by +1/+2 | ||
| University | Tracks moving targets | ||
| University | Increases attack by +1 | ||
| Monastery | Converted units die instead of changing color | ||
| Monastery | Increases conversion resistance | ||
| Castle | Increases creation speed by +33% |
Unique technologies[]
| Technology | Age | Civilization | Effect |
|---|---|---|---|
| Atlatl | Skirmishers +1 attack and range | ||
| Kasbah | Castle production and research speed increased by +25% | ||
| Yeomen | Increases range by +1 | ||
| Kshatriyas | Skirmishers cost -25% food | ||
| Andean Sling | Removes minimum range of Slingers and Skirmishers Increases Slinger attack by 1 | ||
| Fabric Shields | Increases Slinger armor by +1/+2 | ||
| Lamellar Armor | Skirmishers reflect 25% non-projectile damage at attackers | ||
| Tower Shields | Skirmishers have +2 pierce armor | ||
| Hul'che Javelineers | Skirmishers throw additional javelin | ||
| Kamandaran | Archer line gold cost replaced by additional wood cost | ||
| Bolt Magazine | Archer-line fires two additional arrows | ||
| First Crusade | Increases conversion resistance | ||
| Bogsveigar | Increases Archer-line attack by +1 | ||
| Red Cliffs Tactics | Fire Archers deal fire damage to ships and buildings |
Civilization bonuses[]
| Civilization | Effect |
|---|---|
| Foot archers are created 15% faster. | |
| Chemistry is available in the Castle Age. | |
| Foot archers (except Skirmishers) have +1/+2 range in the Castle/Imperial Age. | |
| Faith is 50% cheaper. | |
| Skirmishers are 25% cheaper. | |
| Technologies that benefit foot archers are 5%/10%/15% cheaper in Feudal/Castle/Imperial Age. | |
| Skirmishers attack 25% faster. | |
| Archer line fires 18% faster. | |
| Foot archers receive -20% (-40% instead of -25%) damage when fighting from higher elevation. | |
| Foot archers cost -20%/-25%/-30% food in the Feudal/Castle/Imperial Age. | |
| Foot archers (except Skirmishers) have +1/+1 armor. Ballistics and Chemistry are 33% cheaper. | |
| Foot archers receive -50% friendly fire damage. | |
| Skirmishers are created and upgraded 25% faster. | |
| Archer armor upgrades are free. Foot archers cost -50% wood. | |
| Skirmishers move 10% faster. | |
| Foot archers (except Skirmishers) are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age. | |
| Foot archers cost -20% gold. | |
| Technologies that benefit foot archers at the Archery Range and Blacksmith (except Elite Skirmisher upgrade) are 25% cheaper. | |
| Foot archers receive -40% bonus damage. | |
| Blacksmith technologies that benefit foot archers don't cost gold. Technologies that benefit foot archers provide 20 gold. | |
| Foot archers deal +20% (+50% instead of +25%) damage when attacking from higher elevation. Thumb Ring is free. | |
| Chemistry is free. | |
| Foot archers trained at the Archery Range have +20% hit points. Conscription is free. |
Team bonuses[]
| Civilization | Effect |
|---|---|
| Foot archers trained at the Archery Range are created and upgraded 10% faster. | |
| Blacksmith technologies that benefit foot archers are researched 80% faster. | |
| Heresy and Faith are researched 20% faster. | |
| Ballistics and Chemistry are researched 80% faster. | |
| Technologies that benefit foot archers are researched 25% faster. | |
| Foot archers have +3 attack against standard buildings. | |
| Foot archers (except Skirmishers) have +2 Line of Sight. | |
| Minimum and maximum conversion time of foot archer units is increased by 3 seconds and 1 second, respectively. | |
| Imperial Skirmisher upgrade available in Imperial Age (except for Turks). |
Civilizations[]
| This section is most likely incomplete and may need expansion. You can help by adding to it. |
Though every civilization has access to at least two foot archer units, only a relative few stand out as having strong foot archers from the Feudal Age to the Imperial Age. These most notably include the Britons, Ethiopians, Maya, and Vietnamese.
Civilizations that have useful foot archer bonuses in the Feudal and/or early Castle Age, but not indefinitely, include the Bohemians, Cumans, Koreans, and Portuguese. In contrast, civilizations whose foot archers only become prominent later include the Chinese, Italians, Persians, and Vikings.
Availability grid[]
| = Available | |
| = Unavailable | |
| = Researched for free or fully covered by a civilization bonus if unavailable |
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Trivia[]
- Excluding Rattan and Plumed Archers, all foot archers move at a uniform speed of 0.96. The only foot archer that can have its speed increased is the Lithuanian Skirmisher, thanks to the civilization bonus.
- Slingers are described as Skirmishers, which may explain why they cost food, have minimum range, and low attack. However, they play an anti-infantry role, instead of the Skirmisher's anti-archer role.
- Foot archers are unaffected by infantry speed technologies/bonuses like Squires or the Celtic civilization bonus. However, their mounted counterparts are affected by Husbandry and many civilization bonuses and technologies, such as the Georgian regeneration bonus and Aznauri Cavalry.
- Among the 79 unique units in the game, nine are foot archers.
- Excluding Genoese Crossbowmen, all foot archers have at least +1 bonus damage against the Spearman armor class.
