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6,815 Teams
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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.
Main DPS / SP Burst Carry
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.
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.
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.
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.
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.
Premium alternative with strong offensive stats when its conditions are maintained.
Reliable Quantum set, especially against Quantum-weak or DEF-reduced targets.
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.
Consuming at least three Skill Points in the same turn activates the extra CRIT DMG, matching Archer's funded Skill chains.
Stable alternative for Basic and Skill damage after meeting the CRIT threshold.
Default when CRIT Rate is not already capped by gear and buffs.
Alternative with sufficient CRIT Rate.
Preferred because Archer concentrates damage in action-advanced burst turns.
Default offensive sphere.
Close alternative with materially better substats.
Default damage rope.
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.
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.
After three Skills in one turn, restores two Skill Points. Plan around that specific trigger; it is not a refund on every Skill.
Ultimate applies Quantum Weakness and reduces the target's Quantum RES by 20% for two turns. The effect requires using Ultimate on that target.
Adds 150% Ultimate damage. It does not apply that bonus to the repeated Skills that define his turn.
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.
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.
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.
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.
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.
Basic ATK
Deals Quantum DMG equal to 100% of Archer's ATK to one designated enemy.
Skill
Enters the "Circuit Connection" state. Deals Quantum DMG equal to 360% 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 100%. 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.
Ultimate
Deals Quantum DMG equal to 1000% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.
Talent
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 200% 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.
Technique
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.
When Archer is on the field, increases the maximum Skill Point limit by 2.
When Archer enters combat, gains 1 point(s) of Charge.
After allies gain a Skill Point, if there are 4 Skill Points or more, increases Archer's CRIT DMG by 120% for 1 turn(s).
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.
Level 80
Maximum ascension| Level | HP | ATK | DEF | SPD |
|---|---|---|---|---|
| 1 | 158 | 84 | 66 | 105 |
| 20 | 372 | 199 | 155 | 105 |
| 30 | 515 | 275 | 215 | 105 |
| 40 | 657 | 351 | 274 | 105 |
| 50 | 800 | 427 | 333 | 105 |
| 60 | 942 | 503 | 393 | 105 |
| 70 | 1085 | 579 | 452 | 105 |
| 80 | 1164 | 621 | 485 | 105 |