Full character profile

Archer HSR build

Archer

Archer cashes a full Skill-Point bank into one concentrated turn, then his Ultimate follow-ups help refund points for the next burst.

QuantumThe Hunt
Role
Quantum Skill-Point burst carry
Version
4.4
Reviewed on
August 12, 2026

Recommended build

Light Cone

The Hell Where Ideals Burn
Best choice

The Hell Where Ideals Burn adds CRIT Rate and strongly scales Archer's Skill damage with the team's high Skill-Point capacity.

When to use it : Maintain at least 6 maximum Skill Points and begin the burst near the team cap to exploit the cone throughout Circuit Connection.

Relics

Best choice

As Navigator Isee Sees It supplies ATK plus stacking Skill and Ultimate DMG tailored to Archer's repeated-Skill cycle.

When to use it : Use Skill repeatedly to reach three stacks; account for one stack being removed at each turn start and after Ultimate.

Planar Ornaments

Best choice

Tengoku@Livestream directly rewards consuming at least three Skill Points in one turn with 48% total CRIT DMG.

When to use it : Enter Archer's turn with at least 6 Skill Points and consume them during Circuit Connection to stack Tengoku's effects.

Team lineup

Best choice

Rin Tohsaka adds a joint follow-up to Archer's 4.4 burst, Sparkle expands and restores the Skill-Point bank, and Permansor Terrae sustains without starving it.

When to use it : Use basic attacks outside Archer's burst, preserve 6–7 Skill Points for him and align Rin's joint follow-up with Circuit Connection.

Trace priority

  1. Talent
  2. Ultimate
  3. Skill
  4. Basic ATK

Each Archer Skill costs 2 Skill Points. The first enters Circuit Connection, then he can cast up to 5 Skills in the same turn by combining the stored bank with team refunds.

How to play it

  1. 1Bank at least 6 Skill Points before Archer acts; the first Skill enters Circuit Connection and costs 2 Skill Points.
  2. 2Each repeated Skill also costs 2 Skill Points. Reach up to 5 total uses with the starting stock and in-turn refunds; each continuation preserves Archer's turn and the damage bonus stacks twice.
  3. 3Use Ultimate to gain two follow-up charges; after allies attack, each charge triggers a follow-up and restores one Skill Point.

Sources and methodology

Editorial recommendations are written from released game data, then cross-checked against specialist calculations. They are not copied from a single tier list.

Review method

Prydwen and Icy Veins' exact HSR equipment/team pages were read independently, then checked against released local 4.4 data. No Fate biography, preview, leak or kit-only page is used. Each Skill costs 2 Skill Points, including the first Skill that enters Circuit Connection and costs 2 Skill Points; up to five uses rely on the opening stock plus in-turn team refunds. The model caps the two Skill-damage stacks, then treats each post-Ultimate ally attack as one eligible follow-up charge and one Skill-Point refund. S1 CRIT Rate and teammate effects are separated from sheet targets.

Independent E0 recommendations for the released HSR unit. CRIT Rate stops at 100% effective and the team must enter Archer's turn with at least 6 Skill Points.