The Leaf skin is a decent choice. Archidons are more powerful in groups and the skin helps mass them more easily.
The Ice skin is an excellent choice, letting the Archidon slow the enemy's advance in order to land more hits. The Freeze effect is also useful for kiting with user-controlled Archidons.
The Savage skin is situationally useful for dealing with Deads, and a relatively weak choice otherwise, as its user-control bonuses are outperformed by other skins. The stun reduction is almost useless since Magikill stuns will easily one-shot Archidons while Giants will most likely heavily damage them as Archidons are obviously not meant to be front-line units, soaking up stuns and taking damage.
The Lava skin is a poor choice. The Archidon's low health is antithetical to the skin's bonuses as an Archidon cannot reflect much damage before dying. It is only ever so slightly useful when user-controlled so players can deal Burn Damage to enemies.
The Undead skin is a decent choice. While Archidons struggle at killing Speartons and Giants even when user-controlled, they can easily raise Deads from the other unit types with well-placed headshots, such as Swordwrath or Magikill. Making your Archidons revive as Toxic Deads on death makes losing an early Archidon duel more forgiving, but is not very useful in large battles as your Archidons will generally only die once your front line has already been broken.
The Voltaic skin is an excellent choice. The lightning effect is devastating when paired with the Archidon's range, and in battles, Archidons can safely build Voltaic Charge to be released by simply cycling through your Archidons with user control (note that taking control of an Archidon while its arrow is in flight will cause the arrow to release a lightning bolt on hit).
The Vamp skin is a poor choice. The Archidon is very frail and relies on range to avoid damage, meaning the lifesteal does not improve their longevity when under attack.
Uses (Stick War: Saga)[]
Like in Stick War II, Archidons can be microed and kited with, although due to the inherent jankiness of mobile controls, this may be easier said than done. Control Whip can be used to improve their headshot damage and mobility to make kiting easier and more effective.
Archidons do 5 extra damage to light units, meaning it is quite effective against Deads, Swordwrath, Crawlers, etc. A well-controlled Archidon can easily fend off early enemy skirmishes.
Archidons are very useful with Glacial Fletching, as it can make it hard for slow attacking units like Juggerknights and Giants to attack effectively and it can stop retreating units. Snow Squall can be used for the same purpose if a different Mythical such as Blazing Bolts or Control Whip is preferred.
With Boyers Trap, Archidons gain some extra HP and also produce a trap that can stall one unit (two with Armory Lvl 1), which allows Archidon hordes to be very effective.
Spearchers are still very effective in this game, and when considering the enchantments and spells, could possibly be even more effective than previous iterations.
Countering (Stick War: Saga)[]
The Projectile Barrier is a very good counter against Archidons, since it counters the Archidons' attack.
Ironically, other Archidons are also a good counter to Archidons if supported by heavy units, as they're quite weak and will deal extra damage as Archidon's are light units.
Heavy units like Giants, Speartons, and Juggerknights are dangerous counters to Archidons due to their high health and in the Spearton's case, blocking capabilities. Additionally, Speartons do extra damage to light units like Archidons. However, Archidons can still defeat these units in sufficient numbers.
Previously, Scorch is very effective in taking out Archidon hordes, but due to a new update, this is now impossible to accomplish in one wave.
Using Acid Rain when enemy Archidons are retreating from your Statue is a good idea since this forces them to walk across the middle of the field and take Poison damage. Unless the enemy has Healing Ward, their Archidons will most likely perish before they manage to garrison.