Archer Best Builds, Teams & Relics

Honkai: Star Rail
Last Updated: on Jul 18, 2025 at 11:00

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%
Increases the wearer's CRIT Rate by 16.0 / 20.0 / 24.0 / 28.0 / 32.0%. When entering battle and if the allies' Skill Points max limit is 6 or higher, increases the wearer's ATK by 40.0 / 50.0 / 60.0 / 70.0 / 80.0%. After the wearer uses a Skill, increases their ATK by 10.0 / 12.5 / 15.0 / 17.5 / 20.0%, stacking up to 4 time(s).
This is Archer's 5★ Signature Lightcone and is his Best-in-Slot. This Lightcone provides a lot of stats which make it excellent: CRIT Rate and a significant boost to ATK %. Additionally, the ATK % provided increases whenever Archer uses his Skill and the increase lasts for the rest of the battle.
Cruising in the Stellar Sea (S5)
100%
Increases the wearer's CRIT Rate by 8.0 / 10.0 / 12.0 / 14.0 / 16.0%, and increases their CRIT Rate against enemies with HP percentage 50.0% or less by an extra 8.0 / 10.0 / 12.0 / 14.0 / 16.0%. When the wearer defeats an enemy, their ATK is increased by 20.0 / 25.0 / 30.0 / 35.0 / 40.0% for 2 turn(s).

Sources: Herta's Store
This is the Herta's Store 5★ Hunt Lightcone making it reasonably easy to get. This Lightcone is a bit weaker you are not killing enemies to maintain the ATK % buff from this Lightcone.
Swordplay (S5)
97.5%
For each time the wearer hits the same target, DMG dealt increases by 8.0 / 10.0 / 12.0 / 14.0 / 16.0%, stacking up to 5 time(s). This effect will be dispelled when the wearer changes targets.

Sources: Stellar Warp
This is a 4★ Limited Lightcone that provides a stacking DMG % increase, up to 5 stacks, resetting if you hit a different enemy. This Lightcone performs well on Single Target but is significantly weaker if you have to change target a lot. In practice this Lightcone will be 3-4% worse than the listed damage here due to frequent target swaps.
See You at the End (S5)
96.8%
Increases the wearer's CRIT DMG by 24.0 / 28.0 / 32.0 / 36.0 / 40.0%. The Skill DMG and Follow-up ATK DMG dealt by the wearer increase by 24.0 / 28.0 / 32.0 / 36.0 / 40.0%.
This is a 4★ Battlepass Lightcone that provides a large boost to CRIT DMG, Skill DMG and Follow-up ATK DMG. Archer's Skill and Follow-up ATK combined deals approximately 70% of his damage meaning this is quite potent.
In the Night (S1)
93.8%
Increases the wearer's CRIT Rate by 18.0 / 21.0 / 24.0 / 27.0 / 30.0%. While the wearer is in battle, for every 10 SPD that exceeds 100, increases DMG dealt by Basic ATK and Skill by 6.0 / 7.0 / 8.0 / 9.0 / 10.0%. At the same time, increases the CRIT DMG of Ultimate by 12.0 / 14.0 / 16.0 / 18.0 / 20.0%. This effect can stack up to 6 time(s).

Sources: Event Warp (limited)
This is Seele's 5★ Signature Lightcone. We do not recommend buying this Lightcone using your Light Cone Memory Shard as you would usually be better off wearing Cruising in the Stellar Sea and Light Cone Memory Shard's are a limited resource but you could buy this for the character who currently is wearing Cruising in the Stellar Sea.
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%
Increases the wearer's CRIT DMG by 24.0 / 28.0 / 32.0 / 36.0 / 40.0%. The Skill DMG and Follow-up ATK DMG dealt by the wearer increase by 24.0 / 28.0 / 32.0 / 36.0 / 40.0%.
Final Victor (S5)
90.3%
Increases the wearer's ATK by 12.0 / 14.0 / 16.0 / 18.0 / 20.0%. When the wearer lands a CRIT hit on enemies, gains 1 stack of Good Fortune. This can stack up to 4 time(s). Every stack of Good Fortune increases the wearer's CRIT DMG by 8.0 / 9.0 / 10.0 / 11.0 / 12.0%. Good Fortune will be removed at the end of the wearer's turn.

Sources: Forgotten Hall Store
This is a 4★ Hunt Lightcone that can be bought from Priceless Jewels. This Lightcone provides a small amount of ATK % as well as giving stacking CRIT DMG whenever you land a CRIT hit that expires at the end of turn. This ends up performing decently for Archer since he uses his Skill multiple times in a single turn and has Follow-up ATKs that can stack it after he uses his Ultimate.
Swordplay (S1)
89.8%
For each time the wearer hits the same target, DMG dealt increases by 8.0 / 10.0 / 12.0 / 14.0 / 16.0%, stacking up to 5 time(s). This effect will be dispelled when the wearer changes targets.

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%
2-Piece Set: Increases Quantum DMG by 10.0%.
4-Piece Set: When the wearer deals DMG to the target enemy, ignores 10.0% DEF. If the target enemy has Quantum Weakness, the wearer additionally ignores 10.0% DEF.
This is Archer's best Relic Set to Build. The 2pc gives 10% Quantum DMG which is good and the 4pc provides 10% DEF Ignore, with an additional 10% VS Quantum Weak enemies. The 106.2% value corresponds to the increase vs Quantum Weak Enemies.
Poet of Mourning Collapse
101.1%
2-Piece Set: Increases Quantum DMG by 10.0%.
4-Piece Set: Decreases the wearer's SPD by 8.0%. Before entering battle, if the wearer's SPD is lower than 110/95, increases the wearer's CRIT Rate by 20.0%/32.0%. This effect applies to the wearer's memosprite at the same time.
This is Archer's second best Relic Set to Build. Archer is too fast to get the 32% CRIT Rate from having less than 95 SPD but he can get the 20% CRIT Rate from having less than 110 SPD which makes this set very powerful.
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%
2-Piece Set: Increases CRIT Rate by 8.0%.
4-Piece Set: Increases DMG dealt by Skill and Ultimate by 20.0%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25.0%.
Archer scales very well with the CRIT Rate from the 2pc and the 4pc synergises well with Archer as approximately 85% of his damage comes from Skill or Ultimate DMG. The power of this Set gets diminished by already getting a large self buff to his Skill DMG from his Skill.
Wavestrider Captain
98.9%
2-Piece Set: Increases CRIT DMG by 16.0%.
4-Piece Set: When the wearer becomes the target of another ally target's ability, gains 1 stack of "Help," stacking up to 2 time(s). If there are 2 stack(s) of "Help" when the wearer uses their Ultimate, consumes all "Help" to increase the wearer's ATK by 48.0% for 1 turn(s).
While this set provides good buffs Archer does not end up with that high of an uptime on the 4pc buff making it weaker than other options.
Wavestrider Captain
97.1%
Scholar Lost in Erudition
2-Piece Set: Increases CRIT DMG by 16.0%.
4-Piece Set: When the wearer becomes the target of another ally target's ability, gains 1 stack of "Help," stacking up to 2 time(s). If there are 2 stack(s) of "Help" when the wearer uses their Ultimate, consumes all "Help" to increase the wearer's ATK by 48.0% for 1 turn(s).
2-Piece Set: Increases CRIT Rate by 8.0%.
4-Piece Set: Increases DMG dealt by Skill and Ultimate by 20.0%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25.0%.
If you do not have a good set of Genius of Brilliant Stars or Poet of Mourning Collapse pieces then hybrid 2pc-2pc is another viable option. These are suggested 2pc pieces in the order we would recommend using them in:
  1. Scholar Lost in Erudition (8% CRIT Rate)
  2. Wavestrider Captain (16% CRIT DMG)
  3. Genius of Brilliant Stars/Poet of Mourning Collapse - (10% Quantum DMG)
  4. Hero of Triumphant Song/The Wind-Soaring Valorous/Prisoner in Deep Confinement/Musketeer of Wild Wheat - (12% ATK)

Best Planar Ornaments

Rutilant Arena
100%
2-Piece Set: Increases the wearer's CRIT Rate by 8.0%. When the wearer's current CRIT Rate reaches 70.0% or higher, DMG dealt by Basic ATK and Skill increases by 20.0%.
This is Archer's best Planar Ornament to build. Archer deals approximately 65% of his DMG from Basic ATKs and Skills making this set powerful.
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%
2-Piece Set: Increases the wearer's CRIT Rate by 8.0%. When the wearer's current CRIT Rate reaches 50.0% or higher, the DMG dealt by the wearer's Ultimate and Follow-up ATK increases by 15.0%.
This is Archer's second best Planar Ornament. Approximately 35% of Archer's damage comes from his Follow-up ATK and Ultimate making this noticeably weaker than Rutilant Arena but with 3-4 more CRIT/ATK % substats this can outperform it.
Firmament Frontline: Glamoth
96%
2-Piece Set: Increases the wearer's ATK by 12.0%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12.0%/18.0% more DMG.
This is a weaker option for Archer as you are only getting 12% ATK due to having too little SPD. This is equivalent to Izumo Gensei and Takama Divine Realm, Space Sealing Station or Revelry by the Sea.

Archer's Stat Priority

Body
CRIT Rate
>
CRIT DMG
Feet
ATK%
Planar Sphere
Quantum DMG Boost
>
ATK%
Link Rope
ATK%
Stat Priority
CRIT Rate
>
CRIT DMG
>
ATK%

Recommended Endgame Stats for Archer

HP
2700+
DEF
900+
ATK
2800+
CRIT Rate
80-100%
SPD
Base SPD
CRIT DMG
110%+

Traces Priority

Skills Priority
Skill > Ultimate > Talent > Basic
Major Traces Priority
Projection Magecraft > Guardian > Hero of Justice

Archer Build Comments

Character Explanation Build Advice Sparkle Teams Advance Teams without Sparkle No Action Advance Teams

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
Sparkle

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
Sunday

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
Cipher

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
Tribbie

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
Silver Wolf

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
Robin

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
Gallagher

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 Sparkle Cipher Gallagher
Archer Sparkle Tribbie Gallagher
Archer Sparkle Sunday Gallagher
Archer Robin Cipher Gallagher
Archer Sparkle Silver Wolf Gallagher
Archer Sunday Cipher Aventurine
Archer Tribbie Silver Wolf Aventurine
Archer Bronya Cipher Aventurine
Archer Remembrance Trailblazer Tingyun Gallagher
Archer Remembrance Trailblazer Pela Gallagher

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.
Saeldur
Staff Author
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This guide was written by Saeldur, expert Honkai: Star Rail theorycrafter and guide writer for Icy Veins. Saeldur is a high-end HSR player with a deep understanding of the various characters while also clearing PF, MoC and AS when each cycle releases.