Archer
Versatile ranged attacker with basic arrows, poison damage over time, area-of-effect volley, and immobilizing nets. Excels at controlling space and dealing consistent damage from safety, with bonus damage at maximum range.
Unit Stats
Abilities
Fires a basic arrow dealing 1 + STR physical damage to a single target. No cooldown and low cost makes this your bread-and-butter attack.
Fires a poison-coated arrow that applies Poison debuff, dealing 1 True Damage per turn for 5 turns. Stacks with other damage sources.
Launches a volley of arrows that deals 0 + STR physical damage to all enemies in a 2x2 area. Perfect for punishing grouped enemies.
Throws a net that immobilizes the target for 2 turns. Deals no damage but provides powerful crowd control.
When attacking from the maximum range of each ability, the Archer deals +1 STR bonus damage. Rewards careful positioning and long-range engagements.
Tactical Tips
Range Advantage
With 2-6 tile range on Basic Arrow and 3 movement, Archer can stay safely behind frontlines while dealing consistent damage. Position carefully to avoid melee threats.
Poison DoT Pressure
Apply Poison Arrow to high-priority targets early. The 1 true damage per turn for 5 turns forces enemies to act or suffer accumulating damage (5 total damage).
Volley Timing
Save Volley for grouped enemies in a 2x2 formation. The AOE physical damage can swing team fights when enemies cluster together.
Net Control
Use Net to immobilize dangerous melee threats or pin down high-value targets for your team to focus fire. The 2-turn lockdown provides excellent setup opportunities.
Sniper's Focus Positioning
Always attack from maximum range when possible to trigger Sniper's Focus (+1 STR damage). This means shooting Basic Arrow from range 6, Poison Arrow from range 5, Volley from range 4, and Net from range 3.
AP Management
Basic Arrow costs only 2 AP with no cooldown and low energy cost. Use it to chip damage and trigger Sniper's Focus when other abilities are on cooldown or too expensive.
Counters & Matchups
Strong Against
- Slow melee units: Can kite with superior range and movement
- Grouped enemies: Volley punishes clustering
- Low-armor targets: Consistent physical damage from Basic Arrow
Weak Against
- High mobility: 0 Armor makes Archer vulnerable to fast flankers
- Assassins: Low defensive stats can't survive burst damage
- Long-range threats: Other ranged DPS can trade favorably