Class · Archer

Archer

Ranged precision. Win the room before the room reaches you. Bow is the forgiving entry; Longbow trades health for harder, faster shots.

Archer aiming inside the dungeon
Identity

Spacing is the skill.

Archer's stats are not what makes runs deep. Movement is. A good archer rarely uses the dash to escape — they use it to keep a distance that the enemy already lost.

Subclass A

Bow

  • HP: 100%.
  • Damage: baseline.
  • Attack speed: baseline.
  • Projectile speed: baseline.
  • Skill: Rapid Shot.
  • Best for: learning enemy patterns from safe range, multiplayer ranged role.
Subclass B

Longbow

  • HP: 80% (−20%).
  • Damage: +20%.
  • Attack speed: +20%.
  • Projectile speed: faster — easier to hit moving targets.
  • Skill: Rapid Shot (shared).
  • Best for: experienced players, solo deep runs, when you trust your kiting.
Subclass choice

Why Longbow is not always the answer.

Longbow's stat line looks like a strict upgrade, but the 20% HP loss matters more than it reads. On floors with crowd pressure (Stalker, Creeper, Dasher mixes), a single bad room can end a Longbow run that a Bow run would survive. Take Bow when you don't trust your movement; take Longbow when you do.

Shop priority — Archer

  1. Attack Boost early — Archer benefits from raw damage more than potions do.
  2. Weapon upgrades on tier (bow → bow tier 2 → tier 3, etc.) to keep projectile damage scaling.
  3. Health Potion if you took avoidable damage on the previous floor.
  4. Enchantments as soon as the run feels stable — enchant scaling is strong on a fast-firing weapon.

Rapid Shot timing

  • Best used the moment a wave commits to chasing you — not before.
  • On boss floors, save Rapid Shot for when the boss is moving in a straight line.
  • Never spend Rapid Shot on a single tank enemy. Position around it instead.

Kiting basics

Move backward, then attack. Attack, then move backward. The rhythm is intentional — every step you take buys range for the next shot. The biggest mistake new Archer players make is stopping to attack, because melee enemies close the distance immediately.

Co-op role

The damage anchor. A clean Archer with a Warrior front line clears boss floors faster than any other two-class composition. In 3- or 4-player parties, Archer should burn cooldowns on the boss, not on regular waves.

Common mistakes

  • Standing still to "aim." Archer's projectile speed is good enough that movement loses very little accuracy.
  • Picking Longbow on first runs. The extra damage feels good — until floor 7's first crowd wipe.
  • Ignoring chest weapon paths. Archer treasure drops are on the bow path; matching weapons multiplies enchant value.
  • Treating dash as an escape tool. For Archer, dash is a positioning tool — escape is what your range already does.