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The Archer class is a class within Dungeons that focuses heavily on bows or other non-mage ranged weapons. This class depends heavily on, , and , similar to the Berserk class. This guide will focus mostly on the playstyle within Dungeons, though many tips are valid outside dungeons.

Recommended Weapons
These are heavily recommended items/weapons to use when playing as the Archer class. The best of these often have requirements such as a high, Slayer, or level. However, cheaper items with lower requirements exist, making archer a viable class in many stages of the game.

Recommended Utility Items
Utility items are incredibly useful for all dungeons players, and can improve your experience by a lot.

Recommended Armors
These armor pieces/sets provide bonuses to bow damage and are the standard for anyone who wants to play as an Archer.

Recommended Pets

 * - The most effective pet for Archer, providing a buff to all stats. It provides higher damage than the Skeleton Pet as well as more survivability. The non-Tier Boosted version is not required.
 * - Both inexpensive and invaluable for any archer build, this pet provides a direct increase to ranged attack damage as well as granting additional . This extra is very helpful when paired with the Overload enchantment. The  variant's Skeletal Defense ability can prove useful when fighting fast moving mobs such as Shadow Assassins. This pet can last up to Floor 3, maybe even Floor 4, but begins to fall off at Floor 5 and after, where other pets outdamage it and are better for surviving.
 * - This is the best pet for damage in Floor 7 due to Necron being a wither, and even outside of Floor 7 provides very good DPS if you have the  variant, as the Death's Touch deals a great amount of extra damage, and the pet on its own boasts decent stats.
 * - This pet has been heavily nerfed as now at level 100 it only gives 50 percent of your strength as defence for the epic variant, and gives 75 percent for the legendary variant. This pet is great for any damage builds up to floor 6.
 * - This pet is important for floor 7, but the archer's EHP is very low. However, this pet allows archers to get a much better effective health than otherwise, allowing them to survive the devastating attacks of floor 7.
 * - Used by high level archers for getting a massive increase in speed, due to archers being slow and this pet at max level giving 125 Speed.
 * - a pet that provides both defense and offense by offering a chance to reflect attacks while simultaneously causing your 5th attacks to deal massive damage.

Enchantments
Given that dealing significant damage with bows is regularly much harder than dealing large amounts of damage with a melee weapon, the enchants that a prospective Archer puts on their weapons is extremely important.


 * - This is easily the most required enchant a bow can have. Even when available from the Enchantment Table, this enchant buffs arrows by 40% and by up to 56% when obtained from the Dark Auction. This is, by a long shot, the most powerful globally usable damage buffing enchantment.
 * - This is, other than perhaps Power, the most important Enchantment for any bow. Due to recent nerfs however, it will only save 30% of your arrows instead of 100%. However it is still necessary for any bow overall. Do your best to avoid this enchant on the Spirit Bow, as the weapon has a bug that causes it to deal double damage without the effect of the Infinite Quiver enchantment. If you cannot remove Infinite Quiver from your Spirit Bow, sneak to nullify the effect of said enchant.
 * - An enchantment obtained solely from Dungeons, the enchantment can be quite expensive. However, it adds base and  to your bow and gives players with over 100% Crit Chance the ability to deal a Mega Critical Hit, dealing an extra 10% damage per Overload level.
 * - Given that Archer is a ranged class, an enchantment that rewards playing defensively. This enchantment can make a major difference during the onset of an attack, especially with Shadow Assassins, Lost Adventurers, and Dragons.
 * - While it is reportedly broken on the Runaan's Bow, this enchantment is useful to have on any other bows, proving extremely useful for clearing dense rooms of enemies in dungeons. This can pair with the bouncy arrows perk on archer, making you able to clear rooms with tons of mobs with only a couple shots.
 * - Similar to Knockback, it is not generally recommended to put this enchantment on any bow, but it does serve a niche use on the Hurricane Bow, effectively creating a shotgun for Dungeons. This is also useful for dungeon bows, as the archer is a fragile class, and will want to stand back. This helps keep minibosses back if your archer ultimate is on cooldown.
 * - This enchantment is necessary to anyone hoping to fight Dragons with a ranged weapon, increasing damage dealt up to 40% at . This enchantment is not recommended for new or casual players as it cost 16 million coins in the End Shop.
 * - This enchantment is necessary to anyone hoping to fight Dragons with a ranged weapon, as it makes your arrows automatically home in on Dragons.
 * - Ranged weapons cannot hit Sea Creatures, so this seems like a useless enchantment, but it may be slightly useful for anyone struggling with the boss fight on Floor 3 of the Catacombs, with the only non-fished Guardian mobs in the game.
 * - This currently is only especially useful for the Magma Cube Boss, but players that want to regularly fight the boss will have an easier time using Ability Damage items such as the Frozen Scythe.

Ultimate Enchants
The ultimate enchant you want depends on which weapon it is, and what you use it for. Remember that Ultimate Enchants, unlike regular enchants, have a minimum enchantment level requirement.


 * - This enchant is typically applied to either the Hurricane Bow, Machine Gun Bow, Juju Shortbow, or Terminator, as they fire a ridiculous number of arrows and Rend is based per arrow in the target. This enchantment may not be worth putting on the main weapon you are using, but instead to swap to another weapon with Rend on it, and then left click when sufficient arrows are in the enemy.
 * - This enchant will clone the damage of a previously killed mob and apply it to your next hit. Each soul collected is single-use. The best souls to obtain from this weapon are Deathmite (Although this will not be worth it, as it takes a ridiculously long time to kill a Deathmite, and it will only apply on the next hit anyways) souls or Shadow Assassin souls, as these mobs have the some of the highest strength stats of any mob, however be careful as using the weapon will remove the soul.
 * - This enchant is fairly useless outside dungeons, but is ridiculously powerful inside of dungeons as the damage buff is dependent on the number of mobs around you, with up to a 6.25% damage bonus. This is especially useful in all bossfights from Floor IV and above, due to all 4 bossfights flooding you with between 9 and several hundred enemies.
 * - This enchantment is far from worth getting, due to the massive price tag, and since Chimera no longer scales with Catacombs levels, it is not worth it. This is severely impractical due to Archer having between 4 and 7 main weapons that they are constantly swapping between. All in all, it is not worth to get this enchantment, due to the cost, and how it won't be effective at all. It also doesn't work on bows.

Reforges

 * - This reforge grants the largest damage increase of any blacksmith reforge to ranged weapons, and it is only outclassed by the Precise reforge passive ability.
 * - An alternative to Rapid, this reforge grants more at the cost of strength.
 * - With the same reforge stats as Unreal, this reforge is often overlooked, but its added passive ability makes this the best damage reforge to put on a bow so long as the user can get headshots with some consistency. As archer is a high damage class, +10% damage in dungeons can be very strong. However, it DOES NOT work on bonemerangs.
 * - This reforge is a better version of Rapid with the added bonus of occasionally spawning Spirit Decoys on a kill. This is generally considered the best reforge for Archer.

Reforges for armor

 * Precursor Gear - This reforge stone is found in dungeons and is used to give the ancient reforge to armor. this armor gives crit chance crit damage and a ability where you get crit damage for every catacomb level you have an alternative to this is the reforge fierce.

Tips

 * Due to the insane damage increase the enchant gives, it is recommended to have a 200%  inside of Dungeons to consistently deal loads of damage.
 * Because the SkyBlock menu only shows up to 100%, it is recommended to join a Dungeon, disconnect while holding your bow of choice, then checking your  in sky.shiiyu.moe, as it shows  above 100%.
 * It is highly recommended that Archers shouldn't do the blaze puzzle, because their passive abilities will most probably cause the puzzle to fail.

Strategies in Dungeons
Aside from having weapons and armor, one also needs to know how to use the said weapons as well. Here's some tips on how to effectively master the use of archer weapons.

Explosive Shot is a useful ability that could clear out mob swarms or destroy weak walls. But it comes with a very long cooldown, and as such, requires to be used wisely. It also scales with your highest bow damage in the last minute. For maximum damage, Fire a returning bone to a mob with a very low defense(such as Crypt Lurker) for maximum damage for your Explosive Shot.