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Defensive Buildings/Home Village

Multi-Archer Tower

By October 1st, 2026No Comments

Updated for Town Hall 18 (October 2026).

The Multi-Archer Tower is a merged defense that unlocks at Town Hall 16. You build it by fusing two level 21 Archer Towers into one 3×3 building with three archers on top, each able to pick its own target. You get two at TH16 and a third at TH17, and the tower goes up to level 4 at TH18.

What the Multi-Archer Tower merges

When you reach TH16, the shop offers merges instead of brand-new defenses. For the Multi-Archer Tower you pick two Archer Towers that are both at level 21, the TH15 maximum. A geared-up Archer Tower (the one the Master Builder converted to Fast Attack mode) cannot be used; that one is saved for the Multi-Gear Tower at TH17.

Keep these rules in mind before you start:

  • The merge is permanent. You cannot split the tower back into two Archer Towers.
  • The finished tower can go anywhere you have a free 3×3 spot. It does not have to sit where either old tower stood.
  • You have to complete every merge your Town Hall allows before the game lets you upgrade to the next Town Hall, the same way it makes you place every new building.

How many Archer Towers you have left after merging

Each Multi-Archer Tower eats two Archer Towers, and at TH17 one more goes into the Multi-Gear Tower. This is what your village holds once every merge is done:

Town Hall Archer Towers available Multi-Archer Towers Used by Multi-Gear Tower Regular Archer Towers left
TH15 8 0 0 8
TH16 8 2 0 4
TH17 9 3 1 2
TH18 9 3 1 2

The ninth Archer Tower arrives at TH17, but you can only fit it once some of the others have been merged. The two regular towers you keep at TH17 and TH18 stay at level 21, since Archer Towers no longer get new levels.

How it attacks

The tower has a 10-tile range and hits both ground and air. Each of its three archers fires on its own, and the game spreads them out across as many targets as it can:

  • Three or more enemies in range: each archer shoots a different one.
  • Two enemies in range: one of them takes two arrows, the other takes one.
  • One enemy in range: all three arrows land on it.

That split is what makes it awkward to play against. A lone hero walking into range eats the full volley, while a crowd of cheap troops soaks the arrows and protects whatever is behind them. Since January 28, 2026 the tower fires every 0.6 seconds (it was 0.5 seconds before that balance change).

Multi-Archer Tower levels and stats

Damage per second is per archer, so the whole tower puts out three times this number when all arrows land on one target.

Level DPS per archer Damage per hit Hitpoints Upgrade cost (Gold) Upgrade time Town Hall required
1 100 60 5,000 12,000,000 7d 16
2 108 65 5,200 13,000,000 8d 16
3 116 70 5,400 17,500,000 9d 17
4 121 73 5,500 27,000,000 14d 18

At TH18 a level 4 tower can also take two Supercharge tiers. The first raises damage to 126 DPS per archer (76 per hit); the second raises hitpoints to 5,600. Supercharges disappear if Supercell adds a new regular level later.

Where to place it

With 5,000 to 5,500 hitpoints the Multi-Archer Tower is one of the tougher buildings in a TH16+ base, so it holds up well as part of the inner ring rather than as bait on the edge. Two placement ideas work in most layouts:

  1. Cover the paths heroes take. Because a single target receives every arrow, a tower that overlaps the likely Archer Queen or Royal Champion route punishes hero dives hard.
  2. Pair it with splash. The tower is weakest against big groups, so put it in range of a Scattershot, Bomb Tower or Super Wizard Tower that can thin the crowd and leave fewer bodies to split its arrows.

Its 10-tile reach also lets it pick off support troops behind a tank, such as a pet trailing a hero, which ground-only defenses like the Ricochet Cannon cannot do against air pets.

How to attack a Multi-Archer Tower

  • Do not send a hero in alone. Bring something that spreads the arrows first: a summoning equipment such as Barbarian Puppet or Archer Puppet, a group of small troops, or Clan Castle troops.
  • Time a Freeze Spell for the moment your main damage reaches it. Invisibility and Overgrowth spells also stop it from firing.
  • Air armies should take it out early. Against Lava Hounds it spreads its arrows across the pups once the hound pops, so the pups will not soak it for long.
  • Heavy hitters like the Electro Titan or a well-supported P.E.K.K.A push can grind through its hitpoints if healers or spells keep them alive under triple fire.

Changes over time

  • December 12, 2023: added in the TH16 update, two per base.
  • March 26, 2024: damage per archer raised by 10 at every level.
  • November 25, 2024: TH17 added a third tower, level 3 and the first Supercharges; level 1 and 2 costs and times were cut.
  • November 17, 2025: TH18 added level 4 and moved the Supercharges to level 4.
  • January 28, 2026: attack speed slowed from 0.5 to 0.6 seconds and damage per second cut by up to 25.

Frequently asked questions

Can you undo a Multi-Archer Tower merge?

No. Once construction starts, the two Archer Towers are gone for good.

How many Multi-Archer Towers can you have?

Two at TH16 and three at TH17 and TH18.

What is the Multi-Archer Tower’s max level?

Level 2 at TH16, level 3 at TH17 and level 4 at TH18. The full list for every building is on the max levels page.

Should I use my geared-up Archer Tower in the merge?

You can’t. Only regular Archer Towers can become a Multi-Archer Tower; the geared one is needed for the Multi-Gear Tower at TH17.

Related pages: Town Hall 16 guide, Town Hall 17 guide, Town Hall 18 guide and the full list of defensive buildings.

Sources: in-game data (checked October 1, 2026); Supercell Town Hall 16 patch notes (Dec 12, 2023); balance changes (Mar 26, 2024); Town Hall 17 update (Nov 25, 2024); TOWN HALL 18 Crash Lands (Nov 17, 2025); January 2026 balance changes (Jan 28, 2026).