Tutorial:Archer Guide

Archers are a class in SkyBlock Dungeons. This class depends heavily on, , and. This guide will focus mostly on Dungeons, although many of these optimizations translate well to fights outside of Dungeons such as the Ender Dragon.

Recommended Weapons
These weapons are required or heavily recommended when playing as an Archer. The best of these often have requirements such as a high, Slayer, or level. However, there are cheaper alternatives with lower requirements that will work quite well on the first few floors, so Archer is a viable class for any stage of the game.
 * Magma Bow - This is both an affordable and high damage bow for early to mid game as it does double damage if the player keeps magma cream in their quiver or inventory. The double damage is applied after the total damage calculation, so a Magma Bow that has been well-enchanted works extremely well with Skeleton Armors for clearing floor 1 of the Catacombs.
 * Machine Gun Bow - It is recommended that an archer keeps an extra of this weapon in their hotbar to use its ability as needed. You can start the ability with this bow and then switch to another to effectively gain a second ability, an extremely useful perk for fighting minibosses and clearing areas.
 * Hurricane Bow - Outside of dungeons, this is a viable early/midgame weapon with a low price tag and high damage at short range. Inside of dungeons, it is recommended an Archer keep one of these enchanted with Punch as a crowd control weapon. Once in later mid-game, the player should put rend on this bow, as this bow can be spammed, allowing the player to deal massive damage with rend.
 * Spirit Bow - This dungeon bow's only requirement is completion of Floor 4, and boasts impressive stats. Not only does this bow boast the fourth highest base stats of any non-magic ranged weapon outside of dungeons; the player can continue to use this weapon even when dead as it is a spirit item. This means even a dead archer player can reasonably kill minibosses ahead of their party.
 * Last Breath - Tied with the Bonemerang for the highest base stats of any bow, the Last Breath is obtainable from Floor 5 of the Catacombs. This bow has the ability, Last Breath, which means that shots on the same target reduce the target's defense by up to -100 defense. The Last Breath ability makes the Last Breath bow extremely powerful against high defense enemies such as the Angry Archaeologist. It also is almost half as expensive as the bonemerang, making it great for archers on a budget.
 * Bonemerang - The archers claim to fame. This weapon deals incredibly high damage, even more if you sword swap with a Giant's Sword and Death Bow. This weapon is especially useful in dungeons for minibosses or if an Archer finds themselves surrounded as it works like a boomerang, piercing up to 10 enemies. This weapon is the strongest bow as an archer can swap between multiple bonemerangs therefore removing the cooldown making you able to spam them. Almost essential for archers on f5, f6 and f7.
 * Mosquito Bow - The Mosquito bow requires Spider Slayer 7 to use and requires as a dungeon item, but if used a dungeon item deals one of the most damage out of any bow currently in the game (as of Floor 7). This bow is also very strong outside of dungeons, a little bit stronger than the last breath. It is not recommended to buy this bow just for dungeons unless you are super high catacombs level and can convert the item, and even then it is highly expensive in terms of essence to add 5 stars and Bonemerangs out damage it if you have multiple.
 * Death Bow - This is the best bow for dungeons in the game. Its high damage against undead mobs means it can easily reach millions of damage even outside of dungeons with a high combat level. Inside dungeons, this bow dominates, dealing up to hundreds of millions of damage due to its ability. An archer can also bow-swap to this weapon, making the bonemerangs do double damage against undead mobs because of this bow's ability.
 * Valkyrie or Hyperion - One of archer's main problems is room clearing, and a three scrolled Valkyrie or Hyperion solves that problem. A valkyrie is also good for sword swapping from Bonemerangs, due to the Ferocity from it potentially resulting in double hits. These are extremely expensive weapons that should only be bought for high level archers.
 * Flower of Truth - This is usually seen as a tank or berserker weapon. However, it is useful as an archer as well. For one, it is good if all bonemerangs are shot already and no bonemerangs has come back. For two, it is good for room clearing as archer, as the only other option is the bonemerang really. For three, if the archer is in low health, a flower of truth with Syphon can easily heal the archer back to full health in a few right clicks.
 * Giant's Sword - While not an archer weapon by default. It can be used to sword swap while the Bonemerangs are returning to deal massive damage.

Recommended Armors
These armor pieces/sets provide massive bonuses to bow damage and are the standard for anyone who wants to play as an Archer.
 * Skeleton Grunt Armor - This set is similar in damage to the higher tier Skeleton Armors, increasing arrow damage by 20%, but it is extremely fragile. It is a good set for early or mid game players looking to do Floor 1 of the Catacombs. It requires to use.
 * Skeleton Soldier Armor - A more durable set than Skeleton Grunt, Skeleton Soldier Armor has a set bonus which increases damage dealt with arrows by a further 25%, for a total 45% arrow damage increase. The variant of this set is recommended for Floor 1 or 2 and requires  to use. It is recommended to get the legendary variant of this armor, as it is not that much more expensive than the epic tier, and much stronger. The legendary variant should get you up to floor 3, but you should stay back as you will be a little bit on the fragile side.
 * Skeleton Master Armor - This is currently the best Archer set for damage output, offering the same percent increase as Skeleton Soldier but with a higher base . It is important for a player who uses Archer as their primary class to acquire the variant of this set, dropped from Floor 5 or 6, to deal the most damage possible while in dungeons. The set requires  to use. It is great for archers doing floors 3–4, but on floor 4 you should stay back as you will be a glass cannon.
 * Shadow Assassin Armor - This armor is the second current armor for archer. While skeleton master armor outclasses it in damage, this armor has quite high Effective Health, so it can survive floors 5 and 6. If the player does not have lots of coins to spend on the chestplate, you should use a Zombie Knight chestplate or a Skeleton Master Chestplate, which are much cheaper. The former is better for survivability while the latter is better for damage.
 * Necron's Armor - This armor is the best armor for archers, boasting 10 more strength and critical damage per piece than Shadow Assassin. However, it is extremely expensive, costing around 150 million coins for a maxed set.
 * Maxor's Armor - While this armor is worse than Necron's armor, its speed buff could be useful to the archer class, which is generally very slow. It is recommended to swap out one piece of Necron armor with a Maxor piece for high level archers.
 * Frozen Blaze Armor - A maxed set of Frozen Blaze armor and a Blaze Pet is marginally worse than Necron's armor, but it is extremely cheap, costing about 50 million coins for a full setup including the pet, cheaper than the Necron's chestplate alone.

Recommended Pets
As the Archer class is entirely focused on bow damage, a high level Skeleton Pet will consistently outclass any other pet in terms of pure damage. Other pets may be substituted for grinding lower floors or for optimizing ehp.
 * Skeleton Pet - 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.
 * Ender Dragon Pet - This pet will actually buff damage more than skeleton pet. A tier boosted one is recommended as it is much cheaper than a non tier boosted one. It also buffs Effective Health.
 * Wither Skeleton Pet - 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.
 * Baby Yeti Pet or Blue Whale Pet - These pets are important for higher floors as generally, the archer's EHP is very low. However, these pets allows archers to get a much better effective health than otherwise, allowing them to survive the devastating attacks of later floors.
 * Black Cat Pet - Specifically if you want to be an archer and grind early dungeon floors, it provides extra, , and most importantly , increasing rare drops, and is also sometimes 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.
 * Golem Pet-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. If done with a Giant's Sword and Death Bow swap strategy, a returning bone proc could deal tens of millions of damage.

Other Weapons
These other ranged weapons are niche as they are often overlooked or underpowered.
 * Runaan's Bow - Unless dungeonified, this is a weak bow for dungeons, but it is an effective bow for fighting Dragons as all three of its arrows are affected by Aiming. However, a Mosquito Bow or Last Breath in the hands of a player with good aim will deal significantly more damage.
 * Scorpion Bow - With the potential for incredibly high damage output due to the weapon's ability. This bow has potential in dungeons, but it deals low damage on its initial shot, potentially leaving the player open to be hit before their enemy is dead. This bow only fills a niche role for use against minibosses or other single targets and only to be used at the onset of an engagement with one of these enemies. It also deals massive damage to dragons.
 * End Stone Bow - Useful for the early game, this weapon's ability can deal decent damage, but this bow is effectively useless in dungeons compared even to the Soulstealer Bow (which has been wholly omitted from this guide).

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.


 * Power - 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.


 * Aiming - This enchantment is disabled in Dungeons, but it is strongly recommended to have this enchantment on any weapon that is to be used for Dragon fights or Slayer bosses. You should not put this on an explosive bow, as the bow will often aim to an Obsidian Defender or Watcher in the dragons nest, instead of zealots.
 * Infinite Quiver - This is, other than perhaps Power, the most important Enchantment for any bow. If a bow has Infinite Quiver applied to it, it will not consume arrows, saving thousands of coins between Dungeons and Dragon fights. However, 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.
 * Overload - 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. THIS ENCHANTMENT IS YOUR TOP-PRIORITY.
 * Snipe - 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.
 * Piercing - 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.
 * Punch - 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.
 * Dragon Hunter - 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.
 * Impaling - 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.
 * Cubism - 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.


 * Rend - This enchant is typically applied to either the Hurricane Bow or Machine Gun Bow, as they fire a ridiculous number of arrows and Rend is based per arrow in the target.
 * Soul Eater - Soul Eater 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.
 * Swarm - 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.
 * Chimera - 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.


 * Rapid - 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.
 * Unreal - An alternative to Rapid, this reforge grants more at the cost of strength.
 * Precise - 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.
 * Spiritual - This reforge is a better version of Rapid with the added bonus of occasionally spawning Spirit Decoys on a kill.

Tips

 * Reforging all your talismans to provides a massive  boost which balances well with the high  bonuses from Skeleton Armors and the Skeleton Pet.,  or  are alternatives if you want to optimize the Skeletal Defense Ability or the effect of the Overload enchantment.
 * Due to the insane damage increase the enchant Overload 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%.

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.

An advanced archer strategy involves sword swapping. due to bone mechanics, it's damage modifier inherits your currently held weapon. This is where Giant's Sword comes into play. with it's very high base damage when combined with One For all utimate enchant, it could cause a returning bone to inherit the Giant Sword's high damage. This strategy can also further be improved by a Death Bow. After swapping to a Giant Sword, swap to the Death Bow while the bone is about to strike a mob to once again multiply it's damage. While it may be hard to pull off, this strategy could one shot any non-boss mob if done correctly, and rip through even bosses like Sadan and Necron.