아처

아처
아처명사아처
희귀도RaritystrRaritystrRaritystrRaritystrRaritystr
운명의 길Class 수렵
전투 속성Class 양자
전용 재료
신용 포인트308K
소멸된 코어15
희미한 빛의 코어15
어두운 장막의 달빛65
꿈틀대는 코어15
행적 재료
신용 포인트3M
운철 탄환18
소멸된 코어41
숙명적인 사인69
희미한 빛의 코어56
시간을 역행하는 일격139
꿈틀대는 코어58
수호자의 비원(悲願)12
운명의 발자취8
메인 스토리绝望轮番上演于过去与未来之间,无数理想曾在红色圣骸布之间燃尽。但,请别被这一抹灰烬欺骗——
若是有人假借理想之名营造虚幻的美梦,他必将再度燃烧,与世间的伪善战斗到底。
无论身在何处,他始终是正义的伙伴。

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메인 스토리

속성

레벨공격력방어력HP속도치명타 확률치명타 피해도발에너지전용 재료
184.48661481055%50%75240
20164.74128.72881055%50%75240
신용 포인트4000
소멸된 코어5
20+198.53155.13471055%50%75240
30240.77188.14211055%50%75240
신용 포인트8000
소멸된 코어10
30+274.56214.54801055%50%75240
40316.8247.55541055%50%75240
신용 포인트16000
희미한 빛의 코어6
어두운 장막의 달빛3
40+350.59273.96141055%50%75240
50392.83306.96871055%50%75240
신용 포인트40000
희미한 빛의 코어9
어두운 장막의 달빛7
50+426.62333.37471055%50%75240
60468.86366.38211055%50%75240
신용 포인트80000
꿈틀대는 코어6
어두운 장막의 달빛20
60+502.66392.78801055%50%75240
70544.9425.79541055%50%75240
신용 포인트160K
꿈틀대는 코어9
어두운 장막의 달빛35
70+578.69452.110131055%50%75240
80620.93485.110871055%50%75240
레벨전용 재료
1
20
신용 포인트4000
소멸된 코어5
20+
40
신용 포인트16000
희미한 빛의 코어6
어두운 장막의 달빛3
40+
50
신용 포인트40000
희미한 빛의 코어9
어두운 장막의 달빛7
50+
60
신용 포인트80000
꿈틀대는 코어6
어두운 장막의 달빛20
60+
70
신용 포인트160K
꿈틀대는 코어9
어두운 장막의 달빛35
70+
80

전투 스킬

간장•막야간장•막야 - 일반 공격 | 단일 공격
에너지 회복 : 20
약점 격파 : 단일 공격 : 30
지정된 단일 적에게 아처 공격력의 만큼 양자 속성 피해를 가한다

지정된 단일 적에게 소량의 양자 속성 피해를 가한다
레벨 9
{RUBY_B#칼라드볼그 II}거짓•나선검{RUBY_E#}{RUBY_B#칼라드볼그 II}거짓•나선검{RUBY_E#} - 전투 스킬 | 단일 공격
에너지 회복 : 30
약점 격파 : 단일 공격 : 60
[회로 연결] 상태에 진입한다. 지정된 단일 적에게 아처 공격력의 만큼 양자 속성 피해를 가한다. [회로 연결] 상태에서 전투 스킬 발동 후 이번 턴이 종료되지 않으며, 아처의 전투 스킬이 가하는 피해가  증가한다, 해당 효과는 스택 중첩될 수 있으며, [회로 연결] 상태가 종료될 때까지 지속된다. 전투 스킬을 회 직접 발동하거나 전투 스킬 포인트가 부족해 전투 스킬을 다시 발동할 수 없을 경우 [회로 연결] 상태가 종료되며 턴이 종료된다. 각 웨이브의 모든 적이 처치되면 [회로 연결] 상태가 종료된다

[회로 연결] 상태에 진입한다. 지정된 단일 적에게 대량의 양자 속성 피해를 가한다. [회로 연결] 상태에서 전투 스킬 발동 후 이번 턴이 종료되지 않으며아처의 전투 스킬이 가하는 피해가 증가한다. 전투 스킬 포인트가 부족해 전투 스킬을 다시 발동할 수 없을 경우 [회로 연결] 상태가 종료되고 턴이 종료된다
레벨 15
{RUBY_B#언리미티드 블레이드 워크스}무한의 검제{RUBY_E#}{RUBY_B#언리미티드 블레이드 워크스}무한의 검제{RUBY_E#} - 필살기 | 단일 공격
에너지 회복 : 5
약점 격파 : 단일 공격 : 90
지정된 단일 적에게 아처 공격력의 만큼 양자 속성 피해를 가하고 충전을 pt 획득하며, 충전은 최대 pt 보유할 수 있다

지정된 단일 적에게 대량의 양자 속성 피해를 가하고 충전을 획득한다
레벨 15
심안(진)심안(진) - 특성 | 단일 공격
에너지 회복 : 5
약점 격파 : 단일 공격 : 30
아처의 동료가 적에게 공격을 발동하면 아처는 충전을 1pt 소모해 즉시 주목표에게 추가 공격을 발동하여 아처 공격력의 만큼 양자 속성 피해를 가하고, 전투 스킬 포인트를 1pt 회복한다

동료가 공격을 발동하면 아처는 충전을 1pt 소모해 주목표에게 추가 공격을 발동하여 양자 속성 피해를 가하고, 전투 스킬 포인트를 1pt 회복한다
레벨 15
공격공격
에너지 회복 : 0
약점 격파 : 단일 공격 : 30
적을 공격하며, 전투 진입 후 적에게 대응하는 속성의 강인성을 감소시킨다

레벨 1
천리안천리안 - 비술
에너지 회복 : 0
약점 격파 : 단일 공격 : 60
즉시 적을 공격한다. 전투 진입 후 모든 적에게 아처 공격력의 만큼 양자 속성 피해를 가하며, 충전을 pt 획득한다

즉시 적을 공격하며, 전투 진입 후 모든 적에게 대량의 양자 속성 피해를 가하고 충전을 획득한다
레벨 1
종료종료 - 전투 스킬 | 종료
에너지 회복 : 0
약점 격파 : 0
[회로 연결] 상태를 종료하고 턴을 종료한다

레벨 1

행적

투영 마술투영 마술
캐릭터를 회 승급해야 합니다 2
아처가 필드에 있을 시 전투 스킬 포인트 최대치가 추가로 1pt 증가한다
신용 포인트5000
운철 탄환3
수호자의 비원(悲願)1
HP 강화HP 강화 (HP)
캐릭터를 회 승급해야 합니다 2
HP 최대치 4% 증가
신용 포인트5000
운철 탄환3
소멸된 코어6
피해 강화•양자피해 강화•양자 (양자 속성 피해 증가)
캐릭터를 회 승급해야 합니다 3
양자 속성 피해 3.2% 증가
신용 포인트10000
숙명적인 사인3
희미한 빛의 코어3
정의의 사자정의의 사자
캐릭터를 회 승급해야 합니다 4
아처가 전투 진입 시 충전을 1pt 획득한다
신용 포인트20000
숙명적인 사인5
운명의 발자취1
수호자의 비원(悲願)1
피해 강화•양자피해 강화•양자 (양자 속성 피해 증가)
캐릭터를 회 승급해야 합니다 4
양자 속성 피해 4.8% 증가
신용 포인트20000
숙명적인 사인5
희미한 빛의 코어4
HP 강화HP 강화 (HP)
캐릭터를 회 승급해야 합니다 5
HP 최대치 6% 증가
신용 포인트45000
시간을 역행하는 일격3
꿈틀대는 코어3
수호자수호자
캐릭터를 회 승급해야 합니다 6
아군이 전투 스킬 포인트 획득 후 전투 스킬 포인트가 4pt 이상일 경우 아처의 치명타 피해가 60% 증가한다, 지속 시간: 1
신용 포인트160K
시간을 역행하는 일격8
운명의 발자취1
수호자의 비원(悲願)1
치명타 확률 강화치명타 확률 강화 (치명타 확률)
캐릭터를 회 승급해야 합니다 6
치명타 확률 4% 증가
신용 포인트160K
시간을 역행하는 일격8
꿈틀대는 코어8
HP 강화HP 강화 (HP)
캐릭터 레벨 Lv.을(를) 달성해야 합니다 75
HP 최대치 8% 증가
신용 포인트160K
시간을 역행하는 일격8
꿈틀대는 코어8
피해 강화•양자피해 강화•양자 (양자 속성 피해 증가)
캐릭터 레벨 Lv.을(를) 달성해야 합니다 80
양자 속성 피해 6.4% 증가
신용 포인트160K
시간을 역행하는 일격8
꿈틀대는 코어8
치명타 확률 강화치명타 확률 강화 (치명타 확률)
캐릭터를 회 승급해야 합니다 3
치명타 확률 2.7% 증가
신용 포인트10000
숙명적인 사인3
희미한 빛의 코어3
피해 강화•양자피해 강화•양자 (양자 속성 피해 증가)
캐릭터를 회 승급해야 합니다 5
양자 속성 피해 4.8% 증가
신용 포인트45000
시간을 역행하는 일격3
꿈틀대는 코어3

성혼

닿지 못한 이상닿지 못한 이상닿지 못한 이상
단일 턴 내에 전투 스킬을 3회 발동하면 이번 턴에서 다음 전투 스킬 발동 시 전투 스킬 포인트를 소모하지 않는다
이루지 못한 행복이루지 못한 행복이루지 못한 행복
필살기로 가하는 피해가 120% 증가한다
평범함을 거부하는 기개평범함을 거부하는 기개평범함을 거부하는 기개
전투 스킬 레벨+2, 최대 Lv.15. 일반 공격 레벨+1, 최대 Lv.10
영웅이라 할 수 없는 삶영웅이라 할 수 없는 삶영웅이라 할 수 없는 삶
필살기 발동 목표가 양자 속성 약점이 없을 경우, 필살기 공격 시 대상에게 양자 속성 약점을 부여하고, 해당 목표의 양자 속성 저항이 10% 감소한다, 지속 시간: 2
고독한 무명의 수호고독한 무명의 수호고독한 무명의 수호
필살기 레벨+2, 최대 Lv.15. 특성 레벨+2, 최대 Lv.15
끝없는 배회의 순례끝없는 배회의 순례끝없는 배회의 순례
턴 시작 시 아군의 전투 스킬 포인트를 즉시 1pt 회복한다. 자신의 전투 스킬이 제공하는 피해 증가 효과의 중첩 가능 스택이 1스택 증가한다. 가하는 전투 스킬 피해가 방어력을 20% 무시한다

광추

명사희귀도운명의 길공격력방어력HP전투 스킬전용 재료
화살촉
화살촉3
RarstrRarstrRarstr
the-hunt-class317.52264.6846.72전투 시작 시 장착한 캐릭터의 치명타 확률이 12% 증가한다. 지속 시간: 3턴
별 쫓는 화살
짓밟힌 의지
시위를 떠난 화살
시위를 떠난 화살3
RarstrRarstrRarstr
the-hunt-class370.44264.6740.88장착한 캐릭터는 적을 처치한 후 공격력이 24% 증가한다. 지속 시간: 3턴
별 쫓는 화살
철위대 훈장
대립
대립3
RarstrRarstrRarstr
the-hunt-class370.44264.6740.88장착한 캐릭터는 적을 처치한 후 속도가 10% 증가한다. 지속 시간: 2턴
별 쫓는 화살
고대 엔진
침묵만이
침묵만이4
RarstrRarstrRarstrRarstr
the-hunt-class476.28330.75952.56장착한 캐릭터의 공격력이 16% 증가한다. 필드 위의 적이 2명 이하일 경우, 장착한 캐릭터의 치명타 확률이 12% 증가한다
별 쫓는 화살
철위대 훈장
논검
논검4
RarstrRarstrRarstrRarstr
the-hunt-class476.28330.75952.56장착한 캐릭터가 동일한 적을 여러 회 명중 후 매번 가하는 피해가 8% 증가한다. 해당 효과 최대 중첩수: 5스택. 공격 목표에 변화가 생길 경우 현재 버프 효과가 해제된다
별 쫓는 화살
꿈틀대는 코어
팔로우를 부탁해!
팔로우를 부탁해!4
RarstrRarstrRarstrRarstr
the-hunt-class476.28330.75952.56장착한 캐릭터의 일반 공격 혹은 전투 스킬이 가하는 피해가 24% 증가하며, 장착한 캐릭터의 현재 에너지가 에너지 최대치일 시, 해당 효과는 추가로 24% 증가한다
별 쫓는 화살
공조 환류 심장
움트는 봄물
움트는 봄물4
RarstrRarstrRarstrRarstr
the-hunt-class476.28396.9846.72전투 진입 후 장착한 캐릭터의 속도가 8% 증가하고, 가하는 피해가 12% 증가한다. 장착한 캐릭터가 피해를 받은 후 해당 효과는 사라지며 다음 턴이 종료되면 해당 효과는 회복된다
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고대 엔진
또다시 저승으로
또다시 저승으로4
RarstrRarstrRarstrRarstr
the-hunt-class529.2330.75846.72장착한 캐릭터의 치명타 확률이 12% 증가한다. 치명타 발동 후 16%의 고정 확률로 피격된 적이 보유한 버프 효과를 1개 해제한다. 해당 효과는 턴마다 1회만 발동할 수 있다
별 쫓는 화살
영생의 가지
야경 속에서
야경 속에서5
RarstrRarstrRarstrRarstrRarstr
the-hunt-class582.12463.051058.4장착한 캐릭터의 치명타 확률이 18% 증가한다. 장착한 캐릭터의 전투 중 속도가 100보다 높을 경우, 10pt 초과할 때마다 일반 공격 및 전투 스킬이 가하는 피해가 6% 증가하고, 필살기의 치명타 피해가 12% 증가한다. 최대 중첩수: 6스택
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짓밟힌 의지
깊게 든 단잠
깊게 든 단잠5
RarstrRarstrRarstrRarstrRarstr
the-hunt-class582.12463.051058.4장착한 캐릭터의 치명타 피해가 30% 증가한다. 장착한 캐릭터의 일반 공격 혹은 전투 스킬 피해가 치명타를 발동하지 않으면 자신의 치명타 확률이 36% 증가한다. 지속 시간: 1턴. 해당 효과는 3턴마다 1회만 발동할 수 있다
별 쫓는 화살
짓밟힌 의지
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26 responses to “아처”

  1. IDK….tbh, his kit seem pretty unfinished imo, i get that this is only version 1, but there seems to be so many things missing.
    1. His ultimate cost 240, but unlike firefly he doesn’t have an energy regen mechanic in his kit
    2. On the skill description, it says it can be used 5 times, but with it costing 2 SP, max u can get is 3 IF you don’t use any other characters skill (highly unlikely, so an actual max of like 2) then with sparkle it goes up to 4 (but an actual max of 3 if we’re being generous)
    3. His talent being attached to his ult which cost so much, essentially makes its essentially null, unless you’re using ER rope and a ER gen characters, you’re gonna be getting it like every 3-4 cycles, and you have no other method of getting the charges other than his ult
    4. His traces SUCK, 6% CR…really, and his A2/4/6 also aren’t that great, i feel like the a2 should just be in his talent naturally, a4 should be changed to like Kafka’s where she gets one when its her turn, so its more reliable, and a6 is okay i guess, but could honestly just be attached to his talent as well tbh.

    With that being said, i do like his LC though, its a nice change of pace that its not this super broken “character is missing out on like 30% dmg or what they’re supposed to be doing anyways” type of deal, its just a nice QoL LC that’s good to have but not needed.
    I hope they make him more consistent, cuz i like him a lot.

      
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    • Obviously collab chars get half assed kit bc of Phainon’s favoritism, not to mention it’s unlikely for them to get better bc there will be no actual relic set and support made for them even in the future.
      Feel sick of Hoyo’s greedy dev, may aswell no need to do the collab if it’s just to dissapoint the fan.

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      • Visually I am pleased with Saber and Archer animations and design. Lore accurate to the Fate UBW.
        They also both look cooler in HSR so that is nice.

        Hopefully the Kits get updated and by the time we are in the final Beta versions, both Saber and Archer will have decent Kits that work well E0S0.

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      • I definitely feel like his kit has potential, it just needs consistency, kinda like Jing Yuan, where b4 Sunday, his kit was always pretty good it just didn’t have the consistency it needed to actually work properly, I’m hoping they actually realize that and not make him reliant on a whole other character to make it function as intended like they did with Jing Yuan.

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    • The limit on the skill is just there as a hard limit for whatever SU buffs you may get, it’s not supposed to be normally reached.
      You can still get 3 shots without Sparkle, 4 with her with no ult timing, and 5 if you either use Sparkle ult to refill mid-turn, or use his ult with 2 other ally ults/followups to get his talent to refill some
      Oh, and E1 also gives a free skill.
      Damage bonus caps at 2 stacks though, and it also seems to be a usual damage% bonus, so you are not missing out on much if you don’t get all 4/5 shots every time.
      Ult cost might be overtuned, but he does get multiple skill casts each turn. Two 4 skill turns would give him full energy without accounting for his talent follow-ups, ult’s own energy gain or other external sources. I wouldn’t expect him to reliably do 4 skill turns, of course, but 2-3 turn ult isn’t really that overtuned compared to other dps units.
      Traces are weird for sure, but it’s not really important to have them balanced. The performance of a unit as a whole is what matters. Being able to save up some farming on a free character sounds like a good thing for new/returning players that only came for the collab or free unit.

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    • bro read multipliers pretty please. 400% skill with 100% bonus on every use, in normal situation with buffers you would do in single turn 3 skills, aka 1500% !!!!!!!! damage, and every skill use regens his energy (duh) plus every follow-up he launches. His current kit is very strong, and its obviously made this way to revive Sparkle, i just hope they dont gut the skill multipliers thru beta, because if they do, i really dont think devs gonna buff any other part of his kit, and tbh i would rather have it this way. His kit is straightforward with 0 bullshit, just keep it the way it is

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  2. He kit look awesome, but need some trace buffs because only 6,7 critrate even 4 star characters that have critical have more

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  3. I just wanna check if I’m missing something, Is there reason enough to go energy rope on Archer? or do you just default to atk rope? running calcs so far, I can’t find any reasonable break point that justifies running energy rope. He seems to get his ult back on the same turn regardless, even the amount of SP used might not change it. I just wanna be sure, as he’s got access to so much atk already, though not that I’m complaining, running atk rope is fun. 😛

      
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    • if with atk rope you need 8skill for ult with er rope you need 6skill for ult is better for more dmg with his follow up and more sp recover and for archer he will have so much atk he will go 0spd with sparkle atk buff with his lc so er rope is better and with this setup can go build him with Wavestrider Captain in his turn ult can get atk buff forever ( but Genius is better)

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  4. i just noticed ratio lc works well with him so its not a waste. And sw will give him the debuff he needed.

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    • It only works 5 times in single turn, assuming IF he can kills all mobs in first wave that easily and 2nd, 3rd wave the elite bosses in middle if that also easy to kill. Seeing Boothil can do crazy shit like this in PF, it’s safe to assume Archer can manage too

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  5. if we can use 6sp skill every turn he will do 1500% dmg and this a lot without the ult and the only way is have fast support use auto like cipher and Gallagher with sparkle with sunday lc and he have 0spd

      
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