The Archer Beam is an extremely long range Energy weapon, providing destroyers with a valuable new tactical option
  — In-Game Description 
Archer Beam I II III
Mass 392t 707t 1,414t
DPS 26 40 66
DPV 312 480 792
Range 0-3,600 m
Projectile Speed 3,000 m/s
Firing Cycle C: 3.0 / F: 8.0 / R: 1.0 / N: Infinite
Sound Effect Charging
Weap warm beam red 01


Weap fire beam red 01


Impact beam red 01
Obtaining (Blueprint)
Complete Blueprint
Prev. Available in
Scorched Earth (Store),
Devastation (Store)
Complete Blueprint
Curr. Available in
Sector Strike (Store)
Arms Lab Required VII VIII IX
Time 32m 2h 51m 5h 57m
Helium-3 625,365 3,309,765 6,950,978
Antimatter 69,485 1,103,255 2,316,993

Archer Beam I, II, and III, Respectively


The Archer Beam is an event weapon energy weapon. It was first available in the event Scorched Earth and Devastation. They fire a thin, gold beam at its target for a sustained period of time, longer than other beam weapons. They take a few seconds to charge between firing sessions.

They are rare to see in combat, but are both used in both base incursions and fleets battles. They can be seen equipped on low level fleets as well.

Strategy and Setup

Archer 2

Archer beams appear thinner than Impulse beams


The Archer beam is a direct upgrade over to the Thermal beam, with more range and damage. Making it good for all around PVP and attacking bases. Destroyers equipped with Archer beams can still out range SICO missile turrets if it is equipped with focused optics V, a deadly but common base defence turret.

To add to its effectiveness, the Archer beam can hit targets that are hiding behind other ships, rendering the usual tactic of hiding damaged ships behind more healthy ships useless.

Archer beams are used in a similar manner with Impulse beams in base attacks, except with slightly more range.


Like the Thermal beam, it has a few seconds delay to fire when a ship is in range, a disadvantage that can be considerable as it can only deliver its damage in bursts with long delays in between.

The Archer beam takes few seconds longer to charge, but lasts longer than the Thermal Beam and Impulse beam, and outperforms them statistically. This also forces the user to keep the target inside the firing arc until the weapon finishes charging and discharging. If the target maneuvers outside the firing arc, the beam halts and will have to restart its entire charge up sequence.

This weapon is also only exclusive to destroyers.

Archer beams are very heavy, especially when enhanced with weapon boosters like focused optics which are essential on destroyers.


  • It is the third ship, energy beam weapon to date, the first being Thermal beam, and second being the Impulse beam.
  • The Archer Beam's firing Duration is the longest of all the energy weapons to date, lasting for a full 8 seconds.


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