Archer portrait
Single-target precision

Archer

Reliable long-range single-target damage. Simple, dependable, deadly.

The Archer fires one clean shot at a time from long range, hitting for 18 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

DamageEveryRangeTargetsTargeting
180.95s141closest to base

The three kits

Ranger art

RangerFree default

The steady long-range shooter

Ranger 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, which instantly fires 3 real arrows that ignore armor entirely, each dealing your normal arrow damage plus 35, and Arrow Storm, a volley into the densest pack for 120 to the middle of it and 60 to each of up to 4 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: 18 damage every 0.95 seconds at 14 range. (18 damage every 0.95s, range 14)

Spells: Piercing Shot · Arrow Storm

Sniper art

SniperUnlockable kit

Slow heavy shots that mark one enemy

Sniper is an unlockable kit that trades the Ranger's rhythm for slow, heavy rifle fire at even longer range: 35 damage every 2.5 seconds. Whatever the Sniper Rifle is aiming at is marked, and while the mark holds you and your tower-mates gain +40% crit chance against that enemy and it cannot go invisible; only one enemy is marked at a time and the mark moves the instant your rifle switches targets. It aims at enemies no other sniper has marked, so two snipers cover two different enemies. Its spells are Killshot, one real rifle shot right now that ignores armor entirely for your normal shot damage plus 90, and Frag Round, a shell dealing 100 to every enemy within 2 range of the target. Where the Ranger just shoots, the Sniper picks the enemy the whole tower should be hitting.

Sniper Rifle: A long rifle: 35 damage every 2.5 seconds at 16 range. It aims at enemies no hunter has marked, so two snipers mark two different enemies. Whatever it is aiming at is marked: you and your tower-mates gain +40% crit chance against that enemy and it cannot go invisible. Only one enemy is marked at a time, and the mark moves the moment your rifle switches targets. (35 damage every 2.5s, range 16)

Spells: Killshot · Frag Round

Gunner art

GunnerUnlockable kit

A short-range bullet hose that runs dry

Gunner is an unlockable kit that changes how the Archer fires entirely: a 20-round magazine that saws one enemy for 30 damage four times a second at short range, and it goes silent the moment the magazine is empty. There is no full reload, the magazine only trickles back at 3 rounds every 4 seconds (attack speed refills it faster too), so you get bursts of overwhelming single-target damage punctuated by silence and standing close to the path is the whole positioning problem. Its spells are Bonus Rounds, which instantly fires 3 rounds that do not spend your magazine, each dealing your normal round damage plus 50, and Barrel Sweep, which deals 100 to your current target and 50 to up to 6 more enemies in reach. Where the Ranger is a metronome, the Gunner is feast and silence.

Minigun: The Minigun kit's gun. Short range. A magazine of 20 rounds at 30 damage each, 4 shots a second. Recharges 3 rounds every 4 seconds (attack speed makes the recharge faster too) and goes silent when empty. (30 damage every 0.25s, range 6)

Spells: Bonus Rounds · Barrel Sweep

Upgrades only the Archer is offered

No other class can be dealt these 8 cards in the draft. Every kit is also offered from the shared pool on top of them; the full list is on the upgrades page.

Any Archer kit

  • Falcon: A falcon dives one enemy every 1 second for 32 damage, staying on that enemy until it dies and then latching onto the next, out to 14 range.
  • Kill Shot: Your shots ignore 100% of enemy armor. Every 2 seconds, hitting an enemy below 55% health fires 65% of a free shot worth 200% of a normal one, any leftover part as a chance.
  • Volley Fire: Each of your attacks has a 75% chance to make a tower-mate fire one free attack, taking turns between them.

Ranger only

  • Bullseye: Each attack you land adds a focus stack, up to 5, and each stack adds +26% damage. Changing targets removes one stack.
  • Full Draw: After not attacking for 2 seconds, your next attack deals an additional 950% damage.
  • Phoenix Meter: Your falcon's dives fill a meter, +10% each; at full it becomes a phoenix for 6 seconds, its dives dealing x3 damage and splashing within 2 range.

Sniper only

  • Bullseye: Each attack you land adds a focus stack, up to 5, and each stack adds +26% damage. Changing targets removes one stack.
  • Full Draw: After not attacking for 2 seconds, your next attack deals an additional 950% damage.

Gunner only

  • Overheat: When your magazine runs empty you keep firing for 8 seconds instead of reloading: red-hot rounds that cost no ammo and deal +55% damage. Then the barrel cools and the magazine recharges.
  • Redline: Every round you fire adds +2.7% attack speed to a ceiling of 32%, held while you keep firing and fading 3 seconds after you stop. At the ceiling your rounds deal +65% damage.

Numbers on this page are the live base values from the game's content files. Wave scaling and the upgrades you draft change them in play, and a card's own numbers grow with every Empower you have banked.