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 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.
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.
The Hell Where Ideals Burn
Best
Baptism of Pure Thought
Great
Worrisome, Blissful
Great
Cruising in the Stellar Sea
Easy to get
See You at the End
Good
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%.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Amplifies Archer's damage and lowers enemy DEF at the same time.
Her damage boost is modest, but she makes Archer much better at breaking Toughness, which pays off in Apocalyptic Shadow.
A support who is easy on Skill Points and makes up for the AoE damage Archer lacks.
Boosts Archer's ATK, advances his turn and gives him Energy, and also lets the whole team ignore enemy DEF.
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.
An easy-to-get 4-star sustain who heals well and leaves the team with spare Skill Points for Archer to spend.
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.
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.
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.
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.
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.
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.