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Archer
Honkai: Star Rail · Character

Archer

Five-star Quantum Hunt damage dealer whose Skill supports repeated single-target attacks during Circuit Connection. Consider Archer when you can fund repeated Skill uses and teammates attack often enough to trigger his Charge-based follow-ups.

Released Jul 11, 2025

Archer’s Skill enters Circuit Connection and deals Quantum damage to one enemy. Further Skill uses during the state do not end his current turn and increase Skill damage, while teammate attacks can spend his Charge to launch follow-ups that restore Skill Points. His extended Skill sequence therefore depends on available Skill Points, and his follow-ups depend on both Charge and teammate attacks.

ElementQuantumPathThe HuntRarity5
Archer GUIDE

Understand Archer

Useful when…

  • Concentrating repeated Skill attacks on a priority enemy while Skill Points allow.
  • Using teammate attacks to trigger Charge-based follow-ups and recover Skill Points.
  • Considering his offensive bonus abilities when investing in his damage.

How Circuit Connection and Charge work

Archer’s Skill enters Circuit Connection and attacks one designated enemy. While the state is active, using Skill does not end his current turn, and each use increases Skill damage by 60%, stacking up to two times. The state ends after five active Skill uses, when he lacks enough Skill Points to use Skill again, or when all enemies in a wave have been defeated. His Ultimate deals single-target Quantum damage and grants two Charge, up to a maximum of four. After a teammate attacks, Archer spends one Charge to launch a follow-up at that attack’s primary target and recover one Skill Point. If that target is defeated before the follow-up launches, it is redirected to a random enemy. His Technique attacks all enemies after combat begins and grants one Charge.

Practical use in combat

Plan around the Skill Points a sequence of Skills will consume: Circuit Connection lets Archer use Skill repeatedly in his current turn, but it ends as soon as he cannot afford another use. Teammate attacks can return Skill Points through his Talent, provided he has Charge to spend. This makes Charge and teammate attack opportunities relevant to sustaining his Skill use, but the refund is conditional rather than automatic. His Skill and Ultimate are single-target attacks; the all-enemy damage described in the kit belongs to his Technique’s combat-entry effect.

Improvement priorities and investment

The Skill is central to Archer’s repeated-attack role, so it is a practical focus if you use Circuit Connection often. Ultimate and Talent investment may also suit a plan that makes use of his Charge and follow-ups. Promotion and offensive bonus abilities are other available investments; Quantum damage, ATK, and CRIT Rate boosts are listed, with some traces requiring earlier unlocks. Skill, Ultimate, and Talent each have levels 1–10, and their listed level 9-to-10 step costs 300,000 Credits, 14 Countertemporal Shots, one Track of Destiny, and one Guardian’s Lament. Weigh that cost against the other listed ability and trace investments rather than assuming a level cap is necessary.

Limits and mistakes to avoid

Circuit Connection is bounded: its Skill damage increase stacks only twice, the state exits after five active Skill uses, and it also exits if Archer cannot afford another Skill or the wave’s enemies are defeated. Charge caps at four, and a teammate attack triggers the described follow-up only when Archer can spend Charge. The follow-up may hit a random enemy if its original target is defeated before launch. Do not treat his Skill or Ultimate as all-target attacks; the described all-enemy attack is his Technique’s effect after entering combat.

Limitations and tradeoffs

  • Repeated Skills extend Archer’s turn and gain damage, but use Skill Points and are limited by affordability and the state’s five-use cap.
  • Follow-ups restore Skill Points, but require both Charge and a teammate attack; their target can change if the primary target is defeated before launch.
  • His Skill and Ultimate attack one enemy; his Technique’s described combat-entry damage targets all enemies.

Common mistakes to avoid

  • Assuming Circuit Connection continues when Archer cannot afford another Skill.
  • Treating the Skill damage increase as unlimited; it stacks at most twice, and the state exits after five active Skill uses.
  • Expecting a follow-up without both Charge and a teammate attack, or assuming it always hits the original target.
  • Assuming Archer’s Skill or Ultimate has the all-enemy targeting described for his Technique.

Effects and reference details

Kanshou and Bakuya · Basic ATK

Deals Quantum DMG equal to 50% of Archer's ATK to one designated enemy.

Ability descriptions by source level. Purchased caps and bonus levels are separate.

Source levelEffect
1Deals Quantum DMG equal to 50% of Archer's ATK to one designated enemy.
2Deals Quantum DMG equal to 60% of Archer's ATK to one designated enemy.
3Deals Quantum DMG equal to 70% of Archer's ATK to one designated enemy.
4Deals Quantum DMG equal to 80% of Archer's ATK to one designated enemy.
5Deals Quantum DMG equal to 90% of Archer's ATK to one designated enemy.
6Deals Quantum DMG equal to 100% of Archer's ATK to one designated enemy.
7Deals Quantum DMG equal to 110% of Archer's ATK to one designated enemy.
8Deals Quantum DMG equal to 120% of Archer's ATK to one designated enemy.
9Deals Quantum DMG equal to 130% of Archer's ATK to one designated enemy.
Caladbolg II: Fake Spiral Sword · Skill

Enters the "Circuit Connection" state. Deals Quantum DMG equal to 180% 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 60%. 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.

Ability descriptions by source level. Purchased caps and bonus levels are separate.

Source levelEffect
1Enters the "Circuit Connection" state. Deals Quantum DMG equal to 180% 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 60%. 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.
2Enters the "Circuit Connection" state. Deals Quantum DMG equal to 198% 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 64%. 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.
3Enters the "Circuit Connection" state. Deals Quantum DMG equal to 216% 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 68%. 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.
4Enters the "Circuit Connection" state. Deals Quantum DMG equal to 234% 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 72%. 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.
5Enters the "Circuit Connection" state. Deals Quantum DMG equal to 252% 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 76%. 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.
6Enters the "Circuit Connection" state. Deals Quantum DMG equal to 270% 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 80%. 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.
7Enters the "Circuit Connection" state. Deals Quantum DMG equal to 292.5% 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 85%. 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.
8Enters the "Circuit Connection" state. Deals Quantum DMG equal to 315% 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 90%. 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.
9Enters the "Circuit Connection" state. Deals Quantum DMG equal to 337.5% 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 95%. 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.
10Enters 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.
11Enters the "Circuit Connection" state. Deals Quantum DMG equal to 378% 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 104%. 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.
12Enters the "Circuit Connection" state. Deals Quantum DMG equal to 396% 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 108%. 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.
13Enters the "Circuit Connection" state. Deals Quantum DMG equal to 414% 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 112%. 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.
14Enters the "Circuit Connection" state. Deals Quantum DMG equal to 432% 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 116%. 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.
15Enters 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 · Ultimate

Deals Quantum DMG equal to 600% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.

Ability descriptions by source level. Purchased caps and bonus levels are separate.

Source levelEffect
1Deals Quantum DMG equal to 600% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.
2Deals Quantum DMG equal to 640% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.
3Deals Quantum DMG equal to 680% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.
4Deals Quantum DMG equal to 720% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.
5Deals Quantum DMG equal to 760% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.
6Deals Quantum DMG equal to 800% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.
7Deals Quantum DMG equal to 850% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.
8Deals Quantum DMG equal to 900% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.
9Deals Quantum DMG equal to 950% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.
10Deals 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.
11Deals Quantum DMG equal to 1040% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.
12Deals Quantum DMG equal to 1080% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.
13Deals Quantum DMG equal to 1120% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.
14Deals Quantum DMG equal to 1160% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.
15Deals 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) · 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 100% 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.

Ability descriptions by source level. Purchased caps and bonus levels are separate.

Source levelEffect
1After 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 100% 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.
2After 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 110% 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.
3After 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 120% 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.
4After 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 130% 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.
5After 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 140% 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.
6After 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 150% 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.
7After 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 162.5% 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.
8After 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 175% 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.
9After 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 187.5% 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.
10After 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.
11After 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 210% 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.
12After 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 220% 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.
13After 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 230% 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.
14After 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 240% 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.
15After 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

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

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.

Ability descriptions by source level. Purchased caps and bonus levels are separate.

Source levelEffect
1Immediately 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 · Skill

Exits "Circuit Connection" state and ends the turn.

References and version

Game data version: 4.6.0

Archer — Honkai: Star Rail Wiki ↗hsr-build.com ↗honkai-star-rail.fandom.com ↗
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Purchased tracesCurrentTarget
Kanshou and BakuyaKanshou and Bakuya
Caladbolg II: Fake Spiral SwordCaladbolg II: Fake Spiral Sword
Unlimited Blade WorksUnlimited Blade Works
Mind's Eye (True)Mind's Eye (True)
Projection MagecraftProjection Magecraft
Hero of JusticeHero of Justice
GuardianGuardian
DMG Boost: QuantumDMG Boost: Quantum
↳ ATK BoostATK Boost · requires Projection Magecraft
↳ DMG Boost: QuantumDMG Boost: Quantum · requires ATK Boost
CRIT Rate BoostCRIT Rate Boost
↳ DMG Boost: QuantumDMG Boost: Quantum · requires Hero of Justice
↳ ATK BoostATK Boost · requires DMG Boost: Quantum
DMG Boost: QuantumDMG Boost: Quantum
↳ CRIT Rate BoostCRIT Rate Boost · requires Guardian
↳ ATK BoostATK Boost · requires CRIT Rate Boost
↳ DMG Boost: QuantumDMG Boost: Quantum · requires CRIT Rate Boost

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