Archer (Bowman → Sniper)
Masters of ranged warfare who eliminate threats from safety, making them one of the most tactically versatile and valuable classes.
Rating: 8/10
Table of contents
- Overview
- Class Progression
- Available Characters
- Statistics
- Why Archer is 8/10
- Strategic Analysis
- Tactical Applications
- Weaknesses & Counters
- Equipment Recommendations
- Range Mechanics
- Common Mistakes
- Advanced Tactics
- Boss Battle Strategy
- Trial of Toroah Performance
- Character-Specific Notes
- Leveling Strategy
- FAQ Authors’ Consensus
- Final Verdict
- Archer vs Airman Decision
- Comparison: Archer vs Other Classes
- Next Steps
Overview
“Though don’t deal massive damage like other classes, Archers amongst the best. Can deal damage from long range that, if used correctly, amounts to attacks without getting countered.” - Jeff Chan
The Archer class is rated 8/10 by FAQ authors - tied for third-best in the game. Archers excel through tactical positioning and risk-free damage, not raw power. Their ability to attack from 4-6 tiles away without counterattack makes them invaluable for softening enemies and eliminating high-priority targets.
Class Progression
Level 1-9 Level 10-19 Level 20+
═══════════════════════════════════════════════════
Archer ──────────> Bowman ──────────> Sniper
Advancement Levels
| Level | Class | Key Improvements |
|---|---|---|
| 1-9 | Archer | Basic ranged attacks, 4-tile range |
| 10-19 | Bowman | Improved stats, better equipment access |
| 20+ | Sniper | Maximum range, highest accuracy |
Alternative Path: At Level 10, can become Hawknight instead (Airman path, rated 7/10). Both paths viable - covered in separate guide.
Available Characters
| Character | Starting Level | When Joins |
|---|---|---|
| Diego Renault | 7 | Chapter 1, Section 3 |
| Kira Wulfstan | 8 | Chapter 2, Section 4 |
| Amon | 9 | Chapter 2, Section 2 |
| Darius | 14 | Chapter 3, Section 5 |
Four archers - most of any class! Flexibility to make 2-3 ground Snipers and 1-2 flying Hawknights.
Statistics
Stat Distribution
| Stat | Rating | Notes |
|---|---|---|
| ATK | Average | Decent damage, not exceptional |
| DEF | Low | Vulnerable to melee, must stay back |
| AGL | Average | Moderate evasion |
| MAG DEF | Average | Normal magic resistance |
| MOVE | Average | Standard movement (3-4 tiles) |
Special Ability: Attacks from distance (4-6 tile range)
Strengths: Strong against Airmen (bonus damage)
Weaknesses: Vulnerable to Knights and Armor
Low DEF doesn’t matter if enemies never reach you. Range is your defense!
Why Archer is 8/10
The “Free Damage” Strategy
Core Tactic: Archers attack BEFORE melee characters engage. This creates “free damage” with no risk.
How It Works:
- Enemy at full HP (80 HP)
- Archer shoots for 25 damage (now 55 HP)
- Knight attacks for 55 damage (enemy dies)
- Knight takes ZERO counterattack damage
- Net result: Enemy killed, party unharmed
Without Archer:
- Enemy at full HP (80 HP)
- Knight attacks for 55 damage (55 HP remains)
- Enemy counterattacks for 30 damage (Knight takes damage)
- Knight must attack again (takes another counterattack)
- Net result: Enemy killed, Knight took 60 damage
The Math:
- With Archer: 0 damage taken
- Without Archer: 60 damage taken
- Difference: Archer essentially “prevented” 60 damage
- Multiply by 20 enemies: Archers save hundreds of HP over battle
“If used correctly, amounts to attacking without getting countered.” - Jeff Chan
Range Superiority
Archer Range: 4-6 tiles Enemy Melee Range: 1-2 tiles
Strategic Advantage:
- Can attack from complete safety
- Enemy cannot retaliate
- No counterattack risk
- Only class besides Mages with this advantage
Typical Scenario:
Terrain Map:
[Archer] ← 5 tiles → [Enemy Knight]
Archer shoots → Enemy takes damage
Enemy cannot reach Archer
Archer shoots again next turn
Enemy still cannot reach
Archer gets 2-3 free attacks before enemy closes
Compare to:
[Knight] ← 2 tiles → [Enemy Knight]
Knight attacks → Enemy counterattacks
Both take damage
Priority Target Elimination
“Can take out Airmen quickly and without hassle. Can take out Mage class enemies quickly. Both will likely be most dangerous enemies you face.” - Jeff Chan
Enemy Threat Hierarchy:
- Enemy Mages - Phase Shift wipes your party
- Enemy Airmen - High mobility, bypass front line
- Enemy Knights - Strong but manageable
- Enemy Armor - Slow, easy to avoid
Archer Solution:
- vs Enemy Mages: Archers deal full damage (Mages have low DEF)
- vs Enemy Airmen: Archers deal bonus damage (type advantage)
- Result: Eliminate biggest threats quickly and safely
- Your Knights can’t do this - can’t reach flying units easily
- Your Mages could do this - but Mages busy killing everything else
Tactical Flow:
- Round 1: Archers eliminate enemy Mages/Airmen
- Round 2: Mages cast Phase Shift on enemy clusters
- Round 3: Knights mop up survivors
- Result: Controlled, safe battle
Strategic Analysis
The Four-Archer Advantage
Most Characters of Any Class:
- Diego (joins Ch.1)
- Kira (joins Ch.2)
- Amon (joins Ch.2)
- Darius (joins Ch.3)
Flexibility Options:
- Make all 4 Snipers - Maximum ranged firepower
- Make 3 Snipers + 1 Hawknight - Mix of ground + air
- Make 2 Snipers + 2 Hawknights - Balanced approach
- Make 1 Sniper + 3 Hawknights - Maximum mobility (risky)
Recommended:
- 2-3 Snipers (ground-based, safe, reliable)
- 1-2 Hawknights (flying, mobile, but vulnerable to arrows)
Positioning Mastery
Optimal Archer Placement:
Formation Example:
[Clint] [Ash] [Grog]
[Huxley] [Eleni] [Sara]
[Diego] [Kira] [Amon]
Archers in back row
Protected by front line
Can shoot over allies
Safe from enemy melee
Elevation Advantage:
- Archers on high ground get range bonus
- Can shoot farther
- Can see over obstacles
- Natural defensive position
- Always seek high ground for archers
Combat Rhythm
Ideal Turn Order:
- Archers shoot first (weaken enemies)
- Mages cast AOE (damage clusters)
- Knights advance (finish wounded enemies)
- Priests heal (keep party healthy)
Why This Order:
- Archers soften targets before melee engages
- Mages eliminate groups before they act
- Knights clean up without taking counterattacks
- Priests have less healing to do (efficient)
Tactical Applications
Weakening Enemies
The One-Hit Setup:
Enemy HP: 80
- Archer damage: 25
- After archer shot: 55 HP
- Knight damage: 55
- Result: Knight one-shots enemy, no counterattack
Without Archer: Enemy HP: 80
- Knight damage: 55
- After first hit: 25 HP (enemy counters for 30 damage)
- Knight must hit again: 55 damage (enemy counters again)
- Result: Enemy dead, Knight took 60 damage
Scaling:
- 10 enemies per battle
- 6 battles per chapter
- 6 chapters
- 360 prevented counterattacks
- ~21,600 prevented damage over full game
- Archers essentially “tank” thousands of damage by preventing it
Focus Fire
Concentrated Damage:
- Multiple archers target same enemy
- 4 archers × 25 damage = 100 damage
- Can eliminate tough enemies in one round
- No risk to your party
- Especially effective vs enemy Mages
Example:
Enemy Mage (70 HP, low DEF)
→ Diego shoots: 25 damage
→ Kira shoots: 25 damage
→ Amon shoots: 25 damage
= 75 damage, Mage dead
Enemy never cast Phase Shift
Your party takes zero damage
Mage eliminated safely
Kiting Strategy
“Attack and Retreat”:
- Archer shoots enemy
- Enemy moves toward archer
- Archer retreats (stay at max range)
- Enemy chases
- Archer shoots again
- Enemy never reaches archer
- Eventually enemy dies, archer untouched
Practical Use:
- Lure enemies away from groups
- Separate dangerous foes
- Control enemy movement
- Buy time for other characters
Weaknesses & Counters
Low Defense Vulnerability
If Enemies Reach Archers:
- Low physical defense
- Can die in 2-3 hits
- Knights deal 40-50 damage per hit
- Archers have 80-120 HP
- Math: 2-3 hits = dead archer
Prevention:
- Position archers in back
- Front-line units protect them
- Maintain distance (use full range)
- Retreat if enemies approach
- Use terrain (walls, elevation)
Limited Melee Capability
Close Combat:
- Bow damage reduced at range 1
- Some bows cannot shoot adjacent targets
- Must retreat to be effective
- Never let enemies close the gap
Enemy Archer Counters
If Enemy Has Archers:
- They can shoot your archers
- You shoot them, they shoot you
- Range advantage neutralized
- Becomes damage race
Solution:
- Prioritize killing enemy archers
- Use Mages (superior range + damage)
- Use Airmen (close gap quickly)
- Focus fire (eliminate them fast)
Equipment Recommendations
Weapon Progression
| Chapter | Weapon | ATK | Range | Cost/Source |
|---|---|---|---|---|
| Ch. 1 | Light Bow | +3 | 4 | 110G |
| Ch. 2 | Iron Bow | +8 | 5 | 450G |
| Ch. 3-4 | Steel Bow | +15 | 5 | 1,800G |
| Ch. 5-6 | Great Bow | +22 | 6 | 6,660G |
| Ch. 5.5 | Rune Bow | +25 | 6 | Gift (defeat Sabrina) |
Rune Bow is the best archer weapon! Obtained by defeating Sabrina in battle 5.5. Give to your primary archer (Diego or Kira).
Armor Progression
| Chapter | Armor | DEF | Cost/Source |
|---|---|---|---|
| Ch. 1 | Padded Leather | +7 | 110G |
| Ch. 2 | Chain Mail | +17 | 450G |
| Ch. 3-4 | Scale Mail | +26 | 1,800G |
| Ch. 5-6 | Kevlar | +39 | 6,660G |
Helm Progression
| Chapter | Helm | DEF | Cost/Source |
|---|---|---|---|
| Ch. 1 | Leather Helm | - | Start |
| Ch. 1 | Light Helm | +3 | 80G |
| Ch. 2 | Iron Helm | +7 | 350G |
| Ch. 3-4 | Steel Mask | +12 | 1,400G |
| Ch. 5-6 | Dragon Helm | +18 | 5,180G |
Range Mechanics
Understanding Range
Range Formula:
- Light Bow: 4 tiles
- Iron Bow: 5 tiles
- Steel Bow: 5 tiles
- Great Bow: 6 tiles
- Rune Bow: 6 tiles
Practical Range:
A = Archer
E = Enemy in range
. = Empty tile
. . . . . .
. . E E E .
. E E A E E
. E E E E .
. . E E E .
. . . . . .
6-tile range = massive coverage!
Can hit almost anywhere
Elevation Bonus
High Ground:
- +1 range from elevated position
- Great Bow (6 range) becomes 7 range
- Can outrange enemy archers
- Natural defensive position
Practical Use:
- Always position archers on hills
- Towers and walls ideal
- Look for high ground in every battle
- Range advantage = survival
Line of Sight
Obstacles:
- Cannot shoot through walls
- Cannot shoot through mountains
- CAN shoot over allies (important!)
- CAN shoot over low obstacles
Formation Advantage:
[Knight] [Knight] [Knight]
↓ Archer can shoot over them ↓
[Archer] [Archer] [Archer]
Front line doesn't block archers!
Perfect positioning
Common Mistakes
Mistake #1: Advancing Too Far
DANGEROUS!
Common Error:
- Moving archers toward enemy
- “I’ll get closer for better shot”
- Exposing archers to melee range
- Positioning too aggressively
Why It Fails:
- Bows already have 4-6 tile range
- Don’t need to be closer
- Moving forward = entering danger zone
- Enemies can reach you faster
- Low DEF = quick death
Solution:
- Stay at maximum range
- Let enemies come to you
- Shoot as they approach
- Retreat if they get close
- Distance = safety
Mistake #2: Ignoring Priority Targets
SUBOPTIMAL!
Common Pattern:
- Shooting nearest enemy
- Attacking wounded enemies
- Ignoring enemy Mages/Airmen
- No target prioritization
Why It’s Bad:
- Enemy Mage survives → casts Phase Shift → your party takes 80 damage each
- Enemy Airman survives → flies to back line → kills your Priest
- Wounded enemies → Priests can ignore them, focus elsewhere
Solution:
- Always kill enemy Mages first
- Always kill enemy Airmen second
- Then focus on healthy melee units
- Let Knights finish wounded enemies
Mistake #3: Clumping Archers
RISKY!
Temptation:
- Positioning all archers together
- “Archer squad in back corner”
- Clustering for protection
Why It’s Dangerous:
- Enemy Phase Shift hits all of them
- One AOE spell = all archers hurt
- If position overrun, all archers endangered
- No redundancy
Solution:
- Spread archers across back line
- 2-3 tiles between each archer
- Creates crossfire coverage
- AOE spells can’t hit all of them
- One getting pressured ≠ all endangered
Mistake #4: Going All Airmen
RISKY!
Temptation:
- “Flying is cool, make all 4 Hawknights!”
- Maximum mobility
- Ignore ground archer path
Why It’s Problematic:
- Airmen are weak to archers (your main advantage lost)
- Enemy archers shred your airmen
- All 4 vulnerable to same enemy type
- No ground archer to counter enemy airmen
Solution:
- Keep 2-3 ground Snipers
- Make 1-2 Hawknights (flying support)
- Snipers counter enemy Airmen
- Hawknights provide mobility
- Balanced approach = safer
Advanced Tactics
The “Softening” Strategy
Coordinated Attack:
- Archers attack first (reduce enemy HP by ~30%)
- Mages attack second (AOE spells finish clusters)
- Knights charge third (clean up survivors one-hit each)
- Result: Battle ends quickly, minimal damage taken
Focus Fire Protocols
When to Focus Fire:
- High-priority targets (Mages, Bosses)
- Tough enemies (high HP/DEF)
- Dangerous units that must die immediately
How to Focus Fire:
- Identify target
- All archers shoot same target
- 4 archers × 25 damage = 100 damage
- Most enemies die in one focus fire volley
Kiting Technique
Against Slow Enemies:
- Archer shoots
- Enemy moves 3 tiles toward archer
- Archer retreats 4 tiles
- Net: Archer gained 1 tile distance
- Archer shoots again
- Repeat until enemy dead
Practical Use:
- Armor class enemies (slow, 2 move)
- Golems (slow, tough)
- Buy time for mages to position
Overwatch Positioning
Static Defense:
- Archers on elevated position
- Covering approach routes
- Enemies must cross killzone
- Archers shoot as enemies approach
- Enemies dead before reaching your lines
Boss Battle Strategy
Standard Boss Approach
Archer Role vs Bosses:
- Chip damage - Steady attacks every turn
- Priority adds - Kill boss’s supporting enemies
- Safe damage - No risk, consistent output
- Let Mages do heavy damage (more efficient)
Typical Archer Turn vs Boss:
- Shoot boss for 30-40 damage
- Not spectacular, but reliable
- Accumulates over 10-15 rounds
- 400-600 total damage from archers
- Helps bring down boss
Multi-Enemy Bosses
Some bosses have support:
- Boss + 4-6 elite enemies
- Elite enemies often Mages or Airmen
- Archer priority: Kill supporting Mages FIRST
- Then focus on boss
Why This Works:
- Supporting enemies often more dangerous than boss
- Enemy Mages can wipe your party
- Eliminate threats, then handle boss safely
Trial of Toroah Performance
Archer Performance in Trials
Earth Trial:
- All enemies are Archers
- Your archers fight enemy archers
- Becomes damage race
- Positioning critical
- Elevation advantage decides battle
- Very important trial for archers
Heaven Trial:
- 28 elite enemies
- Many are Airmen and Mages
- Archers essential for eliminating them
- Focus fire enemy Mages immediately
- Shoot down enemy Airmen
- Critical support role
Other Trials:
- Consistent damage output
- Safe positioning
- Support mages and knights
- Reliable performance
Archers aren’t stars of Trials (Mages are), but they provide essential support and priority target elimination.
Character-Specific Notes
Diego Renault
- First archer (joins Ch.1, Lv.7)
- Protagonist’s best friend
- Flexible archer/airman choice
- Recommended: Sniper (ground) or Hawknight (flying)
Kira Wulfstan
- Strong archer (joins Ch.2, Lv.8)
- Former spy, redemption arc
- Reliable archer
- Recommended: Sniper (ground archer)
Amon
- Young archer (joins Ch.2, Lv.9)
- Romantically involved with Sara
- Flexible choice
- Recommended: Either path works
Darius
- Oldest party member (66 years old!)
- Late joiner (Ch.3, Lv.14)
- Fourth archer (may be redundant)
- Recommended: Flexible, whatever party needs
Typical Split:
- 2-3 Snipers (Diego, Kira, Amon)
- 1-2 Hawknights (Darius, or one of the others)
Leveling Strategy
Early Game (Ch. 1-2, Lv.1-9)
- Build archer positioning skills
- Learn range mechanics
- Practice target prioritization
- Advance to Bowman at Lv.10
Mid Game (Ch. 2-4, Lv.10-19)
- Decide Sniper or Hawknight path
- Sniper = safer, recommended for 2-3 characters
- Hawknight = mobile, recommended for 1-2 characters
- Upgrade bows regularly
- Stock arrows (never run out in this game)
Late Game (Ch. 5-6, Lv.20+)
- Advance to Sniper at Lv.20
- Acquire Rune Bow (defeat Sabrina)
- Purchase Great Bows for others
- Max range advantage
- Essential support for Trials
FAQ Authors’ Consensus
Jeff Chan (Atom Edge)
Rating: 8/10 Quote: “Amongst the best. Can deal damage from long range that amounts to attacks without getting countered” Emphasis: Strategic softening, priority target elimination Recommendation: Essential party members
Syonyx
Rating: Top tier Focus: Ranged specialists Strength: Strong against Airmen Weakness: Vulnerable to Knights/Armor Recommendation: Valuable team members
Final Verdict
HIGHLY RECOMMENDED CLASS
Why You Need Archers:
- Risk-free damage dealing
- Priority target elimination (enemy Mages/Airmen)
- “Free damage” through softening
- Essential tactical versatility
- Four characters available = flexibility
Recommended Party Composition:
- 2-3 Snipers (ground archers)
- 1-2 Hawknights (flying support)
- Balanced approach = optimal
“Can take out Airmen quickly and without hassle. Can take out Mage class enemies quickly. Both will likely be most dangerous enemies you face.” - Jeff Chan
Archer vs Airman Decision
At Level 10, choose:
- Sniper Path (Bowman → Sniper) - Ground archer, safe, reliable
- Airman Path (Hawknight → Sky Lord) - Flying, mobile, vulnerable
When to Choose Sniper:
- Want safety and reliability
- Don’t want vulnerability to enemy archers
- Value consistent performance
- Recommended for 2-3 of your 4 archers
When to Choose Airman:
- Want mobility and flexibility
- Need flying units for terrain bypass
- Accept vulnerability trade-off
- Recommended for 1-2 of your 4 archers
See Airman Class Guide for detailed comparison and Hawknight path analysis.
Comparison: Archer vs Other Classes
Archer (8/10) vs Mage (10/10):
- Mage superior: Massive AOE damage, game-changing spells
- Archer advantage: Safer, more consistent, not MP-dependent
- Verdict: Mages better, but archers still very valuable
Archer (8/10) vs Priest (9/10):
- Priest superior: Essential healing, party survival
- Archer advantage: Offensive damage dealing
- Verdict: Different roles, both needed
Archer (8/10) vs Knight (6/10):
- Archer superior: Range advantage, no counterattack risk
- Knight advantage: Higher defense, can hold front line
- Verdict: Archers more valuable tactically
Archer (8/10) vs Airman (7/10):
- Archer superior: Safer, not weak to enemy archers
- Airman advantage: Mobility, flying, terrain bypass
- Verdict: Archers more reliable, airmen more flexible
Next Steps
- Continue reading about Hero Class (Ash’s unique path, 8-10/10)
- Review Airman Class Guide for flying archer path (7/10)
- Check Diego’s Character Page for first archer
- Check Kira’s Character Page for second archer
- Plan Party Composition with 2-3 archers
“Distance is safety. Range is power.”
Archer - The Tactical Marksman