Archer
★★★★★

Archer Build

Archer is a 5★ Quantum character on the Path of The Hunt in Honkai: Star Rail. Below are the character's stats, skills and Eidolons — plus a pity calculator if you plan to pull.

Released: 11/07/2025 · v3.4· Updated: 03/07/2026
Updated for version 4.3 · 02/07/2026
Calculate pity to pull this character →
Community usage · phase 4.3.2
Memory of Chaos3.5%
Pure Fiction2.5%
Apocalyptic Shadow14.5%
Stats from 16,423 real player profiles (Memory of Chaos) · community data by LvlUrArti
Building Archer — just follow the numbers
30-second summary

Archer (Emiya, Fate collab) is a Quantum single-target DPS on the Hunt path (not 'Rogue' — that path doesn't exist in HSR). Roll if you need a top-tier single-target nuker; skip if you mainly clear Pure Fiction.

1
30-second build
In a hurry? This box is all you need — details below
BodyCRIT Rate FeetSPD SphereQuantum DMG RopeATK%

Sub-stat priority: CRIT DMG > ATK% > CRIT Rate > SPD

2
Verdict & playstyle
How strong, worth pulling, how to play
Memory of Chaos 5/5
Pure Fiction 2.5/5
Apocalyptic Shadow 5/5
Should you pull Archer?

Archer (Emiya, Fate collab) is a Quantum single-target DPS on the Hunt path (not 'Rogue' — that path doesn't exist in HSR). Roll if you need a top-tier single-target nuker; skip if you mainly clear Pure Fiction.

Pros
  • Elite single-target burst damage
  • SS-tier in Apocalyptic Shadow with strong Toughness break
  • Was briefly free, extremely accessible
  • Fully functional at E0
Cons
  • No AoE, weak in Pure Fiction
  • Heavy SP hog, team-restrictive
  • Leans hard on Sparkle to run smoothly
  • Needs near-100% CRIT to stay consistent
How to play

Skill enters Circuit Connection: fire up to five back-to-back Skills in one turn without ending it, then Ultimate on the priority target. Keep SP topped up before bursting and bring a strong SP battery.

3
Full build
Light cones, relics, stat targets — with reasons
Best Relics
BodyCRIT Rate
FeetSPD
SphereQuantum DMG
RopeATK%

Sub-stat priority: CRIT DMG > ATK% > CRIT Rate > SPD

Stat targets

Aim for ATK ~3.5-4k+, push effective CRIT near 100% (CRIT Rate body, Guardian gives CRIT DMG), CRIT DMG 200%+. SPD 134 baseline, or 160 for the Glamoth breakpoint. Easier alt planar: Rutilant Arena (needs 70% CRIT Rate).

4
Teams
Best teammates to pair with
Best teams for Archer

Core wants Sparkle for SP and CRIT DMG; add an amplifier (Robin/Sunday/Tribbie) and an SP-positive sustain like Aventurine or Fu Xuan. Tribbie also triggers Archer's follow-ups.

Meta suggestions synthesized from global community consensus (Meta 2026-07). Figures come from game data — updated each patch.

5
Eidolons
How far to invest, which milestones matter

E0 (E1 lợi SP, E4 nhảy vọt sát thương) — E0 is already excellent for MoC and Apocalyptic Shadow. E1 meaningfully smooths SP economy; E4 is the single biggest damage spike for spenders.

E1
The Unreached Dream★★★☆☆
After using Skill 3 time(s) within one turn, recovers 2 Skill Point(s) for allies.
Restores 2 Skill Points for allies after using Skill 3 times in one turn, easing SP economy but requiring a specific setup.
E2
The Unfulfilled Happiness★★★★☆
When using Ultimate, reduces the enemy target's Quantum RES by 20%, and applies Quantum Weakness to it, lasting for 2 turn(s).
Ultimate reduces the target's Quantum RES by 20% and applies Quantum Weakness for 2 turns, meaningfully boosting the whole team's damage on that target.
E3
The Untamed Will★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Only raises Skill Lv. +2 and Basic ATK Lv. +1, a pure level-up with no new effect.
E4
The Unsung Life★★★★★
Increases the Ultimate DMG dealt by 150%.
Increases Ultimate DMG dealt by 150%, a massive direct boost to the character's main damage nuke.
E5
The Nameless Watch★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Only raises Ultimate Lv. +2 and Talent Lv. +2, a pure level-up with no new effect.
E6
The Endless Pilgrimage★★★★★
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.
Restores 1 Skill Point for allies each turn start, raises the Skill DMG boost's max stack by 1, and makes Skill DMG ignore 20% DEF, substantially transforming the character's playstyle and damage.
6
Skills & Traces
What to level first — tap each skill for details
Skill Leveling Priority
Skill ★★★★★ This is the main damage engine, castable repeatedly inside 'Circuit Connection' and stacking up to +240% DMG within a single turn.
Ultimate ★★★★★ A massive single-target nuke (1200% ATK) that also generates Charge to fuel the Talent's follow-up attacks.
Talent ★★★★☆ Consumes Charge to deal follow-up DMG and restore a Skill Point whenever an ally attacks, but is bottlenecked by available Charge.
Basic ATK ★☆☆☆☆ Just a fallback attack for when Skill Points run out, with the lowest damage, so it is always leveled last.
Trace priority: A2 > A6 > A4 Eidolon priority: E2 > E4 > E1 > E6 > E3 = E5
Skills
Kanshou and Bakuya
Kanshou and Bakuya
Basic ATK Single Target Lv.9

Deals Quantum DMG equal to 130% of Archer's ATK to one designated enemy.

Caladbolg II: Fake Spiral Sword
Caladbolg II: Fake Spiral Sword
Skill Single Target Lv.15

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.

Unlimited Blade Works
Unlimited Blade Works
Ultimate Single Target Lv.15

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.

Mind's Eye (True)
Mind's Eye (True)
Talent Single Target Lv.15

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.

Attack
Attack

Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.

Clairvoyance
Clairvoyance
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.

End
End
Skill End

Exits "Circuit Connection" state and ends the turn.

Major Traces
3 powerful passives (A2/A4/A6) — unlocked via Ascension
A2
Projection Magecraft

When Archer is on the field, increases the maximum Skill Point limit by 2.

A4
Hero of Justice

When Archer enters combat, gains 1 point(s) of Charge.

A6
Guardian

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).

Trace Bonuses
Total stats gained from unlocking the full trace tree
+22.4%Quantum DMG Boost
+18%ATK
+6.7%CRIT Rate
7
Stats & Materials
Base stats at Lv.80 and what to farm
Level 80 stats
HP
1,164
ATK
621
DEF
485
SPD
105
CRIT Rate
5%
CRIT DMG
50%
Ascension Materials
Total materials to max ascension — tap to see how to farm.
Material Planner →
8
Archer FAQ
What is the best Light Cone for Archer?

The best Light Cone for Archer is The Hell Where Ideals Burn (top pick). See F2P options in the Light Cones section above.

Is Archer worth pulling?

Archer (Emiya, Fate collab) is a Quantum single-target DPS on the Hunt path (not 'Rogue' — that path doesn't exist in HSR). Roll if you need a top-tier single-target nuker; skip if you mainly clear Pure Fiction.

What is the best team for Archer?

Core wants Sparkle for SP and CRIT DMG; add an amplifier (Robin/Sunday/Tribbie) and an SP-positive sustain like Aventurine or Fu Xuan. Tribbie also triggers Archer's follow-ups.

Matching Light Cones
Path of The Hunt — a Light Cone only gives its bonus to matching-Path characters.
Light Cones →
How to read this build page

Every character build page has these parts: recommended Light Cone/Relic sets and stat table, a Trace/skill leveling order, Eidolon milestones worth considering, and a reference SPD threshold. Read them in that order — gear tells you "what to use", Traces tell you "what to level first", Eidolon tells you "is it worth pulling dupes", SPD tells you "how fast you need to be to keep the rotation on time". The section below explains how to read each part and applies the same way to every character on the site — check the exact numbers in the table above this section, since community sources sometimes differ by a few points.

Why the Light Cone and Relic picks make sense

Most characters have a "signature" Light Cone built for their exact role, plus a few cheaper substitutes from the standard banner or easy-to-get 3-4★ cones. Missing the signature isn't a dead end — most characters keep most of their power with a well-matched substitute, typically losing somewhere between a few percent and roughly a fifth of total damage depending on the setup, per most public comparisons.

  • Relic sets (2pc+2pc or 4pc) are picked for the set effect that fits that character's role (single-target DPS, AoE, shield/healing support, Break damage, and so on).
  • Main stats per slot (Body/Feet/Sphere/Rope) and substats follow a priority that changes by role: DPS roles usually chase CRIT Rate/CRIT DMG before ATK%; Break-focused roles prioritize Break Effect; support/healing roles often value Effect Hit/RES or Outgoing Healing over pure CRIT.

These weights differ per character and can shift slightly between ranking sources — follow the exact priority table above rather than applying one formula to every role.

Trace/skill leveling order by role (a general guideline, not a fixed rule)

There's no single order that's correct for every character, and community sources sometimes disagree depending on the team the character is used in — but the general pattern by role is:

  • DPS: level whichever skill (Skill or Ultimate) carries most of the damage for that character first, with Basic ATK usually last if it isn't the main damage source.
  • Support/Buffer: prioritize Traces that boost buff strength or the skill that applies the effect over Basic ATK, since this role's value comes from lifting the team rather than personal damage.
  • Healer/Shielder: prioritize the main healing or shield skill first, since that is the reason the team runs this character.
  • Break/CC: prioritize whichever skill contributes the most Toughness Damage, since the Break/Weakness Break window is where the team dumps damage.

Major Traces unlock at fixed ascension levels in-game, not by choice — but which one to level first (when resources are limited) should follow the role priority above. Since the exact order can differ between ranking sources, check the specific recommendation in the table above for this character.

Eidolons: how far E0 gets you, and which milestone is worth considering

General rule: most characters at E0 (no duplicates) already handle most content, even 5-star characters. Eidolons are a duplicate-fueled upgrade system — higher levels cost more resources for a smaller power gain, and the actual gain varies a lot per character (some barely change role at E0, others shift how they're played at a specific level). The milestones most often cited by the community tend to sit at E1, E2, or E6 depending on the character — but none of these are required to clear the game's content. Check the Eidolon section in the table above for this character's specific milestone and gain; if sources disagree on how to rate a milestone, trust the in-game effect description over a pre-set percentage number.

How to think about SPD breakpoints

SPD (Speed) controls how often a character acts in the turn order — higher SPD means denser actions, and for some roles (especially support/healing that need to buff or heal before the team gets hit) hitting the right SPD "breakpoint" matters more than the raw SPD number. Values like 101 or 134 SPD are often cited as community-common breakpoints (letting a character act again before or after a specific point in certain team setups) — this is crowd-verified action-gauge math, not an official fixed number the game states for every situation. The right breakpoint also depends on the team and allies' SPD, so treat the SPD suggestion in the table above as a starting point to adjust from, not a mandatory target.

Where to dig deeper

This section only teaches you how to read the page — for deeper comparisons, use the dedicated tools:

  • Tier list to see where this character stands against the full roster.
  • Teams for full in-game comps with rotation order.
  • Relic score to check how your current gear scores against the benchmark.
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