UNIT · MAYA
Plumed Archer
A fast foot archer that can reposition quickly and survive more punishment than typical archers.

Overview
A fast foot archer that can reposition quickly and survive more punishment than typical archers.
Availability and investment
Plumed Archer becomes available in Castle Age. Its listed production context is Maya. The listed cost is not separately recorded and the training time is 16 seconds. This tells you when it can first join an army and which resources must be reserved alongside Villager production, upgrades, and other military lines.
Combat profile
The available combat values are included here so the numbers can be read as a profile rather than an isolated list. Hit points and armor describe how long the unit can remain exposed; attack and any bonus damage describe what it threatens; range, reload, accuracy, and movement describe how reliably it can engage or disengage. A value shown for a whole upgrade line applies to the listed stages as recorded, so compare the stage names instead of treating the line as one base unit.
- Ranged attack: 5
- Hit points: 50
- Melee armor: 0
- Pierce armor: 1
- Ranged attack: 5
- Range: 4
- Line of sight: 6
- Reload time: 1.9 seconds
- Movement speed: 1.2
- Accuracy: 80%
Field use
Preserve space between this unit and melee attackers so it can keep firing. Pair it with a screen, focus fire on reachable targets, and avoid letting a faster force surround it.
Armor classes and counters
Armor-class bonuses are separate from base attack and the target’s melee or pierce armor. The class list below shows the unit’s documented combat categories and bonus-damage relationships; use it to judge matchups instead of relying on the unit label alone.
- Armor class: Unique unit
- Armor class: Archer
- Plumed Archer deals +1 bonus damage to units in the Infantry class
- Plumed Archer deals +2 bonus damage to units in the Spearman class
Related unit plan: Plumed Archer mobile-kiting route
Plumed Archer: Plumed Archers trade some range or attack for higher durability and movement, allowing them to kite infantry and shift lanes quickly. Their mobility can fill a ranged role in a Mayan army without matching the Cavalry Archer line Move the group along open routes, firing at infantry and exposed support while keeping distance from melee units. Use their speed to regroup with the army or escape a counterattack, and avoid holding still where siege can target the mass Skirmishers and cavalry can catch the Archers if they are cornered. Their range and Imperial Age damage do not make them ideal against every archer counter; use a screen and keep an exit open
Battlefield role and use
A fast foot archer that can reposition quickly and survive more punishment than typical archers. Available in the Castle Age. Training time: 16 seconds. This civilization-specific unit is available to the Maya. Its ranged role lets it contribute before melee units connect, but the army needs a screen and enough space to keep firing while it withdraws.
Base unit statistics
- Age
- Castle Age
- Training time
- 16 seconds
- Ranged attack
- 5
- Range
- 4
- Reload time
- 1.9 seconds
- Movement speed
- 1.2
- Accuracy
- 80%
Base values before civilization bonuses or researched technologies.
- Focus
- Unique unit · Maya
- Signature / category
- Maya
- Release / context
- Civilization roster
- Region
- Maya
- Classification
- Unique units