The Archer class is a class within Dungeons that focuses heavily on bows and other non-mage ranged weapons. This class depends heavily on ❁ Strength, ☣ Crit Chance and ☠ Crit Damage, like 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 Combat, Slayer or Catacombs level. However, cheaper items with lower requirements exist, making archer a viable class in many stages of the game.
Status | Weapon | Requirements | Bazaar Cost | Notes | Optional? |
---|---|---|---|---|---|
Early-game | Artisanal Shortbow | Combat 4 | 600 coins (purchased from Weaponsmith) | This is an affordable and speedy bow. The Artisanal Shortbow is a shortbow, which means it can fire arrows instantly, without needing to charge. Only right click can be held to continuously fire, but rapidly left clicking fires arrows slightly faster. The maximum rate of fire is determined by the player's ⚔ Bonus Attack Speed.[1] | Yes |
Early-Mid game | Dragon Shortbow | Combat 15 Catacombs 8 (Dungeonized) | A free quest item, this item can be dungeonized early-game and has better stats than the Machine Gun Shortbow. | No | |
Early/Mid-game | Machine Gun Shortbow | It is recommended that an early to mid-game Archer keeps a copy of this weapon in their inventory so that they are able to use its ability when needed. You can start the ability with this bow and then switch to another to effectively gain a second Rapid Fire ability, an extremely useful perk for fighting mini-bosses and clearing rooms. Costs around 1,000–50,000 coins | No | ||
Early/Mid-Game | Hurricane Bow | 171,101 coins | Outside of Dungeons, this is a viable early/mid-game 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 it can be spammed, allowing the player to deal massive ❁ Damage with the enchantment. The same tactic can be used with the Venom's Touch, which has much better base stats. | Yes | |
Early-Mid game | Runaan's Bow | 342,202 coins | Has a low Catacombs requirement when dungeonized, making it viable. | Yes | |
Early-Mid game | Venom's Touch | 360,630 coins/981,481 coins if starred | Although it cannot be dungeonized, it can be starred and shoots 5 arrows and also has a poison effect after firing at the target. | Yes | |
Mid-game | Spirit Shortbow | Floor IV completion | The Spirit Bow boasts impressive stats: not only does it 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 mini-bosses ahead of their party. If Infinite Quiver is applied to it, it can be used like a normal bow while you are dead. It costs around 8,000,000 coins. This is also a good shortbow for those who cannot get Enderman Slayer 5. | No | |
Mid-game | Last Breath | Floor V completion | Tied with the Bonemerang for the highest base stats of any bow, the Last Breath is obtainable from Floor V of the Catacombs. This bow has the Last Breath ability, which means that shots on the same target reduce the target's ❈ Defense by 10% for each hit up to 50%. This ability also makes the Last Breath bow extremely powerful against high ❈ Defense enemies, such as the Angry Archaeologist. It is only 4,000,000 coins, making it great for Archers on a budget. This is also very useful for later Floors, such as Floor VII, as it can diminish Necron's ❈ Defense quite quickly if multiple teammates decide to utilize this bow. | Yes | |
Mid-game | Voodoo Doll | Zombie Slayer Lvl 5 | A cheap alternative to the Ice Spray Wand for slowing mini-bosses. | Yes | |
Mid/Late-game | Ice Spray Wand | Catacombs 20 | The Ice Spray Wand can not only stop powerful mobs in place, allowing you to hit them without fear of being hit, but it also increases the ❁ Damage dealt to these mobs, making it incredibly useful and powerful when paired with the Bonemerang/ Juju Shortbow/ Terminator and Edible Mace. | Yes | |
Mid/Late-game | Bonemerang | Floor IV completion | 29,272,863 coins (Recommended to buy from ah for 10s of millions of savings) | A good bow with similar stats to the Spirit Bow, and it can also stun Thorn. | Yes |
Mid-game | Juju Shortbow | Enderman Slayer Lvl 5 | 24,669,904 coins | Deals high DPS for its cost, and easy to use. The go-to weapon for most Archers who cannot afford the Terminator. | No |
Late/End-game | Necron's Blade (and upgraded variants) |
Floor VII completion | Used for faster room clearing and for its Wither Shield, which provides potent healing. Albeit, these are not great on their own due to the Archer melee damage reduction. | Yes | |
End-game | Terminator | Enderman Slayer Lvl 7 | The best Archer weapon by far, dealing the highest DPS of all weapons within Dungeons. It is the most expensive weapon on this list, costing over 600M coins. | No |
Recommended Utility Items[]
Utility items are incredibly useful for all Dungeons players, and can improve your experience by a lot.
- Dungeon Orb - This allows Archers to use their class abilities, which can boost ❁ Damage 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.
- Superboom TNT - 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 Bazaar.
- Spirit Leap - 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.
- Defuse Kit - 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.
- Radiant Power Orb, Mana Flux Power Orb, Overflux Power Orb, Plasmaflux Power Orb - These items allow for quick healing when needed, however the latter two have steep prices, usually over 10,000,000 coins. These are very useful for fights against Dungeons mini-bosses and can really give low ❤ Effective Health Archers a boost.
- Zombie Sword, Ornate Zombie Sword, Florid Zombie Sword - They provide ❤ Health boosts at the cost of ✎ Mana and a charge. Charges regenerate every 15 seconds, allowing the swords' ability to be used again.
- Conjuring - This item can be used as a replacement to Superboom TNT, 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 both the conjuring and superboom tnt will explode instantly.
- Aspect of the End/ Aspect of the Void - 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 synergizes with Shadow Assassin Armor, a significant Archer armor.
- Rogue Sword - This can allow Archers with lots of mana to gain a large temporary ✦ Speed 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 Warden Helmet, which gives 20% ❁ Damage for every 25 ✦ Speed, 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.
Status | Weapon | Notes | Requirements | Optional? |
---|---|---|---|---|
Early-game | The Skeleton Grunt Armor set is similar in damage to the higher tier Skeleton Armors, providing +20% ❁ Damage for arrows, but in terms of ❤ Effective Health it is much weaker. It is a good set for early-game players looking to do Floor I. | Catacombs 1 | Yes | |
Early-game | 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 LEGENDARY variant of this set is recommended for Floors I or II. | Catacombs 9 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 III, but you should stay back as you will be a little bit on the fragile side. | Yes | |
Early-game | Skeleton Master Armor is currently the second best Archer set for ❁ Damage output, offering the same percent increase as Skeleton Soldier but with a higher base ☠ Crit Damage. It is important for a player who uses Archer as their primary class to acquire the LEGENDARY variant of this set, dropped from Floors V, VI or VII to deal the most damage possible while in Dungeons. | Catacombs 12 | Yes | |
Early-game | Very good armor set for dealing ❁ Damage, costing under 1,000,000 coins when fragments and most upgrades are added. Can be used with a Bonemerang or Spirit Bow. Note that Spirit Boots are much better than Adaptive Boots, so prioritize those. | Catacombs 9/14, Floor III completion | No | |
Early-game | Good armor set for ❁ Damage, and can also be soulbound and used with Shadow Assassin Leggings, Shadow Assassin Boots and Tarantula Helmet, as mentioned below in more detail. | Combat 16 ( Catacombs 10/12 when dungeonized) |
No, unless using below setup | |
Mid-game | This is a great overall set for Archer. While Skeleton Master Armor outclasses it in ❁ Damage, this armor has quite high ❤ Effective Health, so it can survive Floors V and VI. If the player does not have lots of coins to spend on the chestplate, they should use a Strong Dragon Chestplate instead. Another way of using this is using an Unstable Dragon Chestplate and a Tarantula Helmet.
For extra ✦ Speed, one may switch the boots with Spirit Boots. |
Catacombs 14, Spider Slayer 4, Catacombs 15-19, Combat 20 | No | |
Late-game | This armor is the best armor for Archers, boasting 10 more ❁ Strength and ☠ Crit Damage per piece than Shadow Assassin, as well as a bonus ability. However, it is extremely expensive, costing tens of millions of coins for a maxed set, although the ❁ Damage output will be worth it.
For extra ✦ Speed, one may swap out one piece of Necron's Armor with a Maxor piece. Maxor's Armor has also been buffed as of February 2022, to have more ☠ Crit Damage then Necron's Armor, and also has a 5% ❁ Damage boost on arrows. Using a different helmet for either of these armors is advised. Using Spirit Boots can also be much better than switching out for a Maxor's Armor piece, as they have higher speed, intelligence, and Strength, but no Critical damage. |
Catacombs 24, Spider Slayer 4, Combat 24 | No |
Recommended Pets[]
- Ender Dragon Pet - 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.
- 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 ☣ Crit Chance, the latter of which is very helpful when paired with the Overload enchantment. The LEGENDARY variant's Skeletal Defense ability can prove useful when fighting fast moving mobs, such as Shadow Assassins. This pet can last up to Floor III or IV, but begins to fall off at Floor V, where other pets out-damage it and are better for surviving.
- Wither Skeleton Pet - This is the best pet for ❁ Damage in Floor VII due to Necron being a wither, and even outside of Floor VII it provides very good DPS if you have the LEGENDARY variant, as the Death's Touch ability deals a great amount of extra ❁ Damage, and the pet on its own boasts decent stats.
- Baby Yeti Pet - This pet has been heavily nerfed as now at level 100: it only gives 50% of your ❁ Strength as ❈ Defense for the EPIC variant, and gives 75% for the LEGENDARY variant. This pet is great for any ❁ Damage builds up to Floor VI.
- Blue Whale Pet - This pet is important for Floor VII, but the Archer's ❤ Effective Health 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 VII.
- Black Cat Pet - Used by high level Archers for getting a massive ✦ Speed increase, 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 fifth attack to deal massive ❁ Damage.
- Lion Pet - This pet is a decent choice if you cannot afford one of the above pets. The ❁ Damage boost provided is a massive help if you find yourself lacking.
- Tiger Pet - This pet has very good Ferocity which can be quite helpful to deal more damage.
Modifiers[]
Enchantments[]
Given that dealing significant ❁ Damage with bows is regularly much harder than dealing large amounts of ❁ Damage with a melee weapon, the enchantments that a prospective Archer puts on their weapons is extremely important.
- Power - This is easily the most-required enchantment a bow can have. This enchant provides an extra 40% ❁ Damage for arrows even when obtained from the Enchantment Table, and by up to 65% ❁ Damage when obtained from the Dark Auction. This is, by a long shot, the most powerful globally usable ❁ Damage buffing enchantment. Power VI is recommended for Terminators and Juju Shortbows.
- Infinite Quiver - Aside from Power, 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.
- Overload - An enchantment obtained solely from Dungeons, this can be quite expensive. However, it adds base ☣ Crit Chance and ☠ Crit Damage 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 level.
- Snipe - 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.
- 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 mini-bosses 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 level V. This enchantment is not recommended for new or casual players, as it cost 16,000,000 coins in the End Shop.
- Dragon Tracer - This enchantment is niche in Dungeons, as the only use for it is in Master Mode Floor VII, as Ender Dragons spawn in the boss fight. Otherwise, good enchantment for Dragon fighting.
- 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 III, with the only non-fished Guardian mobs in the game.
- Cubism - 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 Enchanting requirement.
- Soul Eater - 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 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 ❁ Strength stats of any mob, however be careful as using the weapon will remove the soul.
- Duplex - This enchant is very good for shooting more arrows and getting significantly more DPS, especially in situations where there is only one mob to fight (Miniboss rooms, Necron and Goldor fights, Sadan final phase) (Note: Soul Eater is still a requirement on a second bow if you are playing in Master Mode)
- Fatal Tempo - A late-game, incredibly expensive enchant, this enchant will give you absurd amounts of Ferocity, which can be very helpful with another Duplex bow on the side to hit the boss/bosses many times at ones. (Again, soul eater is necessary for Master Mode.)
Reforges[]
- Rapid - This reforge grants the largest ❁ Damage increase of any Blacksmith reforge to ranged weapons, and it is only outclassed by the Precise reforge's passive ability.
- Unreal - An alternative to Rapid, this reforge grants more ☣ Crit Chance 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 the Bonemerang.
- Spiritual - 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.
- Hasty - This reforge gives the most ☣ Crit Chance out of any other reforge, so its useful when you aren't able to reach 100% ☣ Crit Chance.
NOTE
When you already have the 100% ☣ Crit Chance don't use Hasty, use Precise instead for more ❁ Damage and ☠ Crit Damage. The best option when at 100% ☣ Crit Chance is Spiritual, as it gives even more ❁ Damage and ☠ Crit Damage but less ☣ Crit Chance.
Reforges for Armor[]
- Ancient - Given by the Precursor Gear, which is found in Dungeons. This reforge for armor gives ☣ Crit Chance, ☠ Crit Damage and a ability where you get ☠ Crit Damage for every Catacombs level you have. An alternative to this is the Fierce reforge.
Tips[]
- Due to the insane damage increase the enchant Overload gives, it is recommended to have 200% ☣ Crit Chance inside of Dungeons to consistently deal loads of ❁ Damage.
- Because the SkyBlock menu only shows up to 100% ☣ Crit Chance, it is recommended to join a Dungeon, disconnect while holding your bow of choice, then checking your ☣ Crit Chance in sky.shiiyu.moe, as it shows values above 100% ☣ Crit Chance.
- The best Accessory Powers are Strong and Scorching. For early-game, use Warrior.
Strategies in Dungeons[]
Firstly, use Iron Tipped or Emerald Tipped arrows due to their extra ❁ Damage. Flint arrows are cheaper, but the damage increase is helpful. Explosive and Ice arrows are also good, along with Bouncy Arrows.
References[]
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General Guides | ||
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Progression | ||
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