Kanshou and Bakuya
[Single Target]Deals Quantum DMG equal to 130% of Archer’s ATK to one designated enemy.
“First meeting, huh? Just call me Archer. Lucky for us, we’re not here to kill each other, so let’s keep things civil, if we can.”
Archer is a damage dealer who can use his Skill several times within the same turn. After an ally attacks, Archer can spend Charge points to launch a follow-up attack on the enemies and recover Skill Points at the same time.
S1
The Hell Where Ideals Burn
Performance:
113%
Archer’s signature Light Cone is his best and most consistent option, thanks to the 80% ATK that stays up almost permanently along with 16% CRIT Rate, needing only a very short ramp at the start of the fight. Some other Light Cones can look fairly close in performance, but that is only true when their effects are fully maintained, whereas Archer’s signature has no such problem, so its real performance is always ahead.
S1
Baptism of Pure Thought
Performance:
101.80%
With the right team setup, Dr. Ratio’s signature Light Cone can be a fairly solid option for Archer. Assuming enemies always carry 3 debuffs and you keep a fast rotation so the buff triggered by his Ultimate has good uptime, this Light Cone can be consistent and even beat Cruising in the Stellar Sea. It does, however, require a debuff oriented team to reach its full value.
This rating is calculated with 80% buff uptime and 3 debuffs on the enemy.
S5
Cruising in the Stellar Sea
Performance:
100.00%
This is the best F2P option for Archer, though it still has a few awkward points that affect how consistent it feels. Archer usually wants to reach 100% CRIT Rate to avoid losing damage, which makes this Light Cone’s conditional CRIT hard to optimize: either you waste part of the CRIT, or you lose damage while the enemy is above 50% HP.
On top of that, Archer needs to keep killing enemies to maintain the Light Cone’s 2 turn ATK buff. The performance calculations assume 90% uptime on the ATK buff, meaning Archer can reliably finish off targets during the fight.
S5
See You at the End
Performance:
96.16%
While it is slightly behind Cruising in the Stellar Sea on paper, this Light Cone is far more consistent in practice, which makes building and playing him easier. Its added stats are always active and are quite valuable for Archer, giving reliable performance in every situation.
S5
Swordplay
Performance:
95%
This is another free option for Archer, but it does not deliver as much value as Cruising in the Stellar Sea. This Light Cone requires facing at least 2 enemies to be effective, and even when that condition is met its performance is still well behind Archer’s other options.
In optimal teams, Archer usually does not prioritize SPD and instead relies on an Action Advance character such as Sparkle to pull his turns forward.
Archer also wants to act more slowly so his teammates have time to build up Skill Points, which then lets him unload a long Skill chain to maximize damage.
For these reasons, SPD is not an important stat for Archer in most teams. However, if your team has no turn advancing character, or is not built around using his Skill repeatedly, building SPD can still provide some value.
Deals Quantum DMG equal to 130% of Archer’s ATK to one designated enemy.
Enters the “Circuit Connection” state. Deals Quantum DMG equal to 450% of Archer’s ATK to one designated enemy. After using Skill in the “Circuit Connection” state, the current turn does not end, and the DMG dealt by Archer’s Skill increases by 120%. This effect can stack up to 2 time(s), lasting until he exits the “Circuit Connection” state. After actively using Skill 5 time(s) or when Skill Points are insufficient to use Skill again, exits the “Circuit Connection” state. After all enemy targets have been defeated in each wave, exits the “Circuit Connection” state.
Deals Quantum DMG equal to 1200% of Archer’s ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.
After Archer’s teammates attack enemy targets, Archer consumes 1 Charge and immediately launches Follow-Up ATK on the primary target, dealing Quantum DMG equal to 250% of Archer’s ATK and recovering 1 Skill Point. If the target is defeated before this Follow-Up ATK is launched, the Follow-Up ATK will be directed at one random enemy instead.
Immediately attacks enemies. After entering combat, deals Quantum DMG equal to 200% of Archer’s ATK to all enemies and gains 1 point(s) of Charge.
After using Skill 3 time(s) within one turn, recovers 2 Skill Point(s) for allies.
When using Ultimate, reduces the enemy target’s Quantum RES by 20%, and applies Quantum Weakness to it, lasting for 2 turn(s).
Skill Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
Increases the Ultimate DMG dealt by 150%.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
When the turn starts, recovers 1 Skill Point for allies. The maximum number of stacks allowed for the DMG boost effect provided by this unit’s Skill increases by 1. The Skill DMG dealt ignores 20% of DEF.