The Archer fires one clean shot at a time from long range, hitting for 22.5 damage every 0.95 seconds. It aims at whatever enemy is closest to your base, so you spend a match picking off the runner at the front of the wave and trusting the steady rhythm to whittle a single tough target down. There is nothing to manage and nothing to line up, which makes it the most reliable pick in the roster and the safest one to learn on. It is best against single strong enemies that need concentrated fire, and it holds a lane well from anywhere on the map thanks to its long reach.
On a team: The Archer is your dependable damage floor: it reliably deletes the frontmost threat so it never leaks past the towers. It asks nothing of the rest of the team and quietly covers the enemies everyone else is too busy to shoot.
Base attack
The three kits

LongbowFree default
The steady long-range shooter
Longbow is the free default kit and the plainest expression of the Archer: one arrow every 0.95 seconds at long range, aimed at the enemy closest to your base, with no gimmick to manage. Its spells are Piercing Shot, a 95-damage bolt that ignores armor on a single enemy, and Arrow Storm, which drops 70 on the center of the densest pack plus 35 on up to four enemies around it. The loop is simple: hold a lane, let the steady rhythm work, and spend Piercing Shot on the toughest single target or Arrow Storm when a group bunches. It is the kit to learn the class on.
Longbow: Steady single-target shots: 22.5 damage every 0.95 seconds at 14 range. (22.5 damage every 0.95s, range 14)
Spells: Piercing Shot · Arrow Storm

SniperUnlockable kit
Heavy shots that punish the wounded
Sniper is an unlockable kit that trades the Longbow's rhythm for slow, heavy rifle fire at even longer range: 45 damage every 2.5 seconds, with a large bonus crit chance against enemies at or below half health. It automatically hunts wounded targets, so it excels at finishing what the team has already softened. Its spells are Killshot, a 72-damage armor-ignoring shot that adds 43 more against a target at or below half health, and Frag Round, which hits every enemy within a small radius of the target for 70. Compared to the other Archer kits, this one rewards patience and picks off the nearly-dead instead of spreading steady fire.
Sniper Rifle: A long rifle: 45 damage every 2.5 seconds at 16 range, and +40% critical strike chance against enemies at or below half health. Aims at wounded enemies first. (45 damage every 2.5s, range 16)
Spells: Killshot · Frag Round

MinigunUnlockable kit
A short-range bullet hose with reloads
Minigun is an unlockable kit that changes how the Archer fires entirely: a 20-round magazine that saws one enemy for 27 damage four times a second at short range, then goes silent to reload before it can fire again. You get bursts of overwhelming single-target damage punctuated by downtime, so positioning close to the path and managing the empty magazine is the whole skill. Its spells are Bonus Rounds, which fires three extra shots instantly without spending the magazine, and Barrel Sweep, which rakes 60 into the target and 30 into up to six more enemies. Where the Longbow is a metronome, the Minigun is feast-and-reload.
Minigun: The Minigun kit's gun. Short range. A magazine of 20 rounds at 27 damage each, 4 shots a second. Recharges 3 rounds every 4 seconds (attack speed makes the recharge faster too) and goes silent when empty. (27 damage every 0.25s, range 6)
Spells: Bonus Rounds · Barrel Sweep
Upgrades only the Archer is offered
These draft picks are locked to the Archer. Full details on the upgrades page.
- Piercing Arrows: Your shots ricochet to up to 2 enemies behind the target for 67% of the damage each.
- Hunter's Mark: Every shot marks its target for 4 seconds in a 5-player match (shorter with more players). You and your tower-mates gain +40% crit chance against marked enemies. Your weapon aims at unmarked enemies first.
- Falcon: A permanent falcon swoops one enemy for 5.5 damage every second and rakes it with burning talons for 5 more damage over 2 seconds, until it dies, then latches onto the next. The burn counts as yours: upgrades that boost your afflictions (poisons, burns, bleeds) boost it.
Numbers on this page are the live base values from the game's content files; wave scaling and drafted upgrades change them in play.