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Archer Beam

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The Archer Beam is an extremely long range Energy weapon, providing destroyers with a valuable new tactical option.
  — In-Game Description 

Stats[edit | edit source]

Archer Beam I
ArcherBeam1.png
II
ArcherBeam2.png
III
ArcherBeam3.png
SPECIFICATIONS Notepad.png
DPS 26 Energy 40 Energy 66 Energy
Mass 392 t 707 t 1,414 t
Range 0-3,600 m
Speed 3,000 m/s
Firing Cycle C: 3.0 / F: 8.0 / R: 1.0 / N: 40
Traits Beam
Restricted to Destroyers
Hull XP 2,527 XP 3,335 XP 4,105 XP
BLUEPRINT CompleteBlueprint.png
Arms Lab Required VII VIII IX
EQUIP ModuleRefit.png
Time Time.png 32m 00s 2h 51m 5h 57m
Helium-3 Helium3.png 625,365 3,309,765 6,950,978
Antimatter Antimatter.png 69,485 1,103,255 2,316,993


General[edit | edit source]

The Archer Beam is an Energy weapon with extremely long range but is only available to destroyers.

It charges up and fires a golden beam, sustaining it for a long time before a brief cooldown.

Strategy and Setup[edit | edit source]

Advantages[edit | edit source]

Archer Beams appear thinner than Impulse Beams

Archer Beams are optimized for base combat. When boosted with Focused Optics V, the weapon exceeds the range of even Arc Missiles, allowing your destroyers to take out enemy defenses from afar.

Archer Beams also outrange most other FvF destroyers, forcing them to get closer in order to fire on your ships.

Disadvantages[edit | edit source]

Archer Beams are incredibly heavy for an Energy weapon, this only gets worse when you equip Focused Optics, making Siege Drivers still a viable choice for base sniping, and Impulse Beams for fleet combat.

Archer Beams take a long time to charge up, making them powerless against incoming squadrons and agile ships that weave in and out of your narrow firing arc.

Trivia[edit | edit source]

  • The Archer Beam had the longest beam duration in the game until the Cyclotron Beam was released.

Gallery[edit | edit source]