Bow Guide
Bow converts stamina into repeated charged shot and Power Shot levels. Its raw MV, arrow count, element modifier, coating modifier, and shot hitzone are separate factors, making element and stamina economy central to most builds.
Scope and Weapon Model
This article assumes final-patch Iceborne. Bow's displayed Attack multiplier is 1.2, so 360 displayed Attack represents 300 true raw. It has no guard, is a light clutch weapon, and receives the ranged physical-defense adjustment. The official manual: Hunter's Notes owns controls; this article covers charge state, arrows, coatings, stamina, and skills.
Charge Levels and Arrow Values
Holding a draw, firing consecutive supported shots, or using a charging sidestep changes charge level. Without Bow Charge Plus, the normal maximum is Lv 3; the skill unlocks Lv 4. Higher level changes raw per arrow, arrow count, element, status, and some coating behavior rather than applying one universal multiplier.
| Shot | Arrows | Raw MV per arrow | Element modifier per arrow |
|---|---|---|---|
| Normal Lv 1 | 1 | 7 | 0.20x |
| Normal Lv 2 | 2 | 9 | 0.35x |
| Normal Lv 3 | 3 | 10 | 0.70x |
| Normal Lv 4 | 3 | 11 | 0.80x |
| Power Shot Lv 2 | 3 | 9 | 0.50x |
| Power Shot Lv 3 | 5 | 11 | 0.70x |
| Power Shot Lv 4 | 6 | 11 | 1.00x |
Arrow spread means every theoretical projectile is not guaranteed to land on the same weak point. Normal shots and Power Shots also have different critical-distance shapes.
Stamina Economy
Charging and charging sidesteps consume stamina; Power Shots also add cost to a sequence. Stamina recovery is paused or delayed during parts of those actions. The damage of a loop therefore depends on how many high-level shots fit before recovery is required, not only one shot's table value.
Constitution reduces fixed-action stamina costs. Stamina Surge increases recovery rate. Meal effects and Dash Juice can combine with those systems but are subject to stamina- cost reduction limits; reaching a cap makes further reduction redundant.
Coatings and Status
coatings are finite ammunition-like modifiers enabled by each bow.
| Coating | Main effect |
|---|---|
| Close-range | Applies 1.18x raw and changes effective distance. |
| Power | Applies 1.35x raw. |
| Poison, Paralysis, Sleep | Adds 7 status per arrow, or 10 with the bow's plus functionality. |
| Blast | Adds 15 blast per arrow, or 20 with plus functionality. |
Status coating buildup is further multiplied by charge level: 1.0x, 1.2x, 1.4x, or 1.6xfrom Lv 1 through Lv 4, then by the move's own status modifier. It is not the ordinary melee one-third proc.
Thousand Dragons and Dragon Piercer
Thousand Dragons fires six main arrows plus a slinger-ammunition-dependent component. Remaining ammo count and ammo type can change raw type, fixed damage, element, stun, exhaust, and number of contacts. Slinger Capacity can therefore change its result, not just leave spare ammo afterward.
Dragon Piercer travels through the monster with repeated shot contacts and can sever tails. Later contacts are reduced after the ninth, so body length and path through shot hitzones define its result. It is a long raw-oriented commitment and does not represent ordinary elemental bow loops.
Core Offensive Priority
| Priority | Skill or system | Mechanical reason |
|---|---|---|
| 1 | Bow Charge Plus | Unlocks Lv 4 with higher Power Shot arrow count and charge modifiers. |
| 1 | Matching element attack to the visible cap | Most ordinary bow damage repeatedly applies element through multiple arrows. |
| 1 | Weakness Exploit Lv 3 and affinity to 100% | Scales raw and enables critical-element set effects on the intended wounded shot weak point. |
| 1 | Critical Element or True Critical Element | Allows the elemental component to crit; requires the corresponding set bonus. |
| 1 | Enough Constitution and Stamina Surge for the selected loop | Sustain high charge levels; account for meal and item effects before adding redundant reduction. |
| 1 | Clutch Claw Boost Lv 1 | Makes the light clutch attack wound in one completion. |
| 2 | Spread/Power Shots and Normal Shots | Independently raise their supported shot families; rank depends on the loop's shot share. |
| 2 | Critical Boost | Raises critical raw, not elemental critical damage. |
Special Ammo Boost raises Dragon Piercer and Thousand Dragons under its supported rules, not ordinary charged shots. A dedicated raw piercer model therefore has a different priority from an elemental shot loop.
Defensive and Utility Priority
| Priority | Skill or system | Bow interaction |
|---|---|---|
| 1 | Health Boost Lv 3 and upgraded armor | Offsets ranged physical-defense risk and the lack of a guard. |
| 2 | Evade Window | Extends charging-sidestep invulnerability. |
| 2 | Stamina Surge | Restores the same resource needed for offense and evasive movement. |
| 2 | Stun Resistance or matchup resistance | Prevents control loss after a failed close-range dodge. |
| 3 | Evade Extender | Changes sidestep spacing and can leave the next spread outside its effective range. |
Settings and Mechanical Details
- Aim and camera speed should permit individual weak-point tracking; settings do not change arrow spread or critical distance.
- Charging sidestep direction follows movement input relative to the current aiming state, so camera control affects the next firing line.
- Mind's Eye/Ballistics changes supported distance behavior; it does not make every arrow in a spread hit one part.
- Arc Shot adds blunt stun and can interrupt teammates. Its low direct MV and multiplayer footprint are separate from its threshold value.