Archer Class: announced, not yet released
Checked October 16, 2026: the official Roblox page schedules a new Archer player class for October 17 at 13:00 UTC / 21:00 Singapore. The listing does not publish its unlock cost, abilities or balance position. Keep existing class advice provisional until release evidence is available.
See the Archer Class schedule and preview. The Archer troop and its Flaming Archers evolution line are army units, not the player class. Evolving a troop does not unlock the announced commander.
On this page
Archer announcementClasses and previewSword & ShieldAssassinHammerWhich is best?Classes vs units
Established classes and the Archer preview
The established commander choices covered here are Assassin, Sword & Shield, and Hammer. The class changes how your player character participates in battle. Your recruited troops keep their own roles and behavior, so choosing Assassin does not turn a Shieldman into an assassin.
| Class | Editorial identity | Best for |
|---|---|---|
| Sword & Shield | Durable, forgiving front presence | Learning objectives and surviving mistakes |
| Assassin | Mobile, opportunistic pressure | Players who read openings and reposition quickly |
| Hammer | Direct close-range disruption | Players comfortable committing into crowded fights |
These are play-style recommendations, not a promise of exact damage values. Balance changes can alter numbers, so check the current class screen in game.
Sword & Shield
Sword & Shield is our most forgiving starting recommendation. It supports a commander who stays near the army, contests an objective, and survives long enough to correct a positioning error. That extra margin is valuable while learning when to Hold and when to Attack.
Pair it with a balanced army rather than assuming the commander can replace a troop frontline. The class protects the player; your formation still needs units that can keep enemies away from ranged damage.
Assassin
Assassin suits active players who want to move around the main collision, punish exposed targets, and return before their army loses support. The class rewards timing. Chasing too far can separate the commander from the squad and turn mobility into a liability.
Use Follow earlier than you think when changing lanes. Mobile play is strongest when the army remains part of the plan.
Hammer
Hammer favors direct pressure and disruption in close fights. It is attractive when enemies are packed around a capture point, but the commander must still respect focus fire and defensive lines. Enter after your frontline creates contact instead of arriving alone.
Which class is best?
- Choose Sword & Shield if you are new, often fall before your troops, or prefer defending objectives.
- Choose Assassin if repositioning and picking the right moment are your strengths.
- Choose Hammer if you enjoy close-range engagements and can judge when a group fight is safe to enter.
Player classes and unit classes are different
Community guides may use “class” for the player and “type” or “role” for troops. Our database groups troops into frontline, ranged, and mobile roles for planning, while broader community labels can include melee, heavy shield, spear, ranged, cavalry, and special.
Choose the player class first, then solve army coverage separately with the best-units guide and four-slot builder. For current official presentation, open the official game page and verify in game.