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

  1. Overview
  2. Class Progression
    1. Advancement Levels
  3. Available Characters
  4. Statistics
    1. Stat Distribution
  5. Why Archer is 8/10
    1. The “Free Damage” Strategy
    2. Range Superiority
    3. Priority Target Elimination
  6. Strategic Analysis
    1. The Four-Archer Advantage
    2. Positioning Mastery
    3. Combat Rhythm
  7. Tactical Applications
    1. Weakening Enemies
    2. Focus Fire
    3. Kiting Strategy
  8. Weaknesses & Counters
    1. Low Defense Vulnerability
    2. Limited Melee Capability
    3. Enemy Archer Counters
  9. Equipment Recommendations
    1. Weapon Progression
    2. Armor Progression
    3. Helm Progression
  10. Range Mechanics
    1. Understanding Range
    2. Elevation Bonus
    3. Line of Sight
  11. Common Mistakes
    1. Mistake #1: Advancing Too Far
    2. Mistake #2: Ignoring Priority Targets
    3. Mistake #3: Clumping Archers
    4. Mistake #4: Going All Airmen
  12. Advanced Tactics
    1. The “Softening” Strategy
    2. Focus Fire Protocols
    3. Kiting Technique
    4. Overwatch Positioning
  13. Boss Battle Strategy
    1. Standard Boss Approach
    2. Multi-Enemy Bosses
  14. Trial of Toroah Performance
    1. Archer Performance in Trials
  15. Character-Specific Notes
    1. Diego Renault
    2. Kira Wulfstan
    3. Amon
    4. Darius
  16. Leveling Strategy
    1. Early Game (Ch. 1-2, Lv.1-9)
    2. Mid Game (Ch. 2-4, Lv.10-19)
    3. Late Game (Ch. 5-6, Lv.20+)
  17. FAQ Authors’ Consensus
    1. Jeff Chan (Atom Edge)
    2. Syonyx
  18. Final Verdict
  19. Archer vs Airman Decision
  20. Comparison: Archer vs Other Classes
  21. 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:

  1. Enemy at full HP (80 HP)
  2. Archer shoots for 25 damage (now 55 HP)
  3. Knight attacks for 55 damage (enemy dies)
  4. Knight takes ZERO counterattack damage
  5. Net result: Enemy killed, party unharmed

Without Archer:

  1. Enemy at full HP (80 HP)
  2. Knight attacks for 55 damage (55 HP remains)
  3. Enemy counterattacks for 30 damage (Knight takes damage)
  4. Knight must attack again (takes another counterattack)
  5. 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:

  1. Enemy Mages - Phase Shift wipes your party
  2. Enemy Airmen - High mobility, bypass front line
  3. Enemy Knights - Strong but manageable
  4. 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:

  1. Round 1: Archers eliminate enemy Mages/Airmen
  2. Round 2: Mages cast Phase Shift on enemy clusters
  3. Round 3: Knights mop up survivors
  4. 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:

  1. Archers shoot first (weaken enemies)
  2. Mages cast AOE (damage clusters)
  3. Knights advance (finish wounded enemies)
  4. 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”:

  1. Archer shoots enemy
  2. Enemy moves toward archer
  3. Archer retreats (stay at max range)
  4. Enemy chases
  5. Archer shoots again
  6. Enemy never reaches archer
  7. 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:

  1. Always kill enemy Mages first
  2. Always kill enemy Airmen second
  3. Then focus on healthy melee units
  4. 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:

  1. Archers attack first (reduce enemy HP by ~30%)
  2. Mages attack second (AOE spells finish clusters)
  3. Knights charge third (clean up survivors one-hit each)
  4. 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:

  1. Identify target
  2. All archers shoot same target
  3. 4 archers × 25 damage = 100 damage
  4. Most enemies die in one focus fire volley

Kiting Technique

Against Slow Enemies:

  1. Archer shoots
  2. Enemy moves 3 tiles toward archer
  3. Archer retreats 4 tiles
  4. Net: Archer gained 1 tile distance
  5. Archer shoots again
  6. 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:

  1. Chip damage - Steady attacks every turn
  2. Priority adds - Kill boss’s supporting enemies
  3. Safe damage - No risk, consistent output
  4. 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


“Distance is safety. Range is power.”

Archer - The Tactical Marksman


Copyright © Konami Co., Ltd. | Guide compiled from FAQs by Jeff Chan, Lancel0t, Shotgunnova, Syonyx, Richard Uyeyama, and Wolverine Inc.