
Introductions
Archer is a 5★ Quantum Character following the Path of
The Hunt. Archer is a Main DPS that can use his Skill multiple times per
turn to spend Skill Points on incredibly potent shots from his Bow. Archer is also a
Collaboration Event Character.
Our Archer Build Guide will show you the best Lightcones, Relics and
Team Compositions build the best Archer you can.

Archer's Best Light Cone
The percentage numbers listed showcase the relative DPS increase when you take into account both the Lightcone Effect(s) and Cones Base Stats.
The Hell Where Ideals Burn (S1)
112.2%
Cruising in the Stellar Sea (S5)
100%
Sources: Herta's Store
Swordplay (S5)
97.5%
Sources: Stellar Warp
See You at the End (S5)
96.8%
In the Night (S1)
93.8%
Sources: Event Warp (limited)
This Lightcone is being rated only for its Base ATK and CRIT Rate. This Lightcone performs approximately 1.5% better for each 10 SPD you have but we do not suggest investing in SPD on Archer.
See You at the End (S1)
91.9%
Final Victor (S5)
90.3%
Sources: Forgotten Hall Store
Swordplay (S1)
89.8%
Sources: Stellar Warp

Best Relics and Planar Ornaments for Archer
Best Relics for Archer
These are the best Relic Sets to build for Archer. The percentage shows the relative difference to Archer's best performing set.
Genius of Brilliant Stars
100-106.2%
Poet of Mourning Collapse
101.1%
If you have 4-5 more useful substats (CRIT/ATK %) on this set you will do more damage than a Genius of Brilliant Stars set on Quantum Weak enemies.
Scholar Lost in Erudition
99.8%
Wavestrider Captain
98.9%
Wavestrider Captain
97.1%
Scholar Lost in Erudition
- Scholar Lost in Erudition (8% CRIT Rate)
- Wavestrider Captain (16% CRIT DMG)
- Genius of Brilliant Stars/Poet of Mourning Collapse - (10% Quantum DMG)
- Hero of Triumphant Song/The Wind-Soaring Valorous/Prisoner in Deep Confinement/Musketeer of Wild Wheat - (12% ATK)
Best Planar Ornaments
Rutilant Arena
100%
Additionally, Archer cannot use the other generically powerful Planar Ornaments as he does not meet their criteria. He cannot use Firmament Frontline: Glamoth due to being too low speed and he cannot use Izumo Gensei and Takama Divine Realm as he is not optimally played with another Hunt unit so there are no other good options.
Inert Salsotto
97.5%
Firmament Frontline: Glamoth
96%
Archer's Stat Priority









Recommended Endgame Stats for Archer






Traces Priority

Archer Build Comments
Character Explanation
Archer's Gameplay is focused around his Skill Caladbolg II: Fake Spiral Sword. Archer can use his Skill up to five times in a single turn, each time costing 2 Skill Points and dealing very high Single Target damage.
Archer gains a stacking Skill DMG % boost after each Skill to boost the damage of additional casts (maximum of 2 stacks, 3 with Eidolon 6). This DMG buff incentivises spending as many Skill Points in a single turn as you can to maximise the effect of this buff.
Archer will often use his Basic ATK if the team will not overcap Skill Points before his next turn to funnel them into a stronger burst turn resulting in more damage overall.
Archer will recover a Skill Point for every Follow-up ATK launched by his talent Mind's Eye (True) and he will gain 2 Charge from his Ultimate Unlimited Blade Works. He will also gain one stack of Charge upon entering combat from his A4 Trace Hero of Justice and one from his Technique.
Build Advice
The most important thing to do while building Archer is to cap his CRIT Rate. Archer receives a significant boost to CRIT DMG from his A6 Trace Guardian making CRIT Rate by far his most efficient stat.
After capping your CRIT Rate you should try to acquire as many CRIT DMG substats as possible but do not ignore ATK % substats. A decent rule of thumb when gearing is that each ATK % roll is worth approximately 0.8 CRIT DMG roll.
Archer does not invest in SPD as the value of his turns is lower compared to other characters. Archer prefers to increase the quality of his turns over increasing the quantity. If Archer is slower he will have more Skill Points available per turn on average because other characters on the team will continue to generate them at the same rate. Archer will also be able to invest in other offensive stats in place of SPD further increasing the quality of his turns. By running ATK % boots Archer gains an additional 43.2 ATK % which is a very big damage gain.
An Energy Regeneration Rate rope is not ideal for Archer because it loses too much ATK % to be efficient. The Energy Regeneration Rope does not provide enough extra damage from the Ultimates and their Follow-up ATKs to be worth it.
Sparkle Teams
Sparkle increases the maximum available Skill Points for the team which makes it possible to store more Skill Points between Archer's turns letting him do bigger and more efficient bursts. Do not use Sparkle's Ultimate The Hero with a Thousand Faces if it will overcap Skill Points when cast or before you get to Archer's turn. The easiest way to avoid wasting Skill Points is to use it just before Archer's Turn if you have less than 5 SP or during his turn between his Skills.
When playing Sparkle alongside another Action Advance unit like Sunday we suggest having the other Action Advance unit out SPD Sparkle and using your Basic ATK on Archer after the first Action Advance, then using the your Skill Burst combo after Sparkle's advance while you have all of the buffs from both units.
Advance Teams without Sparkle
Archer teams without Sparkle are completely viable and are not much weaker than Sparkle Teams although you lose significant Quality of Life by having a lower Skill Point Cap. We suggest using either Sunday or Robin as the replacement for Sparkle as these units provide the best buffs and do not use Skill Points for their Action Advances.
Without Sparkle you will often only get two Skills in a single turn instead of three because if you had used your Basic ATK you would have overcapped Skill Points before Archer's next turn which would cost more damage than having worse turns. This is especially noticeable if you use Bronya as she uses a Skill Point for her Action Advance making it even less likely you will have the Skill Points for 3 total skills without careful play.
No Action Advance Teams
Teams with no Action Advance units at all are also viable. When playing without an Action Advance unit you still do not want to intentionally build SPD on Archer as it does not provide a significant damage increase to the team per point.
The best supports for no advance teams are units that boost Archers damage
with buffs or debuffs without using a significant amount of skill points like
Remembrance Trailblazer or Tribbie. Other units
that are powerful are units that provide debuff based amplification like
Cipher or Silver Wolf as Archer's kit provides
him with significant amounts of DMG % making more traditional supports worse.
Remembrance Trailblazer has been included in this category
despite having an Action Advance because it is not as consistent as supports who
have one as a direct Skill or Ultimate.

Best Synergies for Archer

Sparkle is the best Support Unit for Archer. Sparkle is a completely SP Positive Action Advance unit that provides powerful buffs for Archer's Turn. Sparkle also increases the Maximum Skill Point cap by 2 allowing you to use more Skills per turn and makes the team significantly more comfy to play as you have a lower chance of overcapping Skill Points if you are not planning out each turn perfectly. Sparkle also provides more ATK % to Quantum units.

Sunday is a powerful Action Advance Unit with very strong Buffs and the ability to generate Energy for Archer and is at worst SP Neutral. Sunday provides 20% CRIT Rate, significant CRIT DMG buff and 30% DMG boost in addition to the Action Advance. Sunday is usually used with Archer to add more Basic ATKs from Archer which results in you getting Sunday's powerful buffs for free while Sunday effectively works as one of the best Skill Point generating units in the game.

Cipher is a very fast Nihility unit that can generate a lot of Skill Points without costing any significant amount of DPS as her main debuffs automatically apply themselves without Cipher needing to act or use her Skill. Cipher also provides her damage boosts via increased Damage Taken on the enemies, alongside a mechanic that stores damage to later be dealt as True DMG based on what your allies dealt to the enemies prior to Cipher using her Ultimate Yours Truly, Kitty Phantom Thief! which will reset the stored amount.

Tribbie is a versatile Harmony support unit giving stats that Archer does not have: increased Damage Taken on enemies and RES PEN making her a very large Amplifier for Archer's damage. Tribbie's only downside is that she acts infrequently and has to maintain her Skill's Zone making her less effective at generating Skill Points than some other options.

Silver Wolf is a Nihility Support that has damage amplifying debuffs. Silver
Wolf reduces the enemy DEF and All-Type RES by a significant amount and can
implant Quantum Weakness if the enemy does not have it making
Genius of Brilliant Stars better.
Silver Wolf cannot afford to spam her Skill in Archer teams due to the Skill
Points being more valuable on Archer. With
Before the Tutorial Mission Starts Silver Wolf can still get a 3T Ultimate
with only Basic ATKs or 2T Ultimate if you alternate Skill + Basic ATK to
maintain her RES Pen but this is SP Neutral instead of Positive.

Robin is a powerful Harmony Support that synergises very well with Archer.
Robin provides a significant boost to DMG % and ATK, as well as a small increase
to CRIT DMG.
Archer can hit multiple times per turn with his Skill and Follow-up ATKs
allowing him to build energy for Robin's Ultimate quickly and proc a lot of
Additional DMG from Robin's Ultimate. Additionally, the team-wide Action Advance
from Robin's Ultimate allows you to generate a lot of Skill Points.

Gallagher is a 4★ Abundance Sustain Unit that Advances himself every time he uses his Ultimate. Gallagher ends up taking significantly more turns than any other Sustain unit in the game making him the best unit for generating Skill Points. Additionally, Gallagher can run the Multiplication Lightcone to make his turns even faster or the Quid Pro Quo Lightcone to generate significant energy for everyone on the team which is very powerful.

Archer's Best Teams
This is not a comprehensive list of teams. The inclusion or exclusion of any given team does not necessarily reflect its power level. We have included several example teams that are more F2P friendly using 4★ characters that are lower power than the 5★ teams as examples. The sustain unit in each team can be swapped out.

Archer's Best Eidolons
Archers's first two Eidolons are his most efficient Eidolons with his first specifically being quite strong. It may be more efficient to invest in Support Eidolons over Archer Eidolons after getting his first as those will benefit other teams and future units.
If you wish to get Archer's Eidolons then either E1 or E2 is a good stopping
point as E1 and E2 are significantly stronger than E3, E4 and E5 with the value
only going back up again at E6.
Listed below are our calculations for Archers's Eidolons.
Eidolon | % Diff | % Diff E0 | Comment |
---|---|---|---|
The Unreached Dream | 34.1% | 34.1% | Value is lower in teams without Sparkle where it is harder to consistently have 6 Skill Points for each set of Skills used. |
The Unfulfilled Happiness | 15.6% | 55% | This Eidolon performs better against Slower Enemies where you have more uptime on the debuff and significantly higher against enemies who are not Quantum Weak. |
The Untamed Will | 8.9% | 68.8% | Most of Archer's Damage comes from his Skill making this Eidolon surprisingly strong. |
The Unsung Life | 9.6% | 85% | Ultimate is a smaller portion of Archer's Kit so this is not too strong despite the huge size of the Buff. |
The Nameless Watch | 2.5% | 89.6% | Affects a smaller portion of Archer's damage compared to the E3. |
The Endless Pilgrimage | 21%-50% | 129.4%-184.4% | Very Strong Eidolon. This Eidolon is stronger with more Action Advance units on Archer's team as the Skill Point Generation adds up for each turn he takes. |