characters archer

Archer

HuntQuantum5★
Last updated: 11/07/2025
Hero of Justice

“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.”

Should You Pull for Archer?

Main DPS

Archer is a single-target Quantum DPS on the Path of The Hunt. He is very simple to play: stockpile as many Skill Points as you can, then fire his Skill again and again on his turn, with the shots getting stronger as he keeps going. He was given out for free in the Fate collab event, so if you already own a few strong supports, he is well worth your resources.

He fits best if you already have Sparkle, Rin Tohsaka, Cipher or Silver Wolf, because Archer needs good supports to reach his full damage. If you are new and have none of them yet, he still works with Trailblazer (Remembrance) and Hanya for now.

Memory of Chaos Very strong Huge single-target damage poured straight into the boss is exactly what he is built for.
Pure Fiction Decent Archer only hits one target, so he struggles against big waves and needs teammates like Rin Tohsaka or Tribbie to handle the AoE side.
Apocalyptic Shadow Outstanding He fires several Skill shots every turn and each one deals Toughness damage, so a boss's Toughness bar drops very fast.
Pros & Cons

Pros

  • Astonishing single-target damage
  • Uses his Skill up to 5 times per turn
  • Extremely strong self-amplification
  • Very good Energy management
  • Very high Toughness damage per turn
  • Extremely flexible team building
  • Huge ability multipliers, so he makes excellent use of outside amplifiers, especially debuffs

Cons

  • An enormous Skill Point drain, so he wants characters who provide Skill Points and raise the Skill Point cap
  • A pure single-target playstyle, so he is a little weak in AoE content
  • Once his banner is gone it is gone for good, with no rerun

Best Archer Build Guide

Best Archer Build

Archer is a crit DPS who scales with CRIT and ATK. The main goal is to push his CRIT Rate to 100% (counting team buffs), then put everything else into CRIT DMG and ATK.

Best Light Cones

  • 1 The Hell Where Ideals Burn The Hell Where Ideals Burn Best
    Archer's signature Light Cone and the steadiest choice he has. It gives CRIT Rate, and his ATK climbs each time he uses his Skill. After a brief warm-up early in the fight, the buff stays up nearly the whole time.
  • 2 Baptism of Pure Thought Baptism of Pure Thought Great
    Gives CRIT DMG and lets Archer's Follow-up ATK ignore enemy DEF. To get the most out of it, your team has to apply plenty of debuffs, ideally all 3 on the enemy.
  • 3 Worrisome, Blissful Worrisome, Blissful Great
    Gives CRIT Rate, and helps Archer and the rest of the team deal more CRIT DMG to enemies under the Light Cone's Tame state.
  • 4 Cruising in the Stellar Sea Cruising in the Stellar Sea Easy to get
    The best free option. It gives a lot of CRIT Rate and boosts ATK when he defeats an enemy. The annoying part is that the CRIT Rate depends on the enemy's HP, and Archer has to keep defeating enemies regularly to keep the ATK buff up.
  • 5 See You at the End See You at the End Good
    His best 4-star Light Cone, boosting his Skill and Follow-up ATK DMG. In theory it deals a little less than Cruising in the Stellar Sea, but its effects are always on, so it is much easier to use.

Best Relics

1
Archer's best set. It gives a big boost to ATK and Skill DMG, and since he uses his Skill several times in one turn, stacking its effect is easy. It is an even better fit when the enemy is not weak to Quantum, or when your team already maxes out DEF reduction.
2
The second choice, but against Quantum-weak enemies it is very strong, because it lets Archer ignore enemy DEF. The more DEF reduction your team brings, the better this set gets.
3
A backup option that gives CRIT Rate and boosts Skill and Ultimate DMG. It falls behind the two sets above because Archer already has a lot of DMG bonuses of his own.

Best Planar Ornaments

1
The best set. It is made for characters who spend a lot of Skill Points: when Archer uses at least 3 Skill Points in one turn, he gets a large CRIT DMG bonus. That CRIT DMG applies to all of his damage.
2
The second choice. It gives CRIT Rate and boosts Skill DMG, which is where most of Archer's damage comes from.
3
A fine fallback if you have not farmed Rutilant Arena yet, or if your Inert Salsotto piece rolled far better substats. The damage you give up is small.

Main Stats

  • BodyCRIT Rate
  • FeetATK%
  • Planar SphereATK% or Quantum DMG Boost
  • Link RopeATK%

Substats

  • 1CRIT Rate (until 100% with team buffs)
  • 2CRIT DMG
  • 3ATK%

Take CRIT Rate on the body so you reach 100% sooner. Go ATK% on the feet, not SPD, because Archer stays at his base SPD and lets teammates advance his turns. On the sphere, ATK% and Quantum DMG Boost are about equal, so take whichever piece has the better substats.

Once you hit 100% CRIT Rate, put everything into CRIT DMG, and only then into ATK%.

Stat Targets

  • CRIT Rate100% (counting team buffs)
  • CRIT DMG140% to 180%+
  • ATK2800 to 3200+
  • HP3000+
  • DEF900+
  • SPDkeep his base SPD

Skill Priority

Skill > Ultimate > Talent > Basic ATK

Most of Archer's damage comes from his Skill, so level it first, with his Ultimate right behind it. His Talent handles his Follow-up ATK, so raise it after those two. You can skip Basic ATK, since on his turn you will almost only be pressing his Skill.

Trace Priority

Projection Magecraft > Guardian > Hero of Justice

Projection Magecraft raises the Skill Point limit by 2, which is what Archer needs most. Guardian gives him 120% CRIT DMG for 1 turn when allies gain a Skill Point while there are 4 or more Skill Points. Hero of Justice gives him 1 Charge when he enters battle.

Eidolon Priority

E2 is the best stopping point

E1 is a nice convenience: after he uses his Skill 3 times within one turn, he recovers 2 Skill Points for the team. E2 makes his Ultimate reduce the target's Quantum RES by 20% and implant a Quantum Weakness for 2 turns, so he can also handle enemies that are not weak to Quantum. E4 increases his Ultimate DMG by 150%. E6 recovers 1 Skill Point when his turn begins, adds 1 more stack to his Skill's DMG boost and lets his Skill DMG ignore 20% of DEF.

Best Archer Teams

Best Team

Replace Dan Heng • Permansor Terrae with: Gallagher, Aventurine, Huohuo

Rin Tohsaka has a buff made just for Archer plus a Joint Follow-up ATK that hits all enemies and recovers 4 Skill Points, so Archer almost never runs short. Sparkle raises the Skill Point limit, advances Archer's turn and recovers Skill Points with her Ultimate. Dan Heng • Permansor Terrae shields the team and boosts Archer's ATK without eating into your Skill Points.

Team Without Rin Tohsaka

Replace Trailblazer (Remembrance) with: Tribbie, Silver Wolf, Cipher Replace Dan Heng • Permansor Terrae with: Gallagher, Aventurine, Luocha

Sparkle is still the core of the team: she provides Skill Points and advances Archer's turns. Trailblazer (Remembrance) gives Archer extra turns and extra damage without using up Skill Points. Dan Heng • Permansor Terrae handles shields and boosts Archer's ATK.

Budget Team (All 4-Stars)

Replace Hanya with: Pela Replace Lynx with: Gallagher

For new players who do not have any limited characters yet. Trailblazer (Remembrance) advances Archer's turns and Hanya creates extra Skill Points with her Skill, the two things Archer needs most. If you have Gallagher, he can replace Lynx, since he heals and also leaves the team with spare Skill Points.

Best Teammates for Archer

Rin Tohsaka
Rin Tohsaka

Close to irreplaceable. Her buff for Archer gives him a lot of ATK, CRIT DMG and Quantum RES PEN, and she adds a Joint Follow-up ATK that hits all enemies and recovers 4 Skill Points, so Archer even plays well on auto.

Sparkle
Sparkle

Archer's most valuable support. She raises the Skill Point limit by 2 (9 in total together with Archer), advances his turns so he does not need SPD, buffs his CRIT DMG and DMG, and adds ATK for the whole team.

Silver Wolf
Silver Wolf

Lowers DEF, adds RES PEN and can implant a Quantum Weakness on enemies, so Archer can fight enemies of other Types and also turn on the 4-piece Genius of Brilliant Stars bonus.

Cipher
Cipher

She can be played while leaving the team with spare Skill Points, makes enemies take more DMG with no conditions, and adds damage of her own through her Follow-up ATK and Ultimate.

Mortenax Blade
Mortenax Blade

Amplifies Archer's damage and lowers enemy DEF at the same time.

Ruan Mei
Ruan Mei

Her damage boost is modest, but she makes Archer much better at breaking Toughness, which pays off in Apocalyptic Shadow.

Tribbie
Tribbie

A support who is easy on Skill Points and makes up for the AoE damage Archer lacks.

Robin • Summeretto
Robin • Summeretto

Boosts Archer's ATK, advances his turn and gives him Energy, and also lets the whole team ignore enemy DEF.

Dan Heng • Permansor Terrae
Dan Heng • Permansor Terrae

Provides shields, ATK boosts and extra damage. Archer's constant Skill use helps Dan Heng • Permansor Terrae hand out shields more often. At E1, Dan Heng • Permansor Terrae also recovers 1 Skill Point when he uses his Ultimate.

Gallagher
Gallagher

An easy-to-get 4-star sustain who heals well and leaves the team with spare Skill Points for Archer to spend.

How to Play Archer

Circuit Connection: Fire Your Skill Over and Over in One Turn

Using Caladbolg II: Fake Spiral Sword puts Archer into the Circuit Connection state. While in it, using his Skill does not end his turn, and each further use adds 1 stack of a Skill DMG boost (up to 2 stacks). Each shot costs 2 Skill Points, and he can fire up to 5 times. Archer leaves Circuit Connection after 5 shots, when you run out of Skill Points, or when every enemy in the wave is defeated. You can switch targets between shots, and you can also stop early yourself if you want to.

Every shot counts as a full Skill use, so each one restores Energy and deals Toughness damage. That is why his Ultimate fills up very quickly even though it costs 220 Energy.

Stockpile Skill Points Before Archer's Turn

On his own, Archer can fire at most 4 shots. To reach 5 shots consistently, he needs teammates who provide Skill Points. His Projection Magecraft Trace raises the team's Skill Point limit to 7, and with Sparkle on the team it goes up to 9. On top of that, Guardian gives Archer 120% CRIT DMG for 1 turn whenever allies gain a Skill Point while there are 4 or more Skill Points. So have the rest of the team save their points and spend them all on Archer's turn.

Charge and Follow-up ATK

His Talent, Mind's Eye (True), works like this: whenever a teammate attacks an enemy, Archer consumes 1 Charge to launch a Follow-up ATK and recovers 1 Skill Point. His Ultimate, Unlimited Blade Works, is a huge single-target hit that also gives him 2 Charges (he can hold up to 4). This Follow-up ATK can even trigger while Archer is in Circuit Connection if a teammate attacks outside their own turn, which gives you extra Skill Points toward another shot.

Use His Technique Before Combat

His Technique, Clairvoyance, deals Quantum DMG to all enemies when the battle starts and gives Archer 1 Charge. Together with the 1 Charge from Hero of Justice, Archer has Follow-up ATKs ready right from the start to recover Skill Points for the team.

Quick Tips

  • Sparkle, or any other teammate who advances turns, should have at least 160 SPD so they can pull the slow Archer ahead in the turn order.
  • Save Sparkle's Ultimate for Archer's turn: if he runs out of Skill Points partway through, use it and getting 4 to 5 shots becomes much easier.
  • If you run 4-piece Genius of Brilliant Stars, watch your team's total DEF reduction and do not let it go over 100%.
  • With Cruising in the Stellar Sea, Archer has to keep defeating enemies regularly to keep its ATK buff up.
  • Archer's Basic ATK barely needs leveling, so save your materials for his Skill and Ultimate.

Archer Skills

Basic ATK

Kanshou and Bakuya

[Single Target]
Energy Generated20
Toughness Break Single Target: 10

Deals Quantum DMG equal to 130% of Archer’s ATK to one designated enemy.

Lv. 9

Upgrade Materials

Lv. 1 to Lv. 9

Caladbolg II: Fake Spiral Sword

[Single Target]
Energy Generated30
Toughness Break Single Target: 20

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.

Lv. 15

Upgrade Materials

Lv. 1 to Lv. 15

Unlimited Blade Works

[Single Target]
Energy Generated5
Toughness Break Single Target: 30

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.

Lv. 15

Upgrade Materials

Lv. 1 to Lv. 15

Mind's Eye (True)

[Single Target]
Energy Generated5

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.

Lv. 15

Upgrade Materials

Lv. 1 to Lv. 15

Clairvoyance

Energy Generated20

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.

Archer Traces

Total Trace Bonuses
  • ST Quantum +22.4%
  • ATK % +18%
  • Tỷ Lệ Bạo Kích +6.7%

Archer Eidolons

The Unreached Dream
Eidolon 1

After using Skill 3 time(s) within one turn, recovers 2 Skill Point(s) for allies.

The Unfulfilled Happiness
Eidolon 2

When using Ultimate, reduces the enemy target’s Quantum RES by 20%, and applies Quantum Weakness to it, lasting for 2 turn(s).

The Untamed Will
Eidolon 3

Skill Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.

The Unsung Life
Eidolon 4

Increases the Ultimate DMG dealt by 150%.

The Nameless Watch
Eidolon 5

Ultimate Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.

The Endless Pilgrimage
Eidolon 6

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.

Stats Base

Lv. 80
  • HP Base—
  • ATK Base—
  • DEF Base—
  • SPD—
  • Taunt—

Ascension Materials

20304050607080

About Archer

Other Names
Emiya
World
Another World
Signature Light Cone
The Hell Where Ideals Burn
Debut Banner
I Am the Bone of My Sword
Release Date
2025-07-11
Version
introduced in 2.4, playable from 3.4

Faction

  • Another World
CN Wu Lei (吴磊)
JP Suwabe Junichi (諏訪部 順一)
KR Lim Chae-heon (임채헌)

Playstyle overview

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.

Archer FAQ

Is Archer worth building?
Yes, especially if you already have Sparkle, Cipher or Silver Wolf. Archer was given out for free, his Ultimate has one of the highest multipliers in the game, and he only needs good supports to reach his full strength.
What Light Cone should Archer use without his signature?
Cruising in the Stellar Sea is the best free option. If you want something easier to use, go with See You at the End, his best 4-star Light Cone. If your team applies a lot of debuffs, Baptism of Pure Thought also works very well.
Does Archer need SPD?
No. Keep him at his base SPD, put your stats into CRIT and ATK, and let Sparkle or another turn-advance support bring him forward.
Should I use Genius of Brilliant Stars or As Navigator Isee Sees It?
Against Quantum-weak enemies, use Genius of Brilliant Stars. If the enemy is not weak to Quantum, or your team already maxes out DEF reduction, switch to As Navigator Isee Sees It.
Which Eidolon should I stop at?
E2 is the best stopping point: his Ultimate lowers the enemy's Quantum RES and implants a Quantum Weakness. E1 is also very handy, since it recovers 2 extra Skill Points when Archer uses his Skill 3 times within one turn.