Tutorial:Archer Guide

The Archer class is a class within Dungeons that focuses heavily on bows and 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.
 * - This allows Archers to use their class abilities, which can boost and allow them to help their team out more. However, it is not recommended to keep it in the hotbar as it takes up space. Instead, use Drop Stack (Ctrl+Q) to use Explosive Shot and Drop (Q) to use Rapid Fire. The Orb has to still be kept in the inventory to work.
 * - This item is useful for blowing up weak walls in search of secrets. It can be obtained in bulk from Dungeons, though it is generally quite cheap on the Auction House.
 * - This item is helpful when the player needs to get to another part of the Dungeon or to a teammate fast. These drop commonly from most types of secrets.
 * - This item allows you to defuse the common traps found within Dungeons, and can allow you to safely traverse areas of the Dungeon you weren't previously able to.
 * ,, , - These items allow for quick healing when needed, however the latter two have steep prices, usually over . These are very useful for fights against Dungeons mini-bosses and can really give low  Archers a boost.
 * ,, - They provide  boosts at the cost of  and a charge. Charges regenerate every 15 seconds, allowing the swords' ability to be used again.
 * - This item can be used as a replacement to, as it has a similar effect, by shooting a sheep that explodes on impact. The only downside is that it has a long cooldown, but a Conjuring explodes instantly, rather than taking a few seconds like Superboom TNT.
 * / - These items are incredibly useful for traveling around, as not only do they teleport you in the direction you are facing but they also grant a speed buff. These are a must-have for most players, but especially Archers as they tend to not have the highest speed out of the classes. It synergises with Shadow Assassin Armor, a significant Archer armor.
 * - This can allow Archers with lots of mana to gain a large temporary buff, allowing them to be able to clear rooms and find secrets faster than they would have otherwise. This sword can also boost the ability of the, which gives  for every , and the ability stacks.

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 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 as well as granting additional, the latter of which is very helpful when paired with the  enchantment. The  variant's  ability can prove useful when fighting fast moving mobs, such as Shadow Assassins. This pet can last up to Floor  or , but begins to fall off at Floor , where other pets out-damage it and are better for surviving.
 * - This is the best pet for in Floor  due to Necron being a wither, and even outside of Floor  it provides very good DPS if you have the  variant, as the  ability deals a great amount of extra, and the pet on its own boasts decent stats.
 * - This pet has been heavily nerfed as now at level 100: it only gives 50% of your as  for the  variant, and gives 75% for the  variant. This pet is great for any  builds up to Floor.
 * - This pet is important for Floor, but the Archer's is very low. However, this pet allows Archers to get a much better  than otherwise, allowing them to survive the devastating attacks of Floor.
 * - Used by high level Archers for getting a massive increase, due to Archers being slow and this pet at max level giving.
 * - A pet that provides both defense and offense by offering a chance to reflect attacks while simultaneously causing your fifth attack to deal massive.
 * - This pet is a decent choice if you cannot afford one of the above pets. The boost provided is a massive help if you find yourself lacking.

Enchantments
Given that dealing significant with bows is regularly much harder than dealing large amounts of  with a melee weapon, the enchantments that a prospective Archer puts on their weapons is extremely important.
 * - This is easily the most-required enchantment a bow can have. This enchant provides an extra for arrows even when obtained from the Enchantment Table, and by up to  when obtained from the Dark Auction. This is, by a long shot, the most powerful globally usable  buffing enchantment.
 * - Aside from, this is arguably the most important enchantment for any bow. This enchant gives up to a 30% chance to not consume an arrow when shot.
 * - An enchantment obtained solely from Dungeons, this can be quite expensive. However, it adds base and  to your bow and gives players with over  the ability to deal a Mega Critical Hit, dealing an extra  per level.
 * - Given that Archer is a ranged class, an enchantment that rewards playing defensively is important. 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, 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 perk on Archer, making you able to clear rooms with tons of mobs with only a couple shots.
 * - Similar to, it is not generally recommended to put this enchantment on any bow, but it does serve a niche use on the , 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 mini-bosses back if your Archer ultimate is on cooldown.
 * - This enchantment is necessary to anyone hoping to fight Dragons with a ranged weapon, increasing dealt up to 40% at level . This enchantment is not recommended for new or casual players, as it cost  in the End Shop.
 * - This enchantment is niche in Dungeons, as the only use for it is in Master Mode Floor, as Ender Dragons spawn in the boss fight. Otherwise, good enchantment for Dragon fighting.
 * - 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, with the only non-fished Guardian mobs in the game.
 * - This is currently only useful for the Magma Boss and Magma Cubes in the Crimson Isle.

Ultimate Enchants
The ultimate enchant you want depends on which weapon it is, and what you use it for. Remember that Ultimate Enchantments, unlike regular enchants, have a minimum requirement.
 * - This enchant is typically applied to either the, , or , as they fire a ridiculous number of arrows and  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  on it, and then left click when sufficient arrows are in the enemy.
 * - This enchant will clone the 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 from Deathmites (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) or Shadow Assassins, as these mobs have the some of the highest  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 buff is dependent on the number of mobs around you, with up to a  bonus. This is especially useful in all boss fights from Floor  and above, due to all four boss fights flooding you with between nine and several hundred enemies.

Reforges

 * - This reforge grants the largest increase of any Blacksmith reforge to ranged weapons, and it is only outclassed by the  reforge's passive ability.
 * - An alternative to, this reforge grants more at the cost of.
 * - With the same reforge stats as, this reforge is often overlooked, but its added passive ability makes this the best reforge to put on a bow, so long as the user can get headshots with some consistency. As Archer is a high  class, +10%  in Dungeons can be very strong. However, it does not work on the.
 * - This reforge is a better version of with the added bonus of occasionally spawning Spirit Decoys on a kill. This is generally considered the best reforge for Archer.
 * - This reforge gives the most out of any other reforge, making it the best reforge for the.

Reforges for Armor

 * - Given by the Precursor Gear, which is found in Dungeons. This reforge for armor gives, and a ability where you get  for every  level you have. An alternative to this is the  reforge.

Tips

 * Due to the insane damage increase the enchant gives, it is recommended to have  inside of Dungeons to consistently deal loads of.
 * Because the SkyBlock menu only shows up to, it is recommended to join a Dungeon, disconnect while holding your bow of choice, then checking your in sky.shiiyu.moe, as it shows values above.
 * The best Accessory Powers are and . For early-game, use.
 * If a person in your party is already running Archer, it is best to switch to Berserk to avoid duping Archer.

Strategies in Dungeons
Firstly, use Iron Tipped or Emerald Tipped arrows due to their extra. Flint arrows are cheaper, but the damage increase is helpful.