Archer Rework

- An expert huntsman that shoots a multitude of tipped arrows! Exclusive tower from Christmas 2019 Event.
- ―Inventory Description

- Shoot an arrow and requires time to aim. Exclusive tower.
- ―Inventory Description

- Shoots piercing arrows that aren't most accurate. Opened from the gift of Sharpness.
- ―Former Inventory Description

- A trophy tower, opened from the Gift of Sharpness.
- ―Former Inventory Description
Description
The Archer, formerly known as the Holiday Archer, is a tower exclusive to the Christmas 2019 Event. It could have been unlocked from the Gift of Sharpness which costs 
250. It could later be bought through a different limited time gamepass, which was sold multiple times. Most recently, 7th of April 2023, it was sold for
500.
The Archer shoots numerous of tipped arrows that damage and pierce through enemies, making the Archer a piercing tower. Between Level 0-2, two enemies can be damaged by the same arrow. Between Levels 3-4, five enemies can be damaged by the same arrow. At Level 5, eight enemies can be damaged by the same arrow. The firerate of the Archer is separated into two halves. The first half is the Archer loading the bow with an arrow. This can happen even if there are no enemies in the Archer's range. If it starts attacking with its bow loaded, its firerate will be effectively halved for that shot. The second half is the Archer aiming the bow, and then firing it. This can only happen if there are enemies in its range, unlike the first half. It also boasts a very high range, despite its very low cost. The Archer has different stats depending on the arrows. So that every arrow is unique and does not overlap its purpose to another arrow.
At Level 1, the Archer gains explosive arrows. When enemies are hit by these arrows, they will deal splash damage, although there is a set delay, which makes it explode a bit late. The Archer's splash damage can also damage lead enemies. At level 2, the explosive arrows have more damage. At Level 3, it has shorter delay. At level 4, the explosive arrow has better splash radius. At level 5, the explosive arrow has better splash damage, radius, and even more shorter delay.
At Level 3, the Archer gains shock arrows. When enemies are hit by these arrows, they will stun for 0.5 seconds and completely stopping them. At Level 4, the shock arrows stuns for 0.8 seconds. At Level 5, the shock arrows stuns for 1 second. Although the slowdown is 30% on Level 4 and 50% on Level 5.
At Level 5, the Archer gains frostfire arrows. When enemies are hit by these arrows, they will deal burn damage as well as chillness slowdown. The burn damage cannot damage Lead, unless it also has a No Freeze attribute, which it cancels out the freeze/chillness mechanic. The freeze cannot affect enemies that has a No Freeze attribute, although the burn damage still damage the enemy. The frostfire arrows cannot put out other freeze from other towers, although other burn attacks will put out the freeze part of the arrow, which it only deals burn damage.
The main drawback of this tower is that arrows are projectile-based and will take a short time to reach their intended location. On the very rare occasion that an enemy has moved out of the way before the arrow could reach them, they will not be damaged. It is more likely for other enemies to get in the way of the intended target, especially if the arrow has no pierce. Arrows also move along a straight path, so placement is key for the Archer. The Archer can detect Hidden enemies at Level 2+ and Flying enemies at Level 2+. It can also damage Lead enemies at Level 1+ with its explosive arrows, though burn damage can damage them if the freeze from the frostfire arrow cancels out.
The Archer has a placement limit of 4 per player. And you can only get 1 of each Archer's tipped arrows.
Upgrades





Stats Table
To see all the previous statistics of this tower, see the history page, while for the statistics without the Firerate Bug, visit the Firerate Bug page.
| Normal Arrow | |||||||
|---|---|---|---|---|---|---|---|
| Level | Total Price | Damage | Firerate[1] | Range | Pierce | DPS[2] | Cost Efficiency |
| 0 | 5 | 1.758 | 16.5 | 2 | 2.84 | ||
| 1 | 5 | 1.508 | 16.5 | 3 | 3.31 | ||
| 2 | 10 | 1.458 | 18 | 3 | 6.85 | ||
| 3 | 20 | 1.458 | 18 | 4 | 13.71 | ||
| 4 | 35 | 1.258 | 18 | 6 | 27.82 | ||
| 5 | 64 | 1.008 | 22 | 8 | 63.49 | ||
| Explosive Arrow | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Level | Total Price | Normal Damage | Splash Damage | Firerate[3] | Delay | Max Hits | Range | Explosion Range | Pierce | DPS[4] | Cost Efficiency |
| 1 | 5 | 8 | 1.758 | 1.2 | 4 | 16.5 | 2.5 | 4 | 6.16 | ||
| 2 | 8 | 2 | 1.458 | 0.5 | 18 | 2 | 3 | 4 | 9.48 | ||
| 3 | 15 | 4 | 1.458 | 0.5 | 18 | 2 | 3 | 8 | 18.28 | ||
| 4 | 25 | 4 | 1.258 | 0.35 | 18 | 5 | 4 | 20 | 29.7 | ||
| 5 | 50 | 8 | 1.158 | 0.35 | 20 | 5 | 5 | 40 | 66.02 | ||
| Shock Arrow | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Level | Total Price | Damage | Firerate | Range | Chain Range | Pierce | Shock Time | DPS[5] | Cost Efficiency |
| 3 | 20 | 1.458 | 18 | 6 | 4 | 0.5 | 13.71 | ||
| 4 | 35 | 1.258 | 18 | 8 | 6 | 0.8 | 27.82 | ||
| 5 | 64 | 1.008 | 22 | 12 | 8 | 1 | 63.49 | ||
| Frostfire Arrow | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Level | Total Price | Damage | Burn Damage | Firerate | Burn Tick | Range | Burn Time | Slowdown per Hit | Max Slowdown | Slowdown Time | Total Elapsed Damage[6] | Pierce | DPS[7] | Cost Efficiency |
| 5 | 50 | 15 | 1.158 | 0.35 | 24 | 6 | 15% | 45% | 4 | 90 | 6 | 108.87 | ||
Trivia
- The Frostfire mechanic existed before Elementalist. Which was ideally constructed on 29th of November.
- Although Elementalist's mechanic is seperated, while on Archer it is whole mechanic altogether.
Notes
- ↑ Firerate is seperated into two parts, loading the bow, and aiming and firing the bow. The firerate is halved if the bow is already loaded.
- ↑ DPS assumes one arrow successfully hits one enemy only.
Total DPS is calculated as Damage / Firerate. - ↑ Firerate is seperated into two parts, loading the bow, and aiming and firing the bow. The firerate is halved if the bow is already loaded.
- ↑ DPS assumes one arrow successfully hits one enemy only.
Total DPS is calculated as ([Normal Damage + Splash Damage] ÷ Delay) ÷ Firerate - ↑ DPS assumes that the Archer only hits one enemy per shock.
- ↑ Total Elapsed Damage is calculated as Burn Damage × Burn Time.
- ↑ DPS assumes one arrow successfully hits one enemy only.
Total DPS is calculated as Normal DPS + Burn DPS.
Burn DPS is calculated as Burn Damage ÷ Burn Tick.









