Tips: I'll also be updating this guide in other language regions at the same time, make sure to check out the posts and leave a comment! Your feedback is greatly appreciated!

In the first half of V3.4, the Fate/stay night collaboration banner will go live, featuring the debut of [Archer]! Today, let's dive into whether and how you should pull for [Archer]!


Archer's Role and Strength
Archer is a Quantum The Hunt main DPS.
● Multi-Skill Rotation. Archer can unleash multiple Skills in one turn, requiring precise Skill Point management for max value. Unique and strategy-intensive.
● High DMG Bonus & Massive Scaling. Each Skill cast stacks an additional DMG buff for Archer (up to 200%).
● High CRIT DMG Spike. At 4+ Skill Points, Archer's CRIT DMG increases by 120%.
● Follow-up Attack. Archer performs Follow-up Attack when allies attack, restoring Skill Points and dealing supplemental DMG.

Core Mechanic – Skill

When Archer enters [Circuit Connection] state, his turn will not end after using a Skill. Each Skill used in this state increases the Skill DMG (stackable up to 2 times, meaning full bonus is applied after 3 consecutive Skills). The state persists until Archer exits it.
[Circuit Connection] is not interrupted by Ultimates, either his own or allies'. The state ends when Archer has actively cast 5 Skills, runs out of Skill Points, or when all enemies in the wave are defeated.
Note: Each Archer's Skill cast consumes 2 Skill Points in this state.
Follow-up Attack: Skill Point Generation
After an ally attacks, Archer consumes 1 [Charge] to perform a Follow-up Attack on the main target, restoring 1 Skill Point. If the target is defeated before the Follow-up Attack, a random enemy is targeted instead.
[Charge] cap: 4. Gained via:
① Enter battle via Technique (+1).
② Start of battle (+1).
③ Use Ultimate (+2).
Tips
① Since Archer will cast Skills in succession during [Circuit Connection], apply all buffs beforehand for full effect.
② Archer's Skill chain DMG primarily comes from two sources: stacked DMG boosts per Skill and the CRIT DMG bonus when Skill Points exceeds 4. Therefore, it's optimal to cast at least 3 Skills consecutively, with 2 as the bare minimum for acceptable value.
③ With Sparkle, the Skill Point cap increases to 9. When fully charged, Archer can cast 4 consecutive Skills. You can preload Sparkle's Ultimate—after Archer casts 2 Skills, use Sparkle's Ultimate to refill Skill Points and enable a full 5-skill combo. Sparkle should only use her Ultimate before Archer acts and only if Archer has ≤4 Skill Points, to avoid overflowing Skill Point in the follow-up.
④ With Sparkle, it's recommended to initiate Skill chains when Skill Point ≥7, ensuring at least 3 consecutive Skills, while leaving 1 Skill Point as a margin for turn control or executing low-HP targets.
⑤ Without Sparkle, the Skill Point cap is 7. Start casting Skills when Skill Point >4 or around 6, allowing for 2–3 consecutive casts, while still retaining 1 Skill Point for emergency flexibility.
⑥ When Skill Point is insufficient, just use Basic ATK. Once the Skill is triggered, use as many Skill casts as Skill Point allows.

Team Comp
Archer consumes Skill Points in a single turn to unleash chained Skills, so he should be paired with Support who can restore Skill Points.
● Sparkle: Top priority if available. Sparkle increases the Skill Point cap, restores a large amount of Skill Points, and provides significant CRIT DMG and DMG buffs. When using Sparkle, consider pairing her with Tribbie, Cipher, or Silver Wolf to form a 3-Quantum team and trigger Sparkle's Bonus Ability.
● Sunday: Generates Skill Points, Energy Regeneration, advances actions, and boosts CRIT DMG.
● Hanya: Generates Skill Points, increases SPD, boosts ATK, and enhances DMG.
In addition to characters, some Light Cones also help generate Skill Points (e.g., Sunday's Signature Light Cone and Bronya's Signature Light Cone), and can be paired with suitable Supports.
You can also team Archer with Energy Regeneration characters (e.g., Sunday, Tingyun, Huohuo) to increase Archer's Ultimate frequency, gain more [Charge], and enable more frequent Follow-up Attacks and restore Skill Points.
If you don't have the core Supports listed above, Tribbie, Cipher, Ruan Mei, and Remembrance Trailblazer are also solid options.
Lastly, for the survival unit, prioritize characters who consume minimal Skill Points, such as Luocha, Gallagher, or Hyacine, etc.

Pull Recommendations
● How to pull for his Eidolons? Archer's core Eidolons are E1, 2, 6. E1: Restores 2 Skill Points when 3 Skills are cast in a single turn, making it easier for Archer to chain 4–5 Skills. E2: Archer's Ultimate lowers enemy Quantum RES and applies a Quantum weakness, greatly enhancing Archer's performance across varied enemy types. E6: Restores 1 Skill Point at the start of Archer's turn, allows Skills to gain an additional stacking DMG buff, and partially ignores DEF, greatly boosting both consistency and output. Among these, E1 offers the best value. Heavy spenders or dedicated fans can consider pulling all the way to E6.
● Should I pull the signature Light Cone? Yes, it's a perfect fit for Archer. It increases CRIT Rate, boosts ATK when Skill Point cap ≥6, and further enhances ATK after Skill use. However, in Version 3.4, you can obtain 1 free Signature Light Cone by spending a total of 200 [Star Rail Special Passes], so Eidolons are a better priority.
● Pull Priority: (With Sparkle) E1 > Signature Light Cone.
(Without Sparkle) Sparkle > E1 > Signature Light Cone.
That's all we have for this post! Feel free to leave a like and a comment!

