Theorylytics
QuantumThe HuntMain DPS★★★★★ 5-Star

Archer

Published Jul 20, 2026 · Updated v3.x
Content Ratings
Memory of ChaosA
Pure FictionB
Apocalyptic ShadowA
Should You Pull?YES

Yes—Archer is a strong Quantum Hunt carry. Ultimate “Unlimited Blade Works” dumps a large single-target multiplier into one elite. Best with Sparkle / Sunday / Cipher / Fu Xuan. SP-hungry Hunt rotation; keep supports SP-positive. Skip when you already staff Quantum Hunt and need other elements.

Archer is a 5★ Quantum The Hunt Main DPS. Skill “Caladbolg II: Fake Spiral Sword” is the primary in-combat spend. Ultimate “Unlimited Blade Works” is the payoff window for damage or team utility. This Phase 1 page covers kit text, gear targets, and pull notes—team comps stay empty until Phase 2.

QuantumThe HuntMain DPS5★Kanshou and BakuyaCaladbolg II: Fake Spiral Sword

Overview

Quick Build

Light Cone

The Hell Where Ideals Burn

Signature BiS when owned.

Relic Set

Scholar Lost in Erudition (4pc) + Firmament Frontline: Glamoth (2pc)

Standard The Hunt relic direction for Archer.

Body

CRIT Rate%

Main stat

Feet

ATK%

Main stat

Sphere / Rope

Quantum DMG% · ATK%

Substats

CRIT Rate ≥ CRIT DMG > ATK% > SPD

Strengths

  • “Unlimited Blade Works” dumps a huge single-target Quantum multiplier into one elite—boss and Apocalyptic Shadow checks are where this Ultimate earns its trace levels.
  • Talent “Mind's Eye (True)” fires Follow-Up ATKs off ally Basics—stack management is the real rotation, not just Skill spam.
  • Skill “Caladbolg II: Fake Spiral Sword” dumps a large single-target multiplier into one elite—this is the spend that keeps the rotation honest.
  • Technique “Clairvoyance” opens by hitting the pack on pull-in—use it before every MoC wave, not only in the overworld.

Weaknesses

  • “Unlimited Blade Works” is single-target—multi-wave Pure Fiction asks the rest of the team to clear trash while Archer focuses the elite.
  • “Caladbolg II: Fake Spiral Sword” wants stacks online before the big hit—interrupts, crowd control, or dying mid-ramp dump the stack count and reset the damage plan.
  • “Mind's Eye (True)” Follow-Ups only fire after the Charge/HP conditions are met—wasting Skill or over-healing can strand Archer below the Follow-Up threshold for a full cycle.
  • E0 without “The Hell Where Ideals Burn” is still clearable, but the gap versus a signature copy is larger than a single eidolon for most The Hunt carries—plan the cone before deep eidolon hunting.

Trace Priority

1
UltimateHighest

Unlimited Blade Works carries most of the kit’s damage or utility—level this first.

2
SkillHigh

Caladbolg II: Fake Spiral Sword supports the main rotation—raise after the top priority traces.

3
TalentMedium

Mind's Eye (True) supports the main rotation—raise after the top priority traces.

4
Basic ATKLow

Kanshou and Bakuya is last priority outside of filling trace materials.

Stat Priority

1
CRIT Rate~70–100% in combat
2
CRIT DMG140%+
3
ATK2,600+
4
SPD134 / 160 breakpoints
Rotation basics
General

Open with Technique if it helps, spend Skill to advance the kit’s resource, and hold Ultimate for the damage or buff window. Exact teammate order lands in Phase 2.

Supports online

Open supports first, then spend the carry’s Skill/Ult inside the buff window. Exact order varies by the team tab above.

Light Cones

1
The Hell Where Ideals Burn

5★ · Path cone

Increases the wearer's CRIT Rate by 0.16%. When entering combat, if the allies' Skill Points limit is 6 or higher, increases the wearer's ATK by 0.4%. After each use of the wearer's Skill, increases the wearer's ATK by 0.1%, stacking up to 4 time(s).

Why it works —Signature / best-in-slot when owned—passive lines up with Archer’s kit triggers.

2
Cruising in the Stellar Sea

5★ · Path cone

Increases the wearer's CRIT Rate by 0.08%, and increases their CRIT Rate against enemies with HP percentage 0.5% or less by an extra 0.08%. When the wearer defeats an enemy, their ATK is increased by 0.2% for 2 turn(s).

Why it works —Best accessible option for most accounts—raise superimposition when copies drop.

3
Swordplay
SwordplayBF2P Best

4★ · Path cone

For each time the wearer hits the same target, DMG dealt increases by 0.08%, stacking up to 5 time(s). This effect will be dispelled when the wearer changes targets.

Why it works —Budget path cone—fine while building the account.

4
Only Silence Remains

4★ · Path cone

Increases the wearer's ATK by 0.16%. If there are 2 or fewer enemies on the field, increases wearer's CRIT Rate by 0.12%.

Why it works —Budget path cone—fine while building the account.

Relics

Scholar Lost in Erudition
SScholar Lost in EruditionBest in SlotFarmable
The HuntMain DPS
2PCIncreases CRIT Rate by 8%.
4PCIncreases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
Default cavern direction for The Hunt Main DPS builds on Archer. Swap only if a more specialized set clearly matches a unique kit trigger.
Firmament Frontline: Glamoth
SFirmament Frontline: Glamoth
Planar
2PCIncreases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.
Planar set aimed at Archer’s usual combat pattern—farm alongside the cavern set.
Musketeer of Wild Wheat
AMusketeer of Wild WheatFarmable
Farmable
2PCIncreases ATK by 12%.
4PCThe wearer's SPD increases by 6% and DMG dealt by Basic ATK increases by 10%.
Early-game / transitional cavern set while the preferred 4pc comes online.

Team Compositions

Primary hypercarry team for Archer. Sparkle, Sunday, Fu Xuan are the partners the kit / endgame clears assume first.

Character Synergy
Archer
ArcherMain DPS

Core carry for this shell — owns the damage plan and sets the rotation pace.

Sparkle
SparkleSupport

Sparkle is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.

Sunday
SundaySupport

Sunday is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.

Fu Xuan
Fu XuanShielder

Fu Xuan shields the hypercarry and softens MoC / AS chip so glass DPS can commit to Skill spam.

Traces & Eidolons

Traces

Basic ATKKanshou and Bakuya

Deals Quantum DMG equal to 130% of Archer's ATK to one designated enemy.

Single TargetQuantum
SkillCaladbolg II: Fake Spiral Sword

Enters the "Circuit Connection" state. Deals Quantum DMG equal to 450% of Archer's ATK to one designated enemy. After using Skill in the "Circuit Connection" state, the current turn does not end, and the DMG dealt by Archer's Skill increases by 120%. This effect can stack up to 2 time(s), lasting until he exits the "Circuit Connection" state. After actively using Skill 5 time(s) or when Skill Points are insufficient to use Skill again, exits the "Circuit Connection" state. After all enemy targets have been defeated in each wave, exits the "Circuit Connection" state.

Single TargetQuantum
UltimateUnlimited Blade Works

Deals Quantum DMG equal to 1200% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.

Single TargetQuantum
TalentMind's Eye (True)

After Archer's teammates attack enemy targets, Archer consumes 1 Charge and immediately launches Follow-Up ATK on the primary target, dealing Quantum DMG equal to 250% of Archer's ATK and recovering 1 Skill Point. If the target is defeated before this Follow-Up ATK is launched, the Follow-Up ATK will be directed at one random enemy instead.

Single TargetQuantum
TechniqueClairvoyance

Immediately attacks enemies. After entering combat, deals Quantum DMG equal to 200% of Archer's ATK to all enemies and gains 1 point(s) of Charge.

Quantum
SkillEnd

Exits "Circuit Connection" state and ends the turn.

EndQuantum

Eidolons

1
E1
2
E2
3
E3
4
E4
5
E5
6
E6
E1The Unreached Dream

After using Skill 3 time(s) within one turn, recovers 2 Skill Point(s) for allies.

Is it worth getting?

Modest E1: After using Skill 3 time(s) within one turn, recovers 2 Skill Point(s) for allies. Helpful padding, not a build-defining unlock.

E2The Unfulfilled Happiness

When using Ultimate, reduces the enemy target's Quantum RES by 20%, and applies Quantum Weakness to it, lasting for 2 turn(s).

Is it worth getting?

Kit add-on: When using Ultimate. Evaluate against your supports—pull only if that specific clause solves a problem you actually hit.

E3The Untamed Will

Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.

Is it worth getting?

Skill + Basic ATK levels only (+2). Free if you roll into it; never spend currency aiming for E3.

E4The Unsung Life

Increases the Ultimate DMG dealt by 150%.

Is it worth getting?

Side-grade: Increases the Ultimate DMG dealt by 150%. Happy if it drops; not a planned stopping point.

E5The Nameless WatchSkip

Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

Is it worth getting?

Ultimate + Talent levels only (+2). Skip as a goal—grab it if you overshoot toward E6, never hard-pity for it.

E6The Endless Pilgrimage

When the turn starts, recovers 1 Skill Point for allies. The maximum number of stacks allowed for the DMG boost effect provided by this unit's Skill increases by 1. The Skill DMG dealt ignores 20% of DEF.

Is it worth getting?

Whale ceiling: Adds DEF ignore or shred on the enhanced hit. Only chase if Archer is your dedicated The Hunt main and E0–E2 already feel finished.

Archer is fully usable at E0. Dedicated mains often stop at E0 before chasing higher. First stop: E0. Endgame target: E0.

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