FFR: Solo Archer Part I
Oct. 3rd, 2025 08:11 pm
Oh dear lord.
Archer is one of the two more recently added jobs to Final Fantasy Renaissance. If it wasn't for one broken-ass ability this job has after promotion, I'd easily say it would be worse than Evoker and therefore the worst job this expanded fan remake has to offer. The flaws with the job aren't immediately apparent. But believe me in this preamble, this one is sucky. At the very least, being solo will allow me to show what it's capable of better than any party except four of them could.
Robin is such an awkward name on its own. I thought about Oliver Queen, the Green Arrow. In the end, I decided to take a cue from Sullla's solo Archer in FF5 and go for a mythological route. Yahata, better known as Hachiman in the modern age, is a Shinto deity representing war and archery. Not the first time I've used the name, either!

Bows were naturally added as a weapon type for Archers. On paper, they might seem fine. 5 power isn't much: it's the same as the Small Knife (their other weapon type). But 10 critical! Archers come with the same hit% growth curve as Fighters and Lancers: they start with 10 and gain 3% on every level up. They can wear Wooden Armor for what it's worth early on.

They have solid stats to boot: luck is gained roughly every other level. They have high AGI growth too, and shockingly high HP. It's really weird: their fixed VIT is flaky, but they get a strong HP growth every even level (trivia, it used to be every odd up to a point, which got changed because it made them the only class that didn't get a strong HP up at 2 and that was awkward). STR is fine, and they make no use of INT.
So what's the big deal here?

This.
Bows will only ever get one hit. Asterisk: FAST works with them, thankfully by design. But otherwise? One hit, period. Hit% is instead added into the damage formula. It's opaque how: we've speculated it's half added as flat damage, but the numbers I saw with some testing didn't completely line up. I've talked about how one hit doesn't really work in FFR in my Dark Knight writeup, but at least they eventually do get multiple and do so much damage with their greatswords that it eventually makes up for it. If you think bows are like that too, well. The first one is as strong as the Small Knife, the weakest weapon in the game (even a Wooden Staff has more base damage). That's the pattern. It also goes without saying that if that one hit missed, you're SOL.
So you might be thinking it's better to just stick with knives then, right? There's even some new ones that they get access to. Well, here's the rub: the Archer's core class features, aside from that broken ability I mentioned, all rely on having a bow. HUNTER and ARROWCRAFT go together: if the Archer kills an enemy with a normal attack (bow, knife, or unarmed), they gain special materials. They can be used to forge magic arrows which can then be "cast" in battle. Some of these are pretty decent! But that's the problem: the Archer has to kill stuff. With low damage from bows and knives alike, they are terrible at killing stuff.
Their AIM command also needs a bow: it can be stacked across 1-3 turns, increasing the damage by 120% each time (this seems to affect the actual damage stat rather than multiplying the damage). It's technically stronger than normal attacks: you're doing 220% damage across two turns. In a game with rocket tag gameplay.
Their last ability for now is DETECT TRAPs. It's kinda cute: it highlights spiked tiles. I'll show it off when I can.

For now, a bow was better. It was enough to one-shot IMPs on the outside. Here's what killing an enemy with an Archer looks like. The majority of enemies will drop something on their defeat. For IMPs, this was just FANGs. They're the most common drop and go into every arrow. WOLFs can drop those and HIDEs as well.

Archers have an interesting pause MAGIC menu: instead of just listing your spells, you can craft arrows here. You can hold a maximum of 12 of each arrow, and if you're running multiple Archers, they have to share their "charges" for better or worse. That said, you can hold up to 99 of each material and can craft at will, so at worst it's 12 each per battle. Arrow "magic" more or less resolves as a physical attack with riders attached, up to and including being able to miss and critical hit. FANG SHOT reduces an enemy's attack, while LEG SHOT...well. I'll get to that shortly.
Level 3 was good enough for GARLAND. I had Yahata drop a save outside just in case and walked in.

And this is LEG SHOT. All magic arrows beyond the first have a flat 50% chance of inflicting a status ailment. In the case of this, it's paralysis. It deals "double effectiveness" on enemies of the right type, which is giants in case of this one. It means a 100% chance of an infliction and maybe the usual 4-8 extra damage. I still lost this fight when GARLAND broke out and killed Yahata because he kept missing the procs on FANG SHOT.

I gave AIM a try next time, and that did better: a solid 73 damage hit or so after the initial paralyzing hit. More than enough to win!
Across the water after though, things got bad. There were more materials to get from the enemies there. I'll cover them in a bit.

Archer is a very slow killer. At the start of the game where everything has one hit, it's actually one of the hardest hitting jobs out there. Then that advantage very quickly evaporates. For example, at level 7 with a Rapier, a Warrior has 2-hits. They'll have 22 total attack. So before enemy absorb, they're dealing 22-44 damage twice. Skew these numbers even more if you grind them out a Silver Sword, and hey: basically every job has a counterpart.
Actually, let's do just that. A Warrior has 36 total attack at level 7 with a Silver Sword: 36-72 across 2-hits. The Elven Bow is the Archer's counterpart: 12/20/15 offenses. They can have a maximum of 13 STR at this point, so an individual hit deals 24-48 damage. 48 hit% which works out to 24 extra. So at most, they would do like 72. The upper end of a Warrior hit. That's all before enemy absorb, which hurts the Archer even more. In practice when I did a casual when the job was first released (Warrior, Red Mage, Spellblade, Archer), it was by far the weakest physical force in the Marsh Cave. The Warrior and Spellblade would smack something for over a hundred damage, the Red Mage would be a bit behind (if not nuking stuff), and the Archer would be doing like 40. These numbers only get worse as the game goes along.
Of course, the other problem with being slow and having weakish armor is that enemies can gang up and kill the Archer easily in a solo setting. Some would take it like a champ, and all of them can hit harder than they could hope for. And knives are weak and the damage works out to around the same anyway. They're pretty dire...
In short, it was time to grind for the PIRATEs. Archer is one of a few jobs so far that has no easy answer to them (uniquely, their promoted version does, but that's only relevant in New Game+). They have to go right through. I was no stranger to it having done solo Thief before. I needed to have Yahata find his footing first before grinding near Pravoka. It's that bad. I even splurged on a Longbow (8/15/10) just to gain any advantage I could.

This is without question the most convoluted grind method I've ever done. HIDEs drop from WOLFs and were guaranteed to drop from MADPONYs. Groups of them were the fourth and second encounters after a hard reset, though the latter could be tough fighting. This provided LEG SHOT ammo. OGREs happen to be giants, so it was a guaranteed paralyze on them. Yahata could then pepper them with arrows or AIM until they dropped.

Aside, want to know something funny? GIANTs are giants. Shock and awe, I know. This was more memetic than ideal, but Yahata could kill them.

I decided level 10 would be enough to handle the PIRATEs. I had Yahata use a knife instead to cut out the chance of missing. One nice thing here was high evasion making him relatively dodgy. I whittled the number of PIRATEs down to four, had my Archer chug HEALs, then finished them off.

First try, nice. That could have gone a lot worse.
So now Yahata had the materials for several more shots. TAILs (which I got mainly from SHARKs for now) went into TAIL SHOT, which had a slow effect and is effective on aquatics. Yeah, this is "screw over KRAKEN: the weapon", but everything else still has a flat 50% of being hit. It's what's nice about the arrows, there is no resistance short of resisting the status itself, which only CHAOS and some FFR exclusive enemies can. You either win the coinflip or you don't.
BLOOD came from several sources: squidmen have it guaranteed, but giant and ogre type enemies drop it. They combine with the usual FANGs and TONGUEs (Creeps, Lizards, and always from dark elves) and EYEs (eyes mainly, but again from giants and ogres) for THROAT SHOT and HEAD SHOT respectively. The latter targets humanoids and can inflict blind, confusion, or stone. It can mess up the Dancer superboss (immune to the other two but gets crippled by blind for mechanical reasons) but that's about it, the status is a diceroll. But THROAT SHOT, this one inflicts silence. Its target? Spellcasters (aka mage).
Recent FFR versions classify anything that uses magic as one (and removes the property from TIAMAT who didn't use it), so you can shut off the spells and skills of them guaranteed. Even if they only use skills, you can shut them down. Some enemies do have silence awareness now in FFR; I'm assuming LICH is one of them because CHAOS got immunity I assume just because this exists, and Ozmo loves his balancing that makes using status sometimes counterintuitive. Still, physicals are often way easier to deal with than spells, so.

I went into the Marsh Cave with Yahata at level 13. I had been making sure to keep Yahata's LUCK high, which paid off in being able to escape from most encounters on the first try. Here's what DETECT TRAPs looks like in action. You see a little glowing tile where the fixed encounters are. Like I said, it's cute, and there is a minor gameplay aspect to this after promotion, but that's about it. There's no disarming the traps here.
The WIZARDs basically boiled down to landing paralysis on them. While the squid monsters are considered to be aquatic, there wasn't much point in hitting a TAIL SHOT on them.
Oh yes, and slimes were here too. This is important because they dropped GEL. This and ASH went into SPIRIT SHOT: effective on MagicBeasts (sic, as they're called in game; called magical in AstralEsper's guide) and has the chance to reduce magic defense by half. So in other words, almost useless for Yahata: he could still use this followed by the Bane Sword or Wizard Staff, but that's about it. His magic arrows have fixed odds of infliction independent of magic defense.

ASTOS was when I used THROAT SHOT for the first time. 100% odds of silencing a spellcaster! The dark elf was near helpless at this point.

All he could do was swing futilely as Yahata charged up and arrow and drove it through his tongue. If there is one thing Archer is good at, it's dealing with bosses. They can cheese just about any of them with their status. Thing is, most of the threat in FF1 comes from random encounters. And while Yahata was gaining a lot of them, you really have to baby an Archer in a full party to get any.
There's a lot to say and write about this job, so we'll cut here.
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