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Archer

Archer

弓箭手

⚔️ TroopCommonGame textCards

Multi-axis profile and growth

Curve points come from the client fields (M*Boost), reconciled against a runtime save: MaxHP × MHPBoost^(level−1). No global run bonus is included (a fresh run has none).

Survival591 HPP95 1,138Damage82.4 DPSP95 294.1Atk speed0.98 /sP95 1.00Mobility1.50 tiles/sP95 3.91

Radius = √(value ÷ P95); rings are 25 / 50 / 75 / 100% of the radius. Axis labels show this troop’s value, with that axis’s P95 in small text.

Total HP
0295591Archer L1: 126.0Archer L2: 315.0Archer L3: 590.6×4.69L1L2L3
Total DPS (no crit)
04182Archer L1: 11.3Archer L2: 35.2Archer L3: 82.4×7.32L1L2L3
  • Survival:591 HP = 21.875 HP × 27 units(percentile 62%,client field;P95 1,138)
  • Damage:82.4 DPS(percentile 64%,derived;P95 294.1)
  • Atk speed:0.98 /s(percentile 86%,derived;P95 1.00)
  • Mobility:1.50 tiles/s(percentile 54%,client field;P95 3.91)
  • Growth:5.86×(√(HP × DPS growth at max level), derived)

Axes are max-level values: survival = total HP, damage = attack ÷ interval × units (no crit), attack speed = 1 ÷ interval, mobility = walk speed. Growth = √(total HP multiplier × total DPS multiplier).

Percentile in the 38 comparable troops

Survival62% · 591 HP
Damage64% · 82.4 DPS
Atk speed86% · 0.98 /s
Mobility54% · 1.50 tiles/s
Growth83% · 5.86 ×

The bar is the percentile rank against all comparable troops; the number after it is the actual value. Percentiles are computed from the data, not typed in.

Level by level

LevelUnitsHP / unitTotal HPAttackInterval (s)Attacks / sDPS / unitTotal DPSSpeed
Lv1914.00126.02.0001.6000.6251.25011.31.500
Lv21817.50315.02.5001.2800.7811.95335.21.500
Lv32721.88590.63.1251.0240.9773.05282.41.500

Total DPS here excludes crit on purpose: the per-level crit formula cannot be verified against the local client, so crit is shown as separate rows below.

Raw values and multipliers

FieldValueSource
Base HP (MaxHP)14.000client field
Base attack (AttackStrength)2.000client field
Base interval (AttackDelay)1.600 sclient field
Base walk speed (WalkSpeed)1.500client field
Units per plot (MTroopCount)9client field
Level cap (MaxLevel)3client field
HP multiplier (MHPBoost)1.250 → 4.69× totalderived
Attack multiplier (MAttackStrengthBoost)1.250 → 1.56×derived
Interval divisor (MAttackDelayBoost)1.250 → 1.56× fasterderived
Walk multiplier (MWalkSpeedBoost)1.000 → 1.00×derived
Crit chance (base field)10.00%client field
Crit chance (run bonus)10.00% + 0.1 pp × nsave-reconciled
Crit chance per level (MCritChanceBoost)1.050×unverified · no sample
Crit multiplier2.00×client field

Crit is split in two: the run bonus is reconciled against 8/8 save samples (CriticalChance + 0.001 × run index n), while the per-level MCritChanceBoost has no sample and stays unverified.

What this chart leaves out AOE, piercing, idle time from range, summons and splits, thorns and armour, plus run policies and blessings — those are positioning and build, not the card itself. Element powers are integer counters and are 0 on every card in this version, so no element axis exists.

Compare this troop with others →

Type
⚔️ Troop
Rarity
Common
Combat stats
HP14
Attack2
Attack interval (s)1.6
Range10
Move speed1.5
Crit chance0.1
Crit multiplier2
Projectile1
Projectile size0.1
Projectile flight time0.7
Stop distance10
Card fields
Rarity index0
Costs action1
Limitless levels0
Card power1
HP growth / level1.25
Move speed growth / level1
Attack growth / level1.25
Attack speed growth / level1.25
Life steal growth / level1
Crit multiplier growth / level1
Crit chance growth / level1.05
Freeze growth / level0
Thunder growth / level0
Combustion growth / level0
Steel coat growth / level0
Explosion growth / level0
Max level3
Units per plot9
Mobile unit cap9
Cost4
Start wave0
Subtype0
Range1
Difficulty1
Description

Deals weak but fast ranged damage.

Level art
Archer Level01
Level01
Archer Level02
Level02
Archer Level03
Level03
Game ID
Archer
Sources
Local game files (Early Access)

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