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5QuantumThe HuntAnother World
ReleasedJul 11, 2025Version 3.4 · Special
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Signature Light ConeThe Hell Where Ideals Burn

Currency Wars

School
Skill Points
Bond
Magician
Cost
5
Position
Front

Observed results

Recent Endgame Performance

Avg. endgame scores from observed submissions.Explore Archer in Meta Trends

Pure Fiction

33,298avg score

6,815 Teams

Apocalyptic Shadow

3,520avg score

12,501 Teams

Overview

Archer is a Quantum single-target damage dealer who spends Skill Points in repeated Circuit Connection Skills. His team needs to fund that concentrated turn. Rin Tohsaka adds shared buffs and joint-attack recovery, but neither character removes the need to track the pool.

Role

Main DPS / SP Burst Carry

Playstyle

Begin a burst with enough Skill Points and active buffs, then chain Skills within Circuit Connection. When resources are short, rebuild with allies or a Basic ATK rather than forcing an underfunded turn.

Why It Works

Repeated Skills build the chain's damage bonus. Charged follow-ups triggered by other allies' attacks restore Skill Points, while Rin's joint attack can return four more when its conditions are met.

Watch For

Guardian checks the Skill Point total after a point is gained: four or more activates its CRIT DMG bonus. Plan that trigger before the Skill chain.

Playstyle

Combat Flow

Generate Skill Points and activate Guardian → prepare buffs → Archer Skill chain → use available joint-attack or follow-up recovery → finish the funded chain → use Ultimate for damage and Charge → rebuild.

Key Notes

  • ATK Boots fit an action-supported burst plan. Choose turn order around the real Skill Point supply, and include Guardian and equipment bonuses when balancing CRIT.

  • After a Skill Point is gained, a resulting total of at least four activates Guardian's 120% CRIT DMG for one turn.

  • Circuit Connection is limited; Skill Point recovery does not allow an unlimited number of Skills in the same turn.

  • Do not assume Guardian requires four Skill Points before the gain; it checks the total afterward.

  • Do not count Rin's joint refund twice before her turn has ended and reset its availability.

Build & Investment

Light Cones

Alternative

Baptism of Pure Thought

Premium alternative with strong offensive stats when its conditions are maintained.

Relics

Alternative

Wavestrider Captain

Two Help stacks require being targeted by allies. Ultimate consumes them for a one-turn ATK buff; this is not a permanent Skill-damage bonus. Align the buff with the intended damage window.

Planars

Primary

Tengoku@Livestream

Consuming at least three Skill Points in the same turn activates the extra CRIT DMG, matching Archer's funded Skill chains.

Alternative

Rutilant Arena

Stable alternative for Basic and Skill damage after meeting the CRIT threshold.

Main Stats

Body

  • CRIT Rate
  • AlternativeCRIT DMG

Default when CRIT Rate is not already capped by gear and buffs.

Alternative with sufficient CRIT Rate.

Feet

  • ATK%

Preferred because Archer concentrates damage in action-advanced burst turns.

Sphere

  • Quantum DMG Boost
  • AlternativeATK%

Default offensive sphere.

Close alternative with materially better substats.

Rope

  • ATK%

Default damage rope.

Recommended Substats

  1. CRIT Rate
  2. CRIT DMG
  3. ATK%
  4. SPD

Secure CRIT Rate while counting the equipped cone, then balance ATK and CRIT DMG with Guardian's temporary bonus. A supported burst build can prioritize ATK over SPD; add SPD only for an action plan that actually supplies enough Skill Points for the extra turn.

Eidolon Investment

E0 already has Circuit Connection and Charge-based Skill Point recovery. E1 helps fund a longer chain, while E2 changes Quantum matchups through his Ultimate. Neither removes the need to plan the team's Skill Points.

The Hell Where Ideals Burn supplies CRIT Rate, ATK when the team's Skill Point cap is at least six, and more ATK after repeated Skills. Projection Magecraft enables that cap condition. It adds damage stats rather than directly refunding Skill Points.

E1

After three Skills in one turn, restores two Skill Points. Plan around that specific trigger; it is not a refund on every Skill.

E2

Ultimate applies Quantum Weakness and reduces the target's Quantum RES by 20% for two turns. The effect requires using Ultimate on that target.

E4

Adds 150% Ultimate damage. It does not apply that bonus to the repeated Skills that define his turn.

E6

Restores one Skill Point at turn start, raises the Skill damage-buff stack limit by one, and gives Skill damage 20% DEF ignore. It improves the chain without making Skill Point management irrelevant.

Teams

Rin Tohsaka

Joint attacker and resource support. Elegant Conduct increases Archer's ATK and Quantum RES PEN, and the pair's joint attack restores four Skill Points. Its availability resets at the end of Rin's turn. Plan her Enhanced Skill too, since it consumes any Skill Points above two, leaving two.

Dan Heng • Permansor Terrae

Shield sustain and ATK support. Designate Archer as Bondmate so his attacks restore Dan Heng's Energy and advance Souldragon. Once the shield setup is secure, Basic ATKs preserve Skill Points for Archer; extra Skills remain available when survival demands them.

Gallagher

Alternative sustain and Skill Point generation. Gallagher can use Basic ATKs while Besotted supports healing through attacks; his Ultimate enables an immediate Enhanced Basic. Emergency healing, and cleansing once E2 is owned, may still require spending a Skill Point, so budget those before Archer's burst.

Cipher

Alternative amplifier and secondary damage. Cipher's damage-taken aura and damage recording support Archer's concentrated attacks, while Basic ATKs can preserve Skill Points. Her follow-ups are not an automatic debuff application on every trigger.

Best Archer Teams

43,577 observed teams36 recent contexts
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