Rin Tohsaka team
Quantum · EruditionPlays Joint follow-upRin turns Skill Point traffic into CRIT DMG for whoever spent it, and her joint follow-up needs Archer on the field, so the last two slots are picked for Skill Point economy.
The best Archer build in Honkai: Star Rail (Version 4.4) is The Finale of a Lie with As Navigator Isee Sees It. Updated August 28, 2026
Also works
#1
Skill
Max first
#2
Talent
Then
#3
Ultimate
Next
#4
Basic ATK
Later
After using Skill 3 time(s) within one turn, recovers 2 Skill Point(s) for allies.
When using Ultimate, reduces the enemy target's Quantum RES by 20%, and applies Quantum Weakness to it, lasting for 2 turn(s).
Increases the Ultimate DMG dealt by 150%.
When the turn starts, recovers 1 Skill Point for allies. The maximum number of stacks allowed for the DMG boost effect provided by this unit's Skill increases by 1. The Skill DMG dealt ignores 20% of DEF.
Rin turns Skill Point traffic into CRIT DMG for whoever spent it, and her joint follow-up needs Archer on the field, so the last two slots are picked for Skill Point economy.
Gilgamesh gains a stacking buff every time a teammate uses an Ultimate, and shares a joint follow-up with Saber — so the team is built around Ultimate frequency.
Honkai: Star Rail 5★ Quantum The Hunt Main DPS
The Finale of a Lie tops the light cone ranking for Archer, at 120.47% relative damage at S1, ahead of The Hell Where Ideals Burn, Baptism of Pure Thought and Cruising in the Stellar Sea. That order is prydwen.gg's, measured in play and rephrased here; every row of it sits under Light cones below.
Run As Navigator Isee Sees It on Archer, with Genius of Brilliant Stars and Poet of Mourning Collapse behind it. The planar ornament is Tengoku@Livestream. Main stats are CRIT Rate body, ATK% feet, ATK% = Quantum DMG sphere, ATK% rope. Roll substats in the order CRIT Rate (Until 100% with buffs) > CRIT DMG > ATK%.
Trace priority is Skill > Talent > Ultimate > Basic ATK. The Ultimate costs 220 energy, which is what an Energy Regeneration Rate target has to clear.
Archer plays Joint follow-up in the Rin Tohsaka team, alongside Rin Tohsaka, Robin and Aventurine.
Deals Quantum DMG equal to 100% of Archer's ATK to one designated enemy.
Ability level
6 is the cap from trace materials; Eidolons add the rest.
| Attribute | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|
| Basic ATK DMG | 50% | 60% | 70% | 80% | 90% | 100% | 110% | 120% | 130% |
Enters the "Circuit Connection" state. Deals Quantum DMG equal to 360% of Archer's ATK to one designated enemy. After using Skill in the "Circuit Connection" state, the current turn does not end, and the DMG dealt by Archer's Skill increases by 100%. This effect can stack up to 2 time(s), lasting until he exits the "Circuit Connection" state. After actively using Skill 5 time(s) or when Skill Points are insufficient to use Skill again, exits the "Circuit Connection" state. After all enemy targets have been defeated in each wave, exits the "Circuit Connection" state.
Ability level
10 is the cap from trace materials; Eidolons add the rest.
| Attribute | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Skill DMG | 180% | 198% | 216% | 234% | 252% | 270% | 293% | 315% | 338% | 360% | 378% | 396% | 414% | 432% | 450% |
| Skill DMG (2) | 60% | 64% | 68% | 72% | 76% | 80% | 85% | 90% | 95% | 100% | 104% | 108% | 112% | 116% | 120% |
Deals Quantum DMG equal to 1000% of Archer's ATK to one designated enemy and gains 2 point(s) of Charge, up to a maximum of 4.
Ability level
10 is the cap from trace materials; Eidolons add the rest.
| Attribute | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Ultimate DMG | 600% | 640% | 680% | 720% | 760% | 800% | 850% | 900% | 950% | 1000% | 1040% | 1080% | 1120% | 1160% | 1200% |
After Archer's teammates attack enemy targets, Archer consumes 1 Charge and immediately launches Follow-Up ATK on the primary target, dealing Quantum DMG equal to 200% of Archer's ATK and recovering 1 Skill Point. If the target is defeated before this Follow-Up ATK is launched, the Follow-Up ATK will be directed at one random enemy instead.
Ability level
10 is the cap from trace materials; Eidolons add the rest.
| Attribute | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Follow-Up DMG | 100% | 110% | 120% | 130% | 140% | 150% | 163% | 175% | 188% | 200% | 210% | 220% | 230% | 240% | 250% |
Immediately attacks enemies. After entering combat, deals Quantum DMG equal to 200% of Archer's ATK to all enemies and gains 1 point(s) of Charge.
When Archer is on the field, increases the maximum Skill Point limit by 2.
When Archer enters combat, gains 1 point(s) of Charge.
After allies gain a Skill Point, if there are 4 Skill Points or more, increases Archer's CRIT DMG by 120% for 1 turn(s).
Totals at full unlock, summed across every node of that stat. Ascension rank gates the nodes as it gates the Bonus Abilities above.
Level 80 and every ability maxed
2,265,500
Credits 12 material lines
Ascension to 80
308,000
Credits 4 materials · 6 steps
All 3 abilities maxed
1,957,500
Credits 3× the single-ability bill
Extinguished Core ×54,000Credits
Extinguished Core ×108,000Credits
Darkveil Moonlight ×3
Glimmering Core ×616,000Credits
Darkveil Moonlight ×7
Glimmering Core ×940,000Credits
Darkveil Moonlight ×20
Squirming Core ×680,000Credits
Darkveil Moonlight ×35
Squirming Core ×9160,000Credits
Total to level 80
308,000 Credits
Darkveil Moonlight ×65
Squirming Core ×15
Glimmering Core ×15
Extinguished Core ×15
Extinguished Core ×32,500Credits
Extinguished Core ×6
Meteoric Bullet ×35,000Credits
Destined Expiration ×3
Glimmering Core ×310,000Credits
Destined Expiration ×5
Glimmering Core ×420,000Credits
Destined Expiration ×7
Glimmering Core ×630,000Credits
Countertemporal Shot ×3
Squirming Core ×345,000Credits
Countertemporal Shot ×5
Guardian's Lament ×1
Squirming Core ×480,000Credits
Tracks of Destiny ×1
Countertemporal Shot ×8
Guardian's Lament ×1160,000Credits
Tracks of Destiny ×1
Countertemporal Shot ×14
Guardian's Lament ×1300,000Credits
One ability maxed
652,500 Credits
Tracks of Destiny ×2
Countertemporal Shot ×30
Guardian's Lament ×3
Squirming Core ×7
Destined Expiration ×15
Glimmering Core ×13
Extinguished Core ×9
Meteoric Bullet ×3All 3 abilities maxed
1,957,500 Credits
Tracks of Destiny ×6
Countertemporal Shot ×90
Guardian's Lament ×9
Squirming Core ×21
Destined Expiration ×45
Glimmering Core ×39
Extinguished Core ×27
Meteoric Bullet ×9After using Skill 3 time(s) within one turn, recovers 2 Skill Point(s) for allies.
When using Ultimate, reduces the enemy target's Quantum RES by 20%, and applies Quantum Weakness to it, lasting for 2 turn(s).
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Increases the Ultimate DMG dealt by 150%.
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
When the turn starts, recovers 1 Skill Point for allies. The maximum number of stacks allowed for the DMG boost effect provided by this unit's Skill increases by 1. The Skill DMG dealt ignores 20% of DEF.