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.

Charge Levels and Arrow Values
ShotArrowsRaw MV per arrowElement modifier per arrow
Normal Lv 1170.20x
Normal Lv 2290.35x
Normal Lv 33100.70x
Normal Lv 43110.80x
Power Shot Lv 2390.50x
Power Shot Lv 35110.70x
Power Shot Lv 46111.00x

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.

Coatings and Status
CoatingMain effect
Close-rangeApplies 1.18x raw and changes effective distance.
PowerApplies 1.35x raw.
Poison, Paralysis, SleepAdds 7 status per arrow, or 10 with the bow's plus functionality.
BlastAdds 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

Core Offensive Priority
PrioritySkill or systemMechanical reason
1Bow Charge PlusUnlocks Lv 4 with higher Power Shot arrow count and charge modifiers.
1Matching element attack to the visible capMost ordinary bow damage repeatedly applies element through multiple arrows.
1Weakness Exploit Lv 3 and affinity to 100%Scales raw and enables critical-element set effects on the intended wounded shot weak point.
1Critical Element or True Critical ElementAllows the elemental component to crit; requires the corresponding set bonus.
1Enough Constitution and Stamina Surge for the selected loopSustain high charge levels; account for meal and item effects before adding redundant reduction.
1Clutch Claw Boost Lv 1Makes the light clutch attack wound in one completion.
2Spread/Power Shots and Normal ShotsIndependently raise their supported shot families; rank depends on the loop's shot share.
2Critical BoostRaises 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

Defensive and Utility Priority
PrioritySkill or systemBow interaction
1Health Boost Lv 3 and upgraded armorOffsets ranged physical-defense risk and the lack of a guard.
2Evade WindowExtends charging-sidestep invulnerability.
2Stamina SurgeRestores the same resource needed for offense and evasive movement.
2Stun Resistance or matchup resistancePrevents control loss after a failed close-range dodge.
3Evade ExtenderChanges sidestep spacing and can leave the next spread outside its effective range.

Settings and Mechanical Details