MONSTER HUNTER RISE

MONSTER HUNTER RISE

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How-to Bow (MHR:S Ver.16)
By Ya_Mama--
Why this guide?
The goal isn't only to teach you how to play Bow, but why we play the way we do. Hopefully by reading this guide you'll understand which gameplay elements work for you and which don't. This guide focuses on players who're new to Bow, but I do go quite in depth. Even the veterans among you can find some ideas to optimize your Bow-plays. This guide can be used if Bow is your first weapon, but this isn't a beginners guide to the game in general (beware of spoilers). This guide does assume that you own Sunbreak.

Why me?
I'm a Bow only player in Monster Hunter Rise. At the time of writing almost 3500 monsters have played catch with my arrows. During those 3000 hunts with Bow I've picked up a thing or two I'm willing to share. When someone suggested I should make a Bow guide, I figured why not? So, here we are. My first guide on Steam.

TLDR:
How? Shoot => Dodge => Repeat.
Why? DPS.
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General Settings & Key Bindings
Default settings are somewhat tedious to work with, so I adjusted them.

Mouse and keyboard
Unfortunately, the game still translates keyboard inputs to controller inputs. This effectively means that sometimes your weapon doesn't do what you want it to do. Especially when using abilities that require multiple controller inputs. Despite that, I still recommend playing Bow with mouse and keyboard.

General settings




Key Bindings
Default key bindings suck harder than an Arzuros sucks honey. Of course it's personal preference, but feel free to yoink my setup. I'll be referencing my own Key Bindings throughout this guide.






Dictionary
Just so you know what the hell I'm talking about.

Need to know terms
Term
Definition
Charge Level
When you shoot, you charge your Bow. Increasing your Charge Level increases your damage. Charge Levels range from 1 - 4 (some Bows only have three).
Shot Type (Arrow Type)
This refers to the type of arrows the Bow shoots. Bows use either Rapid arrows, Pierce arrows, Spread Arrows, or in most cases a combination thereof. Every Bow has a Shot Type linked to each of its four Charge Levels. Technically Dragon Piercer and Stake Thrust count as Shot Types too, but they are not linked to Charge Levels, meaning every Bow has access to those.

For the sake clarity I'll often refer to this as Arrow Type.
Shot Level
Shot Levels range from 1 - 5 and are linked to Arrow Types. The higher the level, the higher the motion values, the higher the damage. Meaning you want to look out for Bows with the highest Shot Level (5), on the preferred Arrow Type (Rapid, Pierce or Spread), at the highest Charge Level (4).
Charge Shot (Normal Shot)
Quite literally a normal shot. Aim with the right mouse button, shoot with the left mouse button. If you don't have your weapon equipped you can use the same buttons to Wiredash. If you want to be 100% correct, this shot is called Charge Shot + Charge Level (i.e. Charge Shot Level 1, Charge Shot Level 2, etc.). This is why after either Charge Shot Level 3 or Charge Shot Level 4 (depending on your maximum Charge Level) you shoot a Charged Shot.

To avoid further confusion I'll just refer to them as Normal Shot and Charged Shot.
Charged Shot
A Normal Shot fired at your maximum Charge Level. Only one Normal Shot is turned into a Charged Shot. The next normal shot will overcharge your Bow and reset your Charge Level.
Power Shot
This is your main damage dealing shot and the core of your combo. Use it after maximizing your Charge Level. It's mapped to the lower side mouse button.
Power Volley
For all intents and purposes this is Power Shot. But it has a longer animation and shoots one extra arrow. It's also mapped to the lower side mouse button.
Herculean Draw
This is the main opening of your combo. It lasts for thirty seconds and when active you deal 10% more damage. It's mapped to the scroll click button.
Aerial Aim
The finisher of your combo and the fastest option to make monsters rideable. Jump into the air and shoot three volleys with additional damage. Activate it with your upper side mouse button.
Stamina reduction
This refers to reducing the amount stamina each action costs.
Stamina regeneration
This refers to the amount of stamina you get back when it starts regenerating.
Hitzone Values
Bows mostly use Shot Hitzone Values, but the Melee Attack, Butcher's Bind and Dragon Piercer use Sever Hitzone Values. Both of these values use the Raw damage of your Bow for damage calculation.
Weak spots
Weak spots refer to parts of the monster that have a Raw Hitzone Value of at least 45 (for Weakness Exploit).
Elemental Hitzone Values
This refers to the element weaknesses of a monster, and therefor use the Elemental damage of your Bow for damage calculation. Bows with Elemental damage usually have lower Raw damage. Despite that, it's worth bringing a Bow with the corresponding Element.
Elemental Weak spots
Elemental weak spots refer to parts of the monster that have an Elemental Hitzone Value of at least 20 (for Elemental Exploit) or 25 (for the Elembane Jewel 3).
Monster Physiology
When visiting the Physiology tab of a monster (Hunter's Notes), you'll see all the Htizone Values mentioned above. So using Great Izuchi as example, where should you aim?



  1. The highest Shot Hitzone Value on Great Izuchi is linked to the head and tail tip. Ignore all other parts.
  2. The highest Elemental Hitzone Values on the head and tail tip come from Thunder. Ignore all other Elements.
  3. So, you want to use a Thunder Bow and aim for the head or tail tip, depending on which part you can hit more consistently from your current position.
  4. If you use an ability that deals Sever damage, you can see that the head has a higher Raw Hitzone Value than any other part. That means you should always aim for the head, again with a Thunder Bow. You can also deal Sever damage to tails in order to cut them (if possible).
The Basics
In my opinion, Bow is easy to learn and hard to master. So lets start with learning the easy part.



Stamina
Bows exchange stamina for damage. Stamina is required for each shot and every dodge. Running out of stamina is the equivalent of running out of arrows. In order to play Bow well, you need to manage your stamina well. You can increase your total stamina, improve your stamina reduction and enhance your stamina regeneration (more on that later).

Charge Levels
The Bow is a charge weapon. That means each consecutive Normal Shot raises the Bows Charge Level by one. As you increase its Charge Level, you'll gradually shoot more arrows per shot, and thus your damage increases. When you reach the maximum Charge Level (either three or four), your next Normal Shot will turn into a Charged Shot. The following Normal Shot will overcharge your weapon, aka reset your Charge Level.

Alternatively, holding the Normal Shot key gradually charges up your Bow without releasing the arrow. Ideally you want to be shooting, but this can be useful if you've to adjust your aim. Since Rampage Bows got f'd (F), we now have to deal with Bows that have an identity crisis. Holding to charge is the only way to somewhat continue the trend of not using those mismatched Arrow Types.

Pretty much until you're settled in High Rank, your Charge Level maxes out at three. To unlock Charge Level 4 you need:
  • Firing: Charge on your Rampage Bow (it's bad and redundant);
  • High Rank: Mighty Bow Feather;
  • Master Rank: Mighty Bow Jewel 4.

There're some Bows that don't have access to Charge Level 4, and Bows that have access to Charge Level 4 by default. For the latter Bow Charge Plus is redundant.

After the first charge, your Bow gains an aura. Its color changes depending on the Charge Level. Knowing which color corresponds with each Charge Level is a great visual cue:

Charge Level
Color
Raw Damage
Elemental Damage
Status build-up
Level 1
No aura
65%
80%
80%
Level 2
Red aura
100%
100%
100%
Level 3
Yellow aura
125%
110%
112,5%
Level 4
White aura
135%
120%
115%

As you can see, Charge Level 3 and Charge Level 4 deal more damage, which is why you want to stay at your maximum Charge Level for as long as possible.
Step 1: Choosing a Bow
Before you can play with a Bow, you've to decide which Bow.

Arrow Types
Bows shoot three types of arrows: Rapid, Pierce and Spread. This is referred to as the Shot/Arrow Type of your Bow. Each Arrow Type is associated with a different playstyle.
  • Rapid (medium range): A Rapid playstyle relies on staying at medium range. You can reposition fairly easy to hit weak spots. If you're playing with a full party it's unlikely the monster will target you, but that doesn't mean attacks aimed at others won't hit you. In case the monster does target you, there's enough time to see it coming and respond appropriately. Because the Rapid playstyle doesn't rely on the monsters behavior for DPS, it can be used in literally every situation.

  • Spread (close range): A Spread playstyle relies on staying close to the monsters weak spots. Mainly because Spread Bows shoot their arrows in a cone. You want the entire cone to hit a monsters weak spot. Because you're more likely to be targeted, you have to rely on your counter more often compared to Rapid and Pierce playstyles. This playstyle does very well against monsters that stay relatively close when moving around, and have big juicy weak spot (Goss Harag). This playstyle does really well in Rampage missions too.

  • Pierce (long range): A Pierce playstyle has the highest damage dealing potential out of all Arrow Types, but relies heavily on positioning, accurate aim and suitable monsters. That's because each arrow has multiple hits as it pierces through the monster in a straight line. The goal is to line up and land as many of those hits in weak spots as possible. This can be challenging on its own, let alone if the monster is also moving and twisting around. The Pierce playstyle does extremely well against long monsters that stay relatively still (I'm looking at you, Allmother).

    To summarize
    Both Pierce and Spread playstyles deal more damage than the Rapid playstyle, on paper. In practice it's not so simple. The Pierce playstyle requires the right target, and a Spread playstyle requires proficiency with your counter. A Rapid playstyle is a nice balance between the two, and therefor recommended learning the Bow.

    Shot Levels
    If you take a look at the Equipment Info of a Bow, you'll see the Charge Levels (1 - 4), Arrow Types and corresponding Shot Levels (1 - 5). Ideally, you want your Bow have Shot Level 5 on Charge Level 4. If you're consistent with maintaining Charge Level 4 for a considerable time, any Bow with Shot Level 5 on the Charge Level 4 becomes viable.



    Critical Distance
    Aim your Bow and pay attention to the color of your reticle to find the Critical Distance. An orange one means you're in Critical Distance, yellow means you're either too close or too far. When you're outside the Critical Distance, your damage drops by about 20%. The Critical Distance varies for each Arrow Type and can be adjusted with the Close-range Coating and the Ballistics skill.
    Good
    Bad

    Deviation
    Unfortunately, some shots deviate. Those hit lower and to left of where you're aiming.



    Raw damage & Elemental damage
    Early on, Raw damage should almost always be prioritized when boosting your damage output.



    Some Bows trade in some Raw Damage in exchange for Elemental damage. As a baseline, 10-30% of their total damage output comes from Elemental damage. That's why percentage increases for Elemental damage are an afterthought, at first.

    Once you unlock Qurious Crafting, you can equip Elemental Bows with more Elemental damage. With the extra Elemental damage they outperform Raw Bows consistently. So remember which monster is weak to each element.

    Ammo Coatings
    Every Bow can use various Coatings, which gives each arrow additional effects, ranging from status build-up to damage. You should always use Reload Speed Level 2, so you can equip Coatings on the fly via scrolling. If needed you can remove Coatings by pressing the Z-key, but this does reset your Charge Level.
    • Power Coatings: Deals 135% damage. Available for fifty shots.
    • Close-range Coatings: Deals 120% damage and lowers your Critical Distance far enough that it removes the too close penalty. It never runs out, so use it when you're out of Power Coatings or if a monster closes in.
    • Exhaust Coatings: Adds eight exhaust build-up to all shots and four stun build-up to headshots. This Coating removes Elemental Damage, but works really well with Absolute Power Shot (similar effect, more on that later). This Coating removes Elemental damage and is available for twenty shots.
    • Poison, Para, Sleep & Blast Coatings: Builds-up (would love to know how much) the corresponding Status Effect. Especially the ''+'' variants are capable of triggering these nearly on command. These Coatings remove Elemental damage and are available for twenty shots.


    Your Melee Attacks also benefit from the Coating effects, plus those attacks don't consume Coatings. Also, you can craft more Coatings in the hunting zone if you want.

    Best Bows
    With an exception or two, the Rampage Bow is the only Bow that consistently uses one Arrow Type, has access to Shot Level 5 on Charge Level 4, deals Elemental damage on top of decent Raw damage. And to top it off, has access to both Power and Exhaust Coatings. It has a Rapid and Pierce variant for each of the five elements as well as a Raw one. It's the ideal template of what you want out of your Bow.



    Unfortunately there's no Master Rank upgrade for the Rampage Bow. They take quite a bit of effort to craft, meaning it's not worth it if you've bought Sunbreak. Most Bows have an identity crisis, and therefor aren't worth crafting. The Weapon Trees below are worth crafting. Some are good, others are the least bad.

    Damage Type
    Rapid
    Pierce
    Spread
    Raw / Blast
    Ore 2 / Teostra
    Shogun / Pyre Rakna
    Chameleos / Orangaten
    Fire
    Silver Rathalos
    Rakna-Kadaki
    Rathian
    Water
    Mizutsune
    Royal Ludroth
    Daimyo
    Thunder
    Tobi-Kadachi
    Zinogre
    Khezu
    Ice
    Ice
    Kushala Daora
    Barioth
    Dragon
    Malzeno / Chaotic Gore Magala
    Primordial Malzeno
    Valstrax
Step 2: Shoot, Dodge, Repeat
To master the Bow is to master its two components: maintaining your maximum Charge Level and managing your stamina.

Power Shot and Power Volley
After your Charged Shot, the next Normal Shot will reset your Charge Level. That's why you'll want to avoid another Normal Shot, and use Power Shot and Power Volley instead:
  • Power Shot: Your main damage dealing ability. It costs 25 stamina without stamina reduction and can be brought down to 10 stamina. It raises your Charge Level and can't reset your Charge Level. Despite that, you only want to use this ability when your Charge Level is already maxed out. It's mapped to the lower side mouse button. Using a Normal Shot after Power Shot resets your Charge Level.
  • Power Volley: For all intents and purposes, this is Power Shot. Which is why a lot of people will call this ability Power Shot. It has a longer animation than Power Shot and shoots one extra arrow. Because of the longer animation the extra arrow doesn't necessarily mean more DPS, but it does provide better stamina management. In other words, Power Volley is situational. Which is why I'll make a distinction between the two terms, and not use them interchangeably.

Dodging
After every Normal Shot, Charged Shot, Power Shot or Power Volley you can perform a dodge. Using a dodge maintains/raises your Charge Level, can't reset your Charge Level and costs stamina. So, why shoot, dodge, repeat? Well...using a Normal Shot, Charged Shot or Power Shot after a dodge, doesn't reset your Charge Level. See how it's coming together? The only way to maintain your Charge Level indefinitely, is to dodge. Until you run out of stamina of course.

Total stamina
Always eat Dango, you want that extra stamina (and health):
  • From the start: +20 Health & Stamina
  • Reach ★3 Village or ★2 Gathering Hub: +30 Health & Stamina.
  • Reach ★4 Village or ★3 Gathering Hub: +40 Health & Stamina.
  • Reach ★5 Village and complete one quest: +50 Health & Stamina.

Stamina reduction
Stamina reduction caps out at 75%, and is made up of two sources:
  • Internal Reduction (50%): Constitution (10% for each level) & Dango Fighter (10% for each level).
  • External Reduction (50%): Dash Juice (25%) or Peepersects (25%), Go Fight Win (25%) & Hunting Horn (50%).

The general consensus was combining Constitution Level 4 with Dango Fighter Level 2 for 50% internal reduction. But since the release of Sunbreak we can opt for slotting in less Constitution Levels, and eat upgraded Dango Fighter instead. The more we upgrade our Dango, the lower the activation chance. On average you'll have to reset and try again about 1-3/10 times, depending on the Dango Level. Or play with just 20-40/50% internal stamina reduction.

Dash Juice (lasts 180 seconds) and Peepersects (lasts 90 seconds) don't stack, but do refresh the timer. There're also diminishing returns. So combining Dash Juice or Peepersects with Go Fight Win gives you a 44% external reduction. If there's a MVP Hunting Horn playing the stamina song (and not the sharpness song for some reason), they can take care of your 50% external reduction all by themselves.

The internal stamina reduction of 50% and external stamina reduction of 44% total up to 72% stamina reduction. If Go, Fight, Win is not active, your stamina reduction will be at 62%.

Stamina regeneration
The base stamina recovery speed is twenty-five for every 1.2 seconds (36 frames @ 30 fps). Stamina Surge Level 3 (adds 10-20-40% for level 1-2-3 respectively) takes care of all your stamina regeneration needs. This does not impact stamina reduction.

Make sure you've always got a MEGAPINT of Dash Juice on hand (this consumable becomes available relatively soon).[game8.co] It also replenishes hunger. Pay attention to your stamina bar. Do you see it flashing? No? Time to drink Dash Juice!



Stamina management
Increasing your total stamina, improving your stamina reduction and enhancing your stamina regeneration definitely makes a difference, but they don't make you good at stamina management. Being good at stamina management means you can spend as much stamina as possible, without running out. A lot comes down to finding the right timing for your abilities and Switch Skills, so you can regenerate stamina during their animations.

Useless abilities
  • Dragon Piercer: One ability I haven't explained so far is Dragon Piercer. It works similar to a Pierce Arrow and is your highest damage dealing Arrow Type. Make sure you've maxed out your Charge Level before you activate Dragon Piercer. Every Bow can use this ability by pressing the C-key. Despite the high damage numbers, the very long animation time severely lowers DPS (although the duration can be halved after a successful counter). Additionally, it nullifies your stamina regeneration, you can only slightly adjust your aim and you can't cancel the animation. Just like your Melee Attack and Butcher's Bind, it deals Sever damage. So aim for the highest Sever Hitzone Values and/or the tail if you want it. It's never optimal, always risky and always fun to use.
  • Arc Shot: Speaking of useless abilities, Bows can use Arc Shot. It's a waste. But if you press a wrong key and you suddenly release a balloon, that's Arc Shot. Walk through the dust to gain a buff that ends before you can actually benefit from it.
Step 3 (1/2): Item loadout & Buddies
A good preparation is half the work.

Item Loadout
In short:
  • Bring boosts.
  • Bring heals.
  • Bring traps/bombs.
  • Bring Nullberries.
  • Bring Coatings



You've got one open slot for whatever you need to fight a particular monster. Meaning items like Herbal Medicine (cure Poison + Heal), Cleanser (cleanse Webbing & Bubbleblight), Deodorant (remove Stench, Hellfireblight & Blastblight) or Energy Drink (shakes off Sleep).

If you don't need those, you can fill the slot with utility items like Flash Bombs or Sonic Bombs. If you need more than one space you should clear out the Adamant Seed and Hardshell Powder (in that order).

Arguably you don't need the Gourmet Fish if you don't play with health drain skills. Just keep in mind that even a Max Potion won't always restore (more than) your red health if you're afflicted by Bloodblight. In addition, you don't need Dash Juice if you play with Berserk/Strife. Replace it for Immunizer.

If you're new to the game, you might want to take a look at this guide to figure out more about useful items:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2748134725

Palico
A Palico with Go, Fight, Win is essential to improve your external stamina reduction. It also replenishes hunger. I'll share my three most used Palico's in order:

Support Type
Support Move 1
Support Move 2
Support Move 3
Support Move 4
Support Move 5
Support Skill 1
Support Skill 2
Support Skill 3
Support Skill 4
Fight
Rousing Roar
Go,Fight, Win
Power Drum
Shock Tripper
Furr-ious
Status Attack Up
Support-Centric
Artful Dodger
Knockout King
Gathering
Endemic Life Barrage
Go,Fight, Win
Power Drum
Shock Tripper
Pilfer
Status Attack Up
Support-Centric
Artful Dodger
Knockout King
Healing
Herbaceous Healing
Go,Fight, Win
Power Drum
Shock Tripper
Healing Horn
Status Attack Up
Support-Centric
Artful Dodger
Knockout King

If your buddies have high defense, you can opt for a more offensive set. Replace Artful Dodger for:
  • Omniresistance + Melee/Ranged-Centric
  • Partbreaker + Melee/Ranged-Centric

Equip it with a weapon that deals both Blunt damage (Stun) and Status damage (Sleep, Paralysis, Poison, Blast). For armor pick the pieces with the highest defense. The Secret Support Move is personal preference. I prefer the Lottery Box because the Kittynator is cute af. I've set their behavior to Large Only.

Need traps? Consider bringing an Assist Palico (for Poison Purr-ision) and switch out Shock Tripper for Shock Purr-ision. That will give your Palico access to Poison Pitfall Traps and Shock Traps. This might not be a wise idea if you're fighting against Elders or Apexes though.

Going solo? I'd advise using one Fight and one Gathering Palico. You could switch out Power Drum for Summeown Endemic Life (more Wirebugs) on one of them.

Palamute
I'd definitely bring a Palamute (along with a Gathering Palico) when gathering resources, because Sniff 'em Out and the Item Pouch are very useful for that.

For those missions I'd use the Guarding Parasol (blocks attacks) and the Diversion Scroll (Palamute takes aggro). Mainly because farming builds aren't really suited for combat. Use weapons that deal both Blunt and Sleep damage and set the behavior to Pincer. I recommend the following Support Skills:
  • Status Attack Up
  • Attack Up (L) / Ranged Attack Up
  • Melee-Centric / Ranged-Centic
  • Knockout King
  • Partbreaker

On solo hunts you can bring a Palamute instead of a second Palico, if you're willing to trade in utility for damage. In that case I recommend the Palamute Silkbinder and either the Blitz Scroll (faster status build-up) or Heavy Strike Scroll (more flinches). Keep using weapons that deal both Blunt and Status damage, but prioritize ranged over melee damage. Set the behavior to follow so your Palamute shoots at better angles. I'd use the following Support Skills:
  • Status Attack Up
  • Ranged Attack Up
  • Piercing Attack Up
  • Ranged-Centric

Palico vs. Palamute
If you're farming monster materials, always bring a Gathering Palico. If not:
  • One Fight Palico is mandatory for both solo and multiplayer hunts.
  • One Fight Palico & one Gathering or Heal Palico is pretty much the go to for solo hunts, because of all the utility they provide.
  • One Fight Palico & one Silkbinder Palamute is a viable option if you don't need Pilfer or the healing utility. It's also a good option if you complete your hunts before you can benefit from the additional uptime on Power Drum and Go, Fight, Win in particular.
(2/2): Dango
You are what you eat.

Dango mechanics
Some Dango have the same effect as a skill. Those will stack, but the chances of activating said armor/Dango skill are rolled separately.

Using Hopping Skewers boosts your first Dango by two levels (-20% activation chance), second Dango by one level (-10% activation chance) and reduces your third Dango by one level (+10% activation chance).

Always use a Dango Ticket for an extra 40% activation chance. Unfortunately it's not enough to guarantee all skills will proc. Dango Fighter is always mandatory and the buffs from Dango Feet/Marksman are borderline mandatory, especially on Level 3 and 4. So I'd always recommend failing an arena quest to reset your chances if those three didn't proc.

You can go for Constitution Level 5 and forgo Dango Fighter entirely, but after incorporating that much Constitution your damage is at best, subpar. In other words, enjoy the game as intended and have your friend(s) wait while you get punched to a pulp by a furious monkey five times before every hunt. Or face the wrath of the community and mod your Dango activation chances.

Dango effects
Dango Skill
Level 1
Level 2
Level 3
Level 4
Comment
Dango Fighter
Gain 10% internal stamina reduction.
Gain 20% internal stamina reduction.
Gain 30% internal stamina reduction.
Gain 40% internal stamina reduction.
Essential to compensate for the missing Constitution Levels in your build. Always eat this at Level 2, 3 or 4, unless you're running Constitution Level 5. In that case this Dango is redundant.
Dango Marksman
(paired with Dango Feet)
Gives a 30% chance to deal 5% extra damage
(1.5% more damage on average).
Gives a 30% chance to deal 10% extra damage
(3% more damage on average).
Gives a 90% chance to deal 5% extra damage
(4.5% more damage on average).
Gives a 60% chance to deal 10% extra damage
(6% more damage on average).
Essential to boost your damage. Always eat this at Level 3 or 4.
Dango Feet
(paired with Dango Marksman)
Flinch Free.
Flinch Free.
Flinch Free and reduces damage taken by 20%.
Flinch Free and reduces damage taken by 30%.
The damage reduction prevents some one shots. It comes as a freebie with Dango Marksman.
Dango Temper
Deal 5% extra damage, but gain -2 deviation penalty.
Deal 5% extra damage, but gain -1 deviation penalty.
Deal 7.5% extra damage, but gain -2 deviation pentaly.
Deal 7.5% extra damage, but gain -1 deviation penalty.
A nice damage boost, but deviation sucks. Especially since Bows already have to deal with unintended deviation. On Spread Bows it's more manageable.
Dango Booster
Lasts 10 minutes and gives +6 Raw damage as well as +10 defense.
Lasts 10 minutes and gives +9 Raw damage as well as +15 defense.
Lasts 8 minutes and gives +12 Raw damage as well as +20 defense.
Lasts 8 minutes and gives +15 Raw damage as well as +30 defense.
Always nice to have, but less useful if your hunts take longer than eight to ten minutes. It's a nice alternative if you don't like the deviation from Dango Temper (aka for Rapid and Pierce Bows).
Dango Adrenaline
(paired with Dango Moxie)
When under 10 health you deal +30% damage.
When under 10 health you deal +35% damage.
When under 10 health you deal +35% damage and gain +50 defense.
When under 10 health you deal +35% damage and gain +100 defense.
Easy to set up with health draining skills and provides a very noticeable damage increase. It's not worth upgrading to Level 3 or 4.
Dango Moxie
(paired with Dango Adrenaline)
If above 40 health, gain a 50% chance to survive.
If above 40 health, gain a 100% chance to survive.
If above 40 health, gain a 100% chance to survive and 20 health restored.
If above 40 health, gain a 100% chance to survive and 40 health restored.
It will save your ass occasionally. It comes as a freebie with Adrenaline. It's not worth upgrading to Level 3 or 4.
Dango Defender (Hi)
Gives a 30%(?) chance to reduces damage taken by 20%.
Gives a 30%(?) chance to reduces damage taken by 30%.
Gives a 30%(?) chance to reduces damage taken by 40%.
Gives a 30%(?) chance to reduces damage taken by 50%.
The damage reduction prevents some one shots. It's not worth upgrading to Level 3 or 4.
Dango Slugger
Gives 5% stun build-up.
Gives 10% stun build-up.
Gives 15% stun build-up.
Gives 20% stun build-up.
The percentage increase adds next to nothing because of our base four stun build-up, but we do shoot a lot of arrows. In some cases you might get get an extra stun.

My Dango sets
My sets are based on the amount of Constitution I've in my build as well as the Arrow Type:
  • Constitution Level 5: Dango Feet/Marksman Level 4 + Dango Temper Level 2 + Dango Booster Level 1.
  • Constitution Level 4: Dango Feet/Marksman Level 2 + Dango Fighter Level 2 + Dango Booster Level 2 (Rapid/Pierce) or Dango Temper Level 2 (Spread).
  • Constitution Level 3: Dango Feet/Marksman Level 4 + Dango Figther Level 3 + Dango Booster Level 1 (Rapid/Pierce) or Dango Temper Level 1 (Spread).
  • Constitution Level 2: Dango Fighter Level 4 + Dango Feet/Marksman Level 3 + Dango Booster Level 1 (Rapid/Pierce) or Dango Temper Level 1 (Spread).

Super Recovery Dango Level 4 (lower levels are useless) is quite useful if you play with a Berserk/Strife build. With a Dereliction build you'll benefit more from either the damage reduction from Dango Feet, or the damage increase from Dango Adrenaline.
Step 4: Gameplay Loop
Now that you've read how the Bow works, it's time to bring it together into a gameplay loop.

Shoot, dodge, repeat
First make sure you sip a Dash Juice or hit some Peepersects. Then you want to maximize your Charge Level with Normal Shots, followed by a dodge and then a Charged Shot. Next, fire your Power Shot and depending on the situation your Power Volley. Maintain your maximum Charge Level with a dodge, and start the loop again with a Charged Shot. The better your stamina management, the longer you can continue this loop.

If you activate Power Shot as soon as the animation of Charged Shot starts, you skip the animation. However, you still fire the arrows. Meaning you get two attacks for one animation.

The combo
Because Charging Sidestep raises your Charge Level, you only have to shoot one or two Normal Shots to reach your maximum Charge Level (either Level 3 or Level 4).
() = Charge Level.
{} = only if you've access to Charge Level 4.

Dash Juice => Normal Shot (1+1) => {=> Normal Shot (2+1)} => Charging Sidestep (3+1) => Charged Shot (4) => Power Shot (4) => Power Volley (4) => repeat from Charging Sidestep.

Dodgebolt doesn't raise your Charge Level, which is why you've to shoot two or three Normal Shots in order to reach your maximum Charge Level (either lever 3 or level 4). If you land a parry however, you either need no or one Normal Shot to reach your maximum Charge Level (either lever 3 or level 4).
() = Charge Level.
{} = only if you've access to Charge Level 4.

Dash Juice => Normal Shot (1+1) => Normal Shot (2+1) {=> Normal Shot (3+1)} => Dodgebolt => Charged Shot (4) => Power Shot (4) => Power Volley (4) => repeat from Dodgebolt.

All the different playstyles and builds revolve around these two loops. If you want to become one with the Bow, the Dodgebolt loop has to become muscle memory. Charging Sidestep is a bit more forgiving when practicing with a Bow, but Dodgebolt is our only counter. That's why I recommend practicing with it as soon as you can use Evade Extender Level 1.
Step 5: Switch Skills & Wirefall
Now that you know the basic loop, you're ready step up your game.

Switch Skill Swap
You can make two Switch Skill loadouts, a Red Scroll and a Blue Scroll. During a hunt you can use Switch Skill Swap to switch between them by pressing R. You can press the spacebar afterward to perform a Switch Skill Evade. Both abilities maintain your Charge Level.

Charging Sidestep vs. Dodgebolt
Charging Sidestep dodges a reasonable distance and always raises your Charge Level by one. It's more forgiving and makes it easier to keep up your DPS if the monster topples or moves large distances.

Dodgebolt has very little evade distance, but makes up for that with a small parry window and a lower stamina costs than Charging Sidestep. To make up for the small evade distance, Evade Extender Level 1 is mandatory. If you successfully parry a monster attack, your Charge Level is raised by two. If you don't parry anything, your Charge Level neither raises nor resets. Dodgebolt is the only parry available to Bow. I'd highly advice practicing with this ability, since in Master Rank you can't evade most AoE-attacks.

Redirection Level 2 (nullifies damage and Swap Evade backwards after a Switch Skill Swap) is another option, but nowhere near an alternative to Dodgebolt.

Power Shot vs. Absolute Power Shot
Absolute Power Shot costs a lot more stamina than Power Shot (forty instead of twenty-five without stamina reduction), in return for eight exhaust build-up and four stun build-up (on headshots). Which works particularly well if you also equip the Exhaust Coating. The better your stamina reduction, the more viable Absolute Power Shot becomes (from a fifteen extra stamina cost to a five extra stamina cost). Because you only apply stun build-up to headshots, you'll only want to use Absolute Power Shot if the head is a weak spot or if you have a good opportunity for a stun.

I bring both and Switch Skill Swap between them when necessary. If I've to play with one loadout I bring Absolute Power Shot.

Building up exhaust and stun
Dealing exhaust damage on a monster raises a hidden exhaust bar. When said bar reaches 100%, the monster will suffer from an exhaust flinch (if it pukes you nailed it). This is a separate flinch from the normal flinch (i.e. from breaking a part). Each monster has its own threshold before it flinches. At Charge Level 1-2-3-4 each arrow builds up 6-7-8-9 exhaust respectively. Stamina Thief affects this build-up (20-30-40% at level 1-2-3 respectively). Elder Dragons are immune to Exhaust build-up.

If exhaust damage hits the head, it raises both the exhaust bar and the stun bar (aka KO damage). When the stun bar reaches 100%, the monster will stun. I suppose you could argue that there's no such thing as stun damage (at least for Bows), only exhaust damage that can cause stun. Regardless, I'm going to call it stun damage. Just remember that it only applies to headshots. At Charge Level 1-2-3-4 each arrow builds up 2-3-4-5 stun respectively. Slugger affects this build-up (20-30-40% at level 1-2-3 respectively).

Whenever a status effect occurs, the threshold for that status increases until it's capped out.

Melee Attack vs. Stake Thrust
Melee Attack is for hunters who've difficulty understanding that arrows are supposed to be shot. It does deal Sever damage though, so you can try to cut tails I suppose. It also gains the effect from your Coating.

Stake Thrust is the clear winner. Placing a stake breaks your Charge Level, so only use it if you can follow it up with a parry from Dodgebolt. Hitting the stake with an arrow deals additional Shot Type damage, about equal to 50% of your Raw damage (somewhat less for Pierce). It can proc twelve times and has the same effect as your arrow (the Coating and Stun build-up from Absolute Power Shot). It also has some synergy with Aerial Aim (see below).

Focus Shot vs. Aerial Aim vs. Butcher's Bind
The first two are best suited as a finisher move for your gameplay loop. Activate it with your upper side mouse button.

Focus Shot is an evasive move (with iFrames) that lands you in a crouched position. If there's no follow up attack from the monster, you can stay in position and quickly regenerate your stamina. This isn't required if you've Stamina Surge Level 3.

Aerial Aim launches you into air and lets you fire three volleys with additional damage before falling back down. This does consume stamina. However, you can still shoot all three volleys even if you're out of stamina. It costs one Wirebug which needs twenty seconds to recharge. Not only can you use it as a semi-evade, it's also great to make monsters rideable with one or two uses (provided it's not the quest target). Because you've your Bow out after shooting, you can't move or use Wirebugs until you've landed. You can however activate your Stake Thrust in the air with the upper side mouse button. Meaning you can both finish with it and set up extra DPS for your next combo.

And last and but not least, Butcher's Bind. First you shoot one Binding Arrow (130% damage). The next Normal Shot that hits the same spot uses Sever Hitzone Values. It's your most effective way to cut tails, so it has that going for it. Other than that, this ability is mostly useless.

My personal preference is Aerial Aim. If I really want a tail I bring Butcher's Bind on one of my Scrolls.

Herculean Draw vs. Bolt Boost
Herculean Draw is an evasive move that increases your damage by 10% and lasts for thirty seconds. The move costs two Wirebugs which both need ten seconds to recharge. They recharge one at a time, so twenty seconds total. It's quite costly and can leave you without any Wirebugs for your Wirefall ability. This also resets your Charge Level. It's mapped to the scroll click button.

Bolt Boost actives Super Critical distance for 105 seconds. It costs one Wirebug which takes fifteen seconds to recharge. Super Critical distance is roughly 25% of your default Critical Distance, and scales with critical range modifiers.



While in Super Critical distance, you receive the following bonuses:
  • +15% Raw damage;
  • +10% Elemental damage;
  • +10% Status build-up;
  • +4 exhaust build-up (if exhaust build-up is applied);
  • +2 stun build-up (if stun build-up is applied).

If my build doesn't punish the use of Switch Skill Swap, I'll bring both. But I always prioritize Herculean Draw.

Wirefall
Using a Wirefall can mess with the timing of Herculean Draw, but you can also use it to get some air time and plant a stake. And since our defenses aren't great, a fellow-up attack will definitely cart us (if we somehow managed to survive the first hit). Be safe, not sorry.



Three Wirebugs
Your abilities become much easier to weave together if you've a third Wirebug available:
  • You can activate both Herculean Draw and Bolt Boost via the use of Switch Skill Swap.
  • You can both finish a combo with Aerial Aim and restart your loop with Herculean Draw. However, you'll have to forgo Bolt Boost in this situation.
  • Alternatively, you can use Bolt Boost and Aerial Aim sparingly, in order to have access to Herculean Draw every ten seconds. That makes it a viable evasive maneuver that recharges stamina, but at the cost of resetting your Charge Level.

Two Wirebugs
If you've two Wirebugs available, you should prioritize opening with Herculean Draw. After you finish with Aerial Aim, open with Bolt Boost instead and reactive Herculean Draw as soon as possible (twenty seconds later). After all, an unused Wirebug is a wasted Wirebug.
Step 6 (1/3): Essential Armor Skills
These skills are mandatory for your Bow builds.

Essential Skills
  • Bow Charge Plus Level 1:
    Unlocks Charge Level 4. Some Bows have Charge Level 4 unlocked automatically.

  • Constitution Level 2-5:
    Improves your internal stamina reduction by 10-20-30-40-50% (Level 1-2-3-4-5 respectively). Level 2 or 3 is the sweet spot, since you can compensate with Dango Fighter Level 4 or 3. Maxing out Constitution takes a lot of slots, but in return you don't have to eat/reset for Dango Fighter.

  • Stamina Surge Level 3:
    Adds 10-20-40% (Level 1-2-3 respectively) to the replenishment rate of your stamina.

  • Normal/Rapid Up, Pierce Up or Spread Up Level 3:
    Increases your damage by 5-10-20% (Level 1-2-3 respectively) if you're using the corresponding Arrow Type.

  • Attack Boost Level 4-7:
    Provides +3-6-9-5%(+7)-6%(+8)-8%(+9)-10%(+10) Raw damage (Level 1-2-3-4-5-6-7 respectively). You need at least Level 4 for the percentage increase to make real use out of this skill.

  • Fire, Water, Thunder, Ice or Dragon Attack Level 3-5:
    Provides +2-3-5%(+4)-10%(+4)-20%(+4) Elemental damage (Level 1-2-3-4-5 respectively). After Level 3 you'll get no further flat damage increase, so you should only slot in Level 4 & 5 as fillers.

  • Element Exploit Level 1-3:
    Adds +10-12.5-15% (Level 1-2-3 respectively) Elemental damage to shots that hit a Elemental Weak Spot (20 or higher). Level 1 is mandatory for Elemental Bows. The small increases from Level 2 and 3 are not worth the armor slots.

    For the rampage decoration Elembane Jewel 3 (similar effect) a Elemental weak spot of 25 is required.

  • Weakness Exploit Level 3:
    Adds 15-30-50% (Level 1-2-3 respectively) affinity (critical chance) to shots that hit a weak spot (45 or higher).

  • Critical Eye Level 1-7:
    Increases the critical chance by 10-15-20-25-30-40% (Level 1-2-3-4-5-6-7 respectively). Add as much levels as necessary to reach 100% affinity.

  • Critical Boost Level 3:
    Adds 30-35-40% (Level 1-2-3 respectively) damage to critical hits.

  • Evade Extender Level 1:
    Increases the evade distance of your dodge. Necessary to make Dodgebolt an actual dodge. Level 2 & 3 make it more difficult to stay in Critical Distance.

  • Reload Speed Level 2:
    Automatically applies Ammo Coatings. Makes it possible to switch Coatings on the fly, without having to reset your Charge Level. Level 3 is redundant.

  • Berserk Level 2:
    With Berserk, you become invincible when you switch to the Blue Scroll. However, your health becomes red and starts depleting. If you get hit, your health depletes faster (which stacks with other health draining effects). How much faster depends on how much damage the hit would have dealt. Switching back to the Red Scrolls returns 50% of your remaining health as green health.

  • Strife Level 3:
    At level 3. this skill negates stamina reduction if you're above 60% red health (making Berserk and/or Dereliction mandatory). With this skill you can forgo Constitution, Stamina Surge, Dango Fighter, Dash Juice and Go, Fight, Win.

    Health
    Level 1
    Level 2
    Level 3
    Above 60%
    +10% Elemental damage
    +10% affinity
    +15% Elemental damage
    +15% affinity
    +20% Elemental damage
    +20 % affinity
    Negates stamina reduction
    Below 60%
    +5% Elemental damage
    +5% affinity
    +10% Elemental damage
    +10% affinity
    +15% Elemental damage
    +10% affinity
(2/3): Top-tier Armor Skills
These skills improve the build significantly, but you don't have room for every single one.

Top-tier Skills
  • Adrenaline Rush Level 1-3:
    On a perfect evade you gain +10-15-30 (Level 1-2-3 respectively) Raw damage.

  • Bladescale Hone Level 1-3:
    This boosts the damage of your Close-range Coating by 10% for thirty seconds after closely evading an attack. It has an activation chance of 50-75-100% (Level 1-2-3 respectively). It works with Dodgebolt, meaning Level 1 is enough for a consistent uptime.

  • Bloodlust Level 1-3:
    If you hit a monster you'll become infected with Frenzy virus. This grants multiple buffs, but drains one healt per second for 120 seconds (it's not fatal). After sixty instances of damage you overcome the Frenzy and your buffs are replaced with an affinity buff. You also restore all your red health, meaning it pairs nicely with Dereliction. If you don't deal sixty instances of damage, the buffs will simply go away. In both instances you've got to wait ninety seconds for the next cycle.

    Buff source
    Level 1
    Level 2
    Level 3
    With Frenzy virus
    +10 Raw damage
    +5 Elemental damage & Status build-up
    -10% stamina consumed
    Evade Window Level 1
    +15 Raw damage
    +7 Elemental damage & Status build-up
    -20% stamina consumed
    Evade Window Level 2
    +20 Raw damage
    +10 Elemental damage & Status build-up
    -30% stamina consumed
    Evade Window Level 3
    Overcame Frenzy Virus
    +20% affinity for sixty seconds
    +25% affinity for sixty seconds
    +25% affinity for ninety seconds

  • Coalescence Level 1-3:
    When you recover from an abnormal status (like the Frenzy virus from Bloodlust) you gain +12-15-18 (Level 1-2-3 respectively) Raw damage, +2-3-4 (Level 1-2-3 respectively) Elemental damage and 5-10-15% (Level 1-2-3 respectively) Status build-up, for thirty seconds. You can keep this skill active almost indefinitely if you combine it with both Blood Lust and Bubbly Dance.

  • Mail of Hellfire Level 1-3:
    Each Scroll gains different buffs.

    Scroll Type
    Level 1
    Level 2
    Level 3
    Red Scroll
    +15 Raw Damage
    -50 Defense
    +20 Raw Damage
    -75 Defense
    +25 Raw Damage
    -100 Defense
    Blue Scroll
    +5% Elemental Damage Damage
    -10 Resistances
    10% Elemental Damage Damage
    -25 Resistances
    +20% Elemental Damage Damage
    -50 Resistances

  • Dereliction Level 1-3:
    You start the hunt with one leech and every forty-five seconds another leech will spawn, with a maximum of three. You gain various buffs when having a leech attached to you, which improve as the amount of leeches increases. If you perform a Switch Skill Swap, you consume one or two leeches and recover the health each leech consumed. Ideally you want to play on the same Scroll for as long as possible, and only use Switch Skill Swap to prevent carting. Then immediately swap back to either the Raw or Elemental buff (depending on your build). This skill always drains one health per second, but it's not fatal.

    Scroll Type
    Level 1
    Level 2
    Level 3
    Red Scroll
    +5-8-12 Elemental damage
    ? Status build-up
    +7-12-15 Elemental damage
    ? Status build-up
    +10-15-20 Elemental damage
    ? Status build-up
    Blue Scroll
    +15-20-25 Raw damage
    +0-5-10% Stun build-up
    +20-25-30 Raw damage
    +0-10-15% Stun build-up
    +25-30-35 Raw damage
    +0-10-20% Stun build-up

  • Bubbly Dance Level 3:
    Level 3 is mandatory, because at that level you can activate the skill on command via three rolls or four evades (Dodgebolt). Because you can reactivate it so easily, it has a lot of synergy with both Coalescence (see above) and Resuscitate (abnormal statuses provide +5-10-20 Raw damage at Level 1-2-3 respectively). Bubbly Dance ends after thirty seconds or if you get hit. While active:

    Level 1
    Level 2
    Level 3
    Reduces the effects of Bubbleblight
    Reduces major to minor Bubbleblight
    Provides Evade Window Level ?
    Inflicts Bubbleblight after consecutive evades.
    Provides Evade Window Level 2
    Provides Constitution Level 2

  • Burst Level 1-3:
    Gain +5 Raw damage and +2 Elemental damage for every hit. After five hits it maxes out at +10-12-15 (Level 1-2-3 respectively) Raw damage and +4-6-8 (Level 1-2-3 respectively) Elemental damage total. After three seconds of not hitting the buffs reset.

  • Sneak Attack Level 1-3:
    Adds +5-10-20% attack when attacking the monster from behind. The sides work too, as long as you're more behind the monster than in front of it. This skill is most useful for Pierce Bows. The 12% in the skill description is mistranslated.

  • Powder Mantle Level 1-3:
    After 150 hits (reduced by 25-50% for Level 2-3 respectively), red powder will form around you. If you get hit, you get sent flying and deal 130% damage for one hit.

    If you don't get hit for twenty seconds, the powder will turn blue for ten seconds. With blue powder you deal 125% damage for one hit. If you do nothing the powder will keep changing colors indefinitely.

    Once you've dealt the extra damage, the powder will go away and you've to build it up again.

  • Blood Rite Level 1-3:
    Recover 3-6-10% (Level 1-2-3 respectively) of your damage dealt as HP when hitting a broken part. Has nice synergy with Partbreaker (part damage +10-20-30% at Level 1-2-3 respectively) and Recovery Up (+10-20-30% more health restoration at Level 1-2-3 respectively).

Mandatory Armor
Some skills aren't available on talismans, via decorations or through Qurious crafting. You can only get access to them via their respective armor. Therefor you should prioritize these armor pieces.

Armor
Skill
Archfiend Armor Epine
Archfiend Armor Sceros
Dereliction
(3/3): Situational Armor Skills
These skills are all useful, but situational. Either because they're too inconsistent, niche, outclassed and/or because they require dedicated builds.

Situational Skills
  • Fortify (only slot in after carting once)
  • Blood Awakening (needs Blood Rite or Bloodblight)
  • Resentment (only consistent with Dereliction or Berserk)
  • Maximum Might (only consistent with Berserk or Heaven-Sent)
  • Charge Master (only with the +Element Bow augment)
  • Critical Element (only with the +Element Bow augment)
  • Resuscitate (only consistent with Bubbly Dance)
  • Buildup Boost (only if you use Blast Bows)
  • Status Trigger (only if you use Blast Bows)
  • Peak Performance (only if you use no health draining skills)
  • Wirebug Whisperer (only use Level 1 or 3)
  • Redirection (only useful at Level 2)
  • Quick Breath (only if you can Switch Skill Swap)
  • Heaven-Sent (a worse version of Strife, but without health drain)
  • Furious (the worst version of Strife, also without health drain)
  • Agitator (good, but inconsistent)
  • Defiance (good, but inconsistent)
  • Divine Blessing (good, but inconsistent)
  • Latent Power (good, but inconsistent)
  • Ballistics (only if you use Bolt Boost)
  • Stamina Thief (percentage boost adds little value)
  • Slugger (percentage boost adds little value)
  • Special Ammo Boost (Dragon Piercer isn't viable)
  • Punishing Draw (don't sheathe your Bow)
  • Critical Draw (don't sheathe your Bow)
Step 7 (1/5): Progression Builds
Quick and easy builds that are meant for progressing through the game. It should be noted that Bow is notoriously difficult in Low and early High Rank on your first run.



Defender Gear


Like it or not, you've access to Defender Gear. Which is very strong and can be used to quickly progress to the end game. The Defender Bow is great, so feel free to use that over the recommended Bows. The Defender armor set does have high defense, but with little investment you can get a build more suited for Bow.



Low Rank


Star Level
Bow
Head
Body
Arms
Waist
Legs
Talisman
1
Kamura Iron Bow II
Izuchi Helm
Kamura Garb
Izuchi Braces
Lagombi Coil
Chainmail Pants
-
2
Kamura Iron Bow II
-
Ludroth Mail
-
-
-
-
3
Kadachi Strikebow
-
-
-
-
Kadachi Greaves
-
3
Kadachi Strikebow II
Zinogre Helm
-
Zinogre Braces
Diablos Coil
Zinogre Greaves
Constitution Level 1



High Rank


Star Level
Bow
Head
Body
Arms
Waist
Legs
Talisman
4
Kadachi Strikebow II
Tetranadon Helm S
Tetranadon Mail S
Izuchi Braces S
Lagombi Coil S
Tetranadon Greaves S
Constitution Level 1
5
Yekla Bow
-
-
-
-
-
-
6
Yekla Bow II
Kadachi Helm S
Ludroth Mail S
Vaik Braces S
Vaik Coil S
Zinogre Greaves S
-
7
Herald's Battlebow
-
Zinorgre Mail S
-
-
Rakna Greaves
-

Bow Charge Plus
When you unlock Arena 05, you can get the Mighty Bow Feather. With access to Bow Charge Plus you can use Rapid Elemental Bows. These Bows have a higher damage ceiling compared to Raw Bows. You don't need them to finish the story, but it's a nice stepping stone towards the end game builds of base Rise.

Head
Body
Arms
Waist
Legs
Talisman
Mighty Bow Feather
Tetranadon Mail S
Vaik Braces S
Lagombi Coil S
Rakna Greaves
Weakness Exploit Level 1

Rapid Elemental Bows:
  • Fire: Flaming Rage Bow
  • Water: Heaven's Manna
  • Thunder: Flying Kadachi Striker
  • Ice: Heaven's Glaze
  • Dragon: Azure Elder Bow II

If you've bought the expansion you can keep using the Ore 2 Weapon Tree. These Bows have access to Charge Level 4, even without Bow Charge Plus. In early Master Rank you'll be using similar Raw Bows. Building five elemental sets with Bow Charge Plus will make the start of Master Rank more comfortable, but is completely optional.

Source:



Master Rank


You can use the Mighty Bow Feather from High Rank. However, the lack of skills, decoration slots and lower defense makes this quite the handicap. Master Rank can be seen as a clean slate, so I recommend to move on from High Rank gear as soon as possible.

Star Level
Bow
Head
Body
Arms
Waist
Legs
Talisman
1
Herald's Battlebow
Tetranadon Helm X
Ludroth Mail X
S. Studded Gloves X
Lagombi Coil X
Ignot Greaves X
Constitution Level 1
2
Herald's Battlebow+
-
-
-
-
-
-
3
Harbinger's Battlebow
Tetranadon Helm X
Tetranadon Mail X
Rakna Armguards X
Spio Elytra X
Rakna Greaves X
Weakness Exploit Level 1

After Master Rank 3 you can incorporate three Level 3 decoration slots for the Shot Type Up decorations. This allows you to choose between the three Shot Types without relying on specific armor. You still don't have Bow Charge Plus, meaning you should use the following Bows:
  • Rapid: Ore 2 Tree
  • Spread: Orangaten Tree
  • Pierce: Shogun Tree

Star Level
Head
Body
Arms
Waist
Legs
Talisman
4
Rathalos Helm X
Astalos Mail
Rakna Armguards X
Spio Elytra X
Pukei Greaves X
Weakness Exploit Level 1
5
Storge/Arc Helm
-
-
-
-
-

Bow Charge Plus
You can start farming for the Mighty Bow Jewel 4 after you've beaten Gaismagorm for the first time. Just like in High Rank, Bow Charge Plus allows you to make your first elemental build.

Head
Body
Arms
Waist
Legs
Talisman
Storge/Arc Helm
Archfiend Armor Baulo
Rakna Armguards X
Gore Coil
Archfiend Armor Sceros
-

Master Rank 10
At Master Rank 10 you unlock the Chaotic Gore Magala armor set. That set offers almost everything you want for Bow. I highly recommend using it while farming for more optimized builds.
(2/5): Farming Builds
These builds are meant to help you farm during expeditions. For general hunts these builds perform atrocious at best.



Exploration Build


Goal
This build makes farming resources as efficient as possible. It's only suited for hunting small monsters (to double carve them) and for Wyvern Riding.

Dango
  • Dango Carver (Hi) Level 4
  • Dango Rider Level 3
  • Dango Harvester Level 1
  • Dango Summoner Level 1
  • Dango Gatherer Level 1

Template
Rampage Jewel: Wirebug Jewel 1 or Small Monster Jewel 1.

Adaptations
  • You can free up your head slot if you don't need the extra carve.

Utilizing the Build
You don't need any items, so clear your item pouch. You can get free heals from the Supply Box, which is more than enough (doubly so with Free Meal). You don't need Coatings either.

Make sure you've got access to Aerial Aim on at least one Scroll. Grab a third Wirebug as well as a Gold Wirebug, and proceed to chain Wyvern Ride all the monsters for six drops each. While collecting said drops, kill any small monsters (double carve them) and grab every recourse that you need along the way. Evade Extender increases your Wiredash distance for easy vertical travel. A Palamute can come in handy when traversing longer distances. It also has extra storage room for items, and can mark specific ones on the map via Sniff 'em Out. After collecting you can return (don't abandon) from the quest, and repeat the process.
(3/5): Comfy Builds
These builds don't use skills with negative side-effects.



Heaven-Sent Build (Elemental)


Goal
This build makes use of Heaven-Sent for the infinite stamina buff. Damage wise it relies on the synergy between Furious and Dragon Conversion.

Dango
  • Dango Marksman/Dango Feet Level 4
  • Dango Moxie/Dango Adrenaline Level 3
  • Dango Temper Level 1 or Dango Booster Level 1
  • Dango Fighter Level 1

Template
Rampage Jewel: Elembane Jewel 3 or Anti-Species Jewel 2.

Adaptations
  • Utilize the decoration slots on your Bow to further increase your affinity.

Utilizing the Build
You want to start by switching to the Blue Scroll. After you've build-up your resistances (100 hits), switch to the Red Scroll in order to convert them to Elemental damage. The resistances from Furious are automatically converted during the swap.

Heaven-Sent activates after half a minute. Which is enough time to run out of stamina if you don't manage it properly. Drinking a Dash Juice can help to bridge that gap. Once activated, Heaven-Sent stays active on both scrolls, and swapping between them will cure most ailments. But keep in mind that you'll also have to rebuild your resistances.

Heaven-Sent deactivates if you leave combat or get knocked back. Intrepid Heart prevents the latter periodically, and Flash bombs can prevent the former. Furious serves as a back-up should Heaven-Sent deactivate. On the Red Scroll you build up Fury Points. After you've built up 100 Fury points, you gain ninety seconds of infinite stamina on the Blue Scroll.

You get 50% affinity via hitting weak spots, and another 20% from Maximum Might if Heaven-Sent or Furious is active. A Palico with Rousing Roar can periodically provide the remaining 30%.

Adrenaline Rush and Bladescale Hone activate via Dodgebolt, so make sure to look out for counter opportunities. If Heaven-Sent is active you get a 50% damage reduction. Dango Feet provides a chance to reduce damage. Both offer some protection, but don't take risks with multi-hit attacks.
(4/5): Meta Builds
These builds focus almost exclusively on damage output.



Berserk Build (Elemental)


Goal
Infinite stamina, invincibility and a healthy dose of recovery skills to combat the health drain. A Palico dedicated to healing can be quite useful.

Dango
  • Super Recovery Dango Level 4.
  • Dango Feet/Marksman Level 3.
  • Dango Temper Level 1 or Dango Booster Level 1.

Template
Rampage Jewel: Elembane Jewel 3 or Anti-Species Jewel 2.

Adaptations
  • See the 'Choose a Bow section' for the optimal Elemental Bows.
  • If you like it spicy you can add Dereliction into the mix for even more damage. But I would only recommend that if you're doing speedruns.

Utilizing the Build
You'll be spending the majority of the hunt on the Blue Scroll. Use items like Immunizer and Gourmet Fish (which stack with Kushala Blessing and Super Recovery Dango) to reduce nearly all the health drain. The Frenzy Virus will activate when you enter combat, which will be enough to overcome your health recovery. Keep in mind that the health drain can cart you.

Switch to the Blue Scroll to negate stamina reduction. Overcoming the Frenzy Virus shouldn't be a problem. That'll restore all of your red health, which is your entire health bar on the Blue Scroll.

Since you don't have to manage your stamina, you can forgo Power Volley entirely. Dash Dancing with just Power Shot provides more damage. Although in some cases you might want to opt for the extra stun damage from Power Volley.

Should you get hit while on the Blue Scroll, you'll take no damage. However, this'll increase the rate at which your health is drained. Keep in mind that your infinite stamina will end if your red health drops below 60%, meaning sooner or later you'll have to swap back to the Red Scroll. Staying on the Red Scroll for a few seconds will reset the health drain to it's original value.

The sooner you swap, the less health you lose due to excessive health drain. If you drop below 60%, use your remaining stamina to get the free heal from Bloodlust, and then swap. If you have to heal, do so on the Red Scroll. If possible, immobilize the monster first. Literally anything that hits you while on the Red Scroll will cart you. Also, on low health you'll draw a lot of aggro.

Furthermore, switching to the Red Scroll will proc Quick Breath. It also restores 50% of your remaining red health as green health. You'll keep the other 50% as red health, meaning you'll keep it if you swap back without taking damage. Stamina negation ends, but the health drain from Berserk also stops. However, the Frenzy Virus won't be cured and its health drain will continue.

You've got 10% affinity base affinity. You gain another 10-20% when Strife is active, and another 20% from Maximum Might. The last 50% comes from Weakness Exploit. As a bonus you'll gain another 25% when you overcome the Frenzy Virus. This last ninety seconds, after which you'll be infected with the Frenzy Virus again.

You also want to take opportunities to counter, as you can proc Adrenaline Rush and Bladescale Hone with a successful Dodgebolt. There's no risk either, since you can tank nukes thanks to Berserk.

The only real risk is excessive health drain or an unlucky scroll swap. Berserk, Bloodlust, poison, burn and Bloodblight all stack. Which can be quite dangerous if a hit happens to also stun or paralyze you. With intense aggro it might be hard to find an opening to swap.



Berserk Build (Elemental)


Goal
This build focuses on Blood Awakening and its synergy with Blood Rite and Partbreaker. Health drain can ramp up surprisingly quickly, but so does your health recovery.

Dango
  • Super Recovery Dango Level 4.
  • Dango Feet/Marksman Level 3.
  • Dango Temper Level 1 or Dango Booster Level 1.

Template
Rampage Jewel: Elembane Jewel 3 or Anti-Species Jewel 2.

Adaptations
  • See the 'Choose a Bow section' for the optimal Elemental Bows.

Utilizing the Build
You'll be spending the majority of the hunt on the Blue Scroll. Use items like Immunizer and Gourmet Fish (which stack with Kushala Blessing and Super Recovery Dango) to reduce the health drain. The Frenzy Virus will activate when you enter combat, which will be enough to overcome your health recovery. Keep in mind that the health drain can cart you.

Switch to the Blue Scroll to negate stamina reduction. Overcoming the Frenzy Virus shouldn't be a problem. That'll restore all of your red health, which is your entire health bar on the Blue Scroll.

Since you don't have to manage your stamina, you can forgo Power Volley entirely. Dash Dancing with just Power Shot provides more damage. Although in some cases you might want to opt for the extra stun damage from Power Volley.

Should you get hit while on the Blue Scroll, you'll take no damage. However, this'll increase the rate at which your health is drained. Keep in mind that your infinite stamina will end if your red health drops below 60%, meaning sooner or later you'll have to swap back to the Red Scroll. Staying on the Red Scroll for a few seconds will reset the health drain to it's original value.

The sooner you swap, the less health you lose due to excessive health drain. If you drop below 60%, use your remaining stamina to get the free heal from Bloodlust, and then swap. If you have to heal, do so on the Red Scroll. If possible, immobilize the monster first. Literally anything that hits you while on the Red Scroll will cart you. Also, on low health you'll draw a lot of aggro.

Furthermore, switching to the Red Scroll will restore 50% of your remaining red health as green health. You'll keep the other 50% as red health, meaning you'll keep it if you swap back without taking damage. Stamina negation ends, but the health drain from Berserk also stops. However, the health drain from Frenzy Virus will continue.

Partbreaker helps with breaking weak spots quickly in order to activate Blood Rite and Recovery Up. You'll restore to enough health to combat excessive health drain, but only for as long as you can keep attacking. Healing from hits (even with full health) will active Blood Awakening, which is an amazing damage increase.

Berserk, Bloodlust, poison, burn and Bloodblight all stack. Which can be quite dangerous if a hit happens to knock you down, let alone also stun or paralyze you. So swap when an opening presents itself.

You want to take opportunities to counter, as you can proc Adrenaline Rush and Bladescale Hone with a successful Dodgebolt. You can still tank nukes thanks to Berserk, but with only one level the health drain will become a problem rather quickly. Taking unnecessary risks is not recommended.

You gain 10-20% affinity when Strife is active, and another 30% from Maximum Might. The last 50% comes from Weakness Exploit. As a bonus you'll gain another 25% when you overcome the Frenzy Virus. This last sixty seconds, half a minute before you'll be infected with the Frenzy Virus again.
(5/5): Meme Builds
Builds that are fun to play, but not quite viable. Main reason being that they focus on Raw damage, not Elemental damage. On the plus side, you don't need fifteen sets per build.



Heaven-Sent Build (Blast)


Goal
This build makes use of the various Blast Bows, hence Status Trigger and Buildup Boost. Heaven-Sent takes care of your stamina needs. It also provides excellent damage reduction.

Dango
  • Dango Marksman/Dango Feet Level 4
  • Dango Moxie/Dango Adrenaline Level 3
  • Dango Temper Level 1 or Dango Booster Level 1
  • Dango Fighter Level 1

Template
Rampage Jewel: Teostra Soul Jewel 2.

Adaptations
  • The Teostra (Rapid) and Orangaten (Spread) weapon trees are your best options for the other Shot Types. The latter doesn't need Bow Charge Plus.
  • For a bit more damage you could augment your Bow for Raw damage instead of Blast. However, if damage is the goal you might as well make a dedicated Raw build.

Utilizing the Build
Heaven-Sent activates after half a minute. Which is enough time to run out of stamina if you don't manage it properly. Drinking a Dash Juice can help to bridge that gap. Once activated, Heaven-Sent stays active on both scrolls, and swapping between them will cure most ailments. Keep in mind that your resistances (both positive and negative) are converted to 0 on the Red Scroll. It deactivates if leave combat or if you get knocked back. Intrepid Heart prevents the latter periodically, and Flash bombs can prevent the former.

Status Trigger makes the build, since that provides the consistency for Buildup Boost (aside from Status Coatings). Unfortunately, it only lasts twelve seconds. So you want to make sure to take plenty of opportunities to counter. Adrenaline Rush and Bladescale Hone also activate via Dodgebolt.

The Frenzy Virus will activate when you enter combat, after which your health will slowly drop. Upon overcoming it you will restore all of your red health. It'll also proc Coalescence. You get 50% affinity via hitting weak spots, and another 25% for ninety seconds after overcoming the Frenzy Virus.

Divine Blessing and Dango Marksman provide separate proc chances for a damage reduction. If Heaven-Sent is active you get another 50% damage reduction. If all that fails you can fall back on Guts or Dango Moxie to survive a hit that would've carted you.



Bubbly Dance Build (Raw)


Goal
This build utilizes the anger management skills. Bubbly Dance replaces Constitution, and together with Embolden provides good evasive utility.

Dango
  • Dango Fighter Level 4
  • Dango Marksman/Dango Feet Level 4
  • Dango Temper Level 1 or Dango Booster Level 1

Template
Rampage Jewel: Magna Soul Jewel 2.

Adaptations
  • The core skills don't boost Elemental damage, so I chose to fully focus on Raw damage. The fourth level of Hellfire Cloak is optional, meaning you can use any Bow. As a general rule I'd stick with the Raw Bows though.
  • If you use a Bow with high affinity, you can swap three levels of Attack Boost for three levels of Critical Boost.

Utilizing the Build
There're no specific benefits for using one scroll over the other. Make sure you regularly swap to keep both Bolt Boost and Herculean Draw activated.

Before engaging, make sure you activate Bubbleblight (three rolls or four Dodgebolt). Being inflicted by this blight provides Evade Window Level 2 and Constitution Level 2, so you need to eat for Dango Fighter Level 4. A Palico with Go, Fight, Win and Dash Juice are also very useful. Because it's a blight, it'll also proc Resuscitate.

After thirty seconds (or if you get hit) Bubbleblight will end, and Coalescence will activate. You'll lose your two Constitution levels, so pay extra attention to your stamina management until you're inflicted by Bubbleblight again.

The build reaches its full potential when the monster is enraged, which will happen quicker thanks to Embolden. Embolden, together with Bubbly Dance, gives you the same evasion as Evade Window Level 5. Agitator and Hellfire Cloak improve your damage, and Defiance nullifies some interruptions. With Agitator you reach 65% affinity if you hit weak spots.

Both Adrenaline Rush and Bladescale Hone activate via Dodgebolt. It's quite important to keep these skills activated, especially if the monster is not enraged. You've got plenty of defensive skills to fall back on, so don't worry about taking a risk or two.
Step 8: Git Gud
The build doesn't make you good, you make the build good.


Develop muscle memory
Go to the training area, turn on the ranged attacks and set the maximum Wirebugs to three. Practice the following loop until you memorize your Switch Skills & Wirefall:

() = Charge Level.
{} = only if you've access to Charge Level 4.

Dash Juice => Herculean Draw (0) => Normal Shot (1+1) => Normal Shot (2+1) {=> Normal Shot (3+1)} => Dodgebolt => Charged Shot (4) => Power Shot (4) => Power Volley (4) => Aerial Aim (4) => Stake Thrust => repeat from Herculean Draw, or Dodgebolt if not available.

If hit => Use Wirefall => Restart from Herculean Draw, skip if not available.

When you feel comfortable using your Switch Skills and Switch Skill Swap, set the maximum Wirebugs to two. Replace Herculean Draw for Bolt Boost and get a feel the range of Super Critical Distance.

When to use Herculean Draw
You'll be able to stay on your maxed Charge Level for longer then thirty seconds. Despite that, it's a good habit to have Herculean Draw active at all times. That's because this skill is most viable for it's stamina regeneration and reposition utility. The extra damage is definitely a nice bonus though. Activating it regularly makes sure you don't run out of stamina.

Herculean Draw is the only ability worth resetting your Charge Level over. Doubly so if you can dodge an attack at the same time. All other abilities should be used when you're about to reset your Charge Level anyway, mainly right before or after Herculean Draw.

When to use Bolt Boost
Bolt Boost offers a nice bonus too, but it's less consistent than Herculean Draw. Hence why we only use it if we're not limited to one Scroll. If you can use both Scrolls, you want to use both skills right after each other. Meaning you'll want to prioritize a third Wirebug.

When to use Aerial Aim
If you're above ~33% of your stamina, you should forgo Aerial Aim (the stamina cost is too high). An exception should be made if you want to deal mounting damage of course. If you're out of stamina, that's when you're out of options and should finish with Aerial Aim followed by a Stake Thrust. You should finish with that even if the monster is not below you, because your stamina start regenerating sooner compared to falling down.

Reposition if needed and follow up with Herculean Draw, during which you recharge even more stamina. After that animation you're ready to continue the assault.

Managing your stamina
Since you're going to activate Herculean Draw roughly every thirty seconds, you'll want to spend about ~25-50% of your stamina between each Herculean Draw.

You want to save ~50-75% of your stamina for when the monster is in a fixed position. When you skip Power Volley, you deal more DPS. However, you also deplete your stamina faster. Which is why we want to have access to most of our stamina when an opportunity presents itself.

If you're below ~50% stamina, keep using Absolute Power Shot + Power Volley to deal more Stun build-up and spend less stamina over time. If you can, Switch Skill Swap to Power Shot in order to lower your stamina cost. This is also a good opportunity to take more time reading the monster when it's about to attack. Those few extra seconds regenerate a fair bit of stamina, which you can use right after boosting to Charge Level 3 with a successful parry.

You'll most likely run out of stamina after using Aerial Aim (at ~33%). Although Stake Thrust and Herculean Draw regenerate some stamina, it's not a lot. Meaning you'll want to avoid getting this low, unless you're planning on sheathing.

Managing your downtime
Keep in mind that if you've to sheath, you're going to recharge almost all your stamina. So only sheath if you've almost run out of stamina. You can use this moment to refresh your Dash Juice and buffs, as well as utilize the Endemic Life and your traps.

Ideally you don't want to interrupt your Dash Dancing. Effectively that means it's better to sheath your Bow once in order to perform multiple actions, rather than sheath your Bow multiple times for a single action.

Thought process behind Power Volley
The most challenging part when starting out, is understanding when and when not to use Power Volley. This video does an excellent job at explaining the thinking process behind it:


Thought process behind Stake Thrust
Stake Thrust is another ability that rewards you for reading and knowing the monster you're hunting. Again, the same content creator does a great job at explaining why:


Visualization
I used the YouTube guides Tidus69 made as my starting point. The ones I embedded above are examples of them. I highly recommend watching more of his guides to see how he pulls it all together. I also want to give a shoutout to Phemeto. Another content creator who has a very deep understanding of Bow, but overall he focuses more on Light and Heavy Bowgun.

Hall of Fame
The best way to excel, is to learn from the best. I highly recommend to take a look at these speedruns to see when and how everything is put into practice. The builds are also highly optimized for each specific monster, meaning you can use that information to optimize your own builds.

You can find the current leaderboards for Sunbreak here.[www.mhrspeedrun.com]

And the ones for pre-Sunbreak are found here.[www.mhrspeedrun.com]

Anti-species decorations
I recommended Anti-Species Jewels for most of the builds. That's because they provide +5% Raw damage against the corresponding species. They do require preparation before each hunt.


Damage Calculation
I left out quite a few nuances as to not confuse newcomers too much. When I talk about +20% damage for example, it's not quite as simple as dealing 20% more damage. It's referring to one of several values in either the Raw or Elemental damage calculation:

Sidenote: These're pre-Sunbreak formulas.
  • Raw damage per arrow:
    Total True Raw x Shot Type Up modifiers x Affinity x Critical damage modifiers x Coating modifiers x Charge Level multipliers x Motion Value x Hitzone Values x Anti-Species modifiers.

  • Elemental damage per arrow: (Elemental Motion Values aren't used)
    Total True Element x Affinity x Critical Elemental modifiers x Charge Level multipliers x Elemental Motion Value x Hitzone Values x Elemental Exploit modifiers.

Those formulas don't account for the rounding that happens during damage calculation. A similar reasoning goes for the diminishing returns I mentioned in the section about stamina reduction.
Sources
These days it doesn't matter what you say. As long as you say it with confidence, some people will believe you. The worst lies however, are the ones you tell yourself.

Post-Sunbreak
I'd like to thank Dtlnor for providing most of the data for Sunbreak. You check the values out for yourself in this document.[docs.google.com]

You can find the Critical Distance for each Arrow Type here.[docs.google.com]

If you want to know more about the stats of each Bow, please read this document.[docs.google.com]

For a more detailed description of skills (not 100% correct) as well as armor, decorations and talismans, see this document.[docs.google.com]

All the information about Qurious crafting is found in this document.[docs.google.com]

Some of the more useful images were made by Gaudium017.

Pre-Sunbreak
The one who provided all the necessary values I (and many others) used is either Deathcream or Deathscream. Both names are used, and I'm not sure which one is correct and which one is the typo (assuming one is a typo). So just to be sure, thank you both I guess.

Without diving in too deep, you can verify a lot of the values for yourself with this document.[docs.google.com]

A lot of the other verification came from this website[mhwbowbuilds.wordpress.com].

Spotted an incorrection?
A lot of the values are subject to change. It might happen with the next patch, it might never happen. If you find any sources that show I've to update this guide, please let me know!
Changes
Since posting this guide I've made the following noteworthy changes.

Clarification
  • Clarified (and updated) the choice between Raw and Elemental damage.
  • Clarified the gameplay loop by making one for both Dodgebolt and Charging Sidestep.

Content
  • Added a lot percentages and values if I could verify them.
  • Added more screenshots to help illustrate my points.
  • Added my general gameplay settings and Key Bindings.
  • Added what each (relevant) Dango does at each level.
  • Added mandatory armor for specific skills.
  • Added Progression Builds.
  • Added additional advice about optimizing your Bow-plays.
  • Removed the explanation on the Elemental bug (it's confirmed that this is working as intended).

Content of others
  • Linked to the sources I used for verification.
  • Linked to Budget Builds that were created by others.
  • Linked to content creators who visualize my points.
31 Comments
Alastxr.io 8 Feb @ 2:58pm 
No worries, I'm glad that you still answered to let me know that <3
Guess that I will try to use the build without those jewels, and see how does it fare.
Thanks again, have a good day/night ^^
Ya_Mama--  [author] 8 Feb @ 10:35am 
You're welcome of course, but I'm afraid I've to leave you without a proper answer. I haven't played this game for quite a while, so my knowledge is pretty rusty.

I haven't updated this guide since the, iirc, 5th Title Update, and don't plan on doing so given the reason above.
Alastxr.io 8 Feb @ 8:57am 
Hi, I can't thank you enough for the in-depth information this guide is giving me through my Sunbreak grinding. You even considered buddies and item loadouts!
Beyond that, I just wanted to ask what are the jewels and talismans to pair with Chaotic Gore Magala set when MR10 is reached, and if it is convenient to use this set even without the Kushala Blessing Jewels, that will be unlocked at MR120.
Thanks in advance for the answer ^^
Ya_Mama--  [author] 4 Jul, 2023 @ 8:59am 
@FragilePhallus, I didn't add that section because there're too many combinations to get the desired skills.

The set you mentioned has a talisman with 2 levels of Strife and Mail of Hellfire Level 3. The other set (P. Malzeno) has a talisman with Strife Level 3 and Berserk Level 1, hence why it doesn't use C. Gore armor. And that's what I mean with plenty of combinations. You want certain skills, but it doesn't really matter if you get them as base armor skills or from augments, decorations or your talisman.

If you feel like min-maxing, I recommend looking up the possible rolls, so you know what to aim for.

Talismans: https://docs.google.com/spreadsheets/d/1iBgTZttW-ECbRUy_9zm_FFuiQbi9LT93KuY-2iK5t_g/htmlview#

Augments: https://docs.google.com/spreadsheets/d/1FFYv2em4LErylP6_dlzZ7Zt3h76UluzU3f1dpZCeP8w/edit#gid=2112806968
Ya_Mama--  [author] 24 Mar, 2023 @ 10:36am 
@Kayzen, slot wise I prefer a 3-1-1. That makes sure I always have room for Element Attack Level 5 (or Level 3 + Reload Speed Level 2). A 4 slot is not a bad alternative, since you can use it for Bow Charge Plus or the Shot Type skills. At higher research levels you unlock quite a lot of useful Level 4 decorations too.

Skill wise an Attack Boost Level 3 & Weakness Exploit Level 2 talisman will work with pretty much every build, provided you can fit in at least AB 4. Otherwise you can aim for the Shot Type skills, but in that case you need a talisman for both Pierce and Spread (or arguably Rapid).

In the end there's not a definitive best charm though. A lot of different combinations will do the job, since you get the remaining skills via Qurious Crafting and decorations.
Kayzen 23 Mar, 2023 @ 8:56am 
Thanks for your answer, I was wondering for the meta build what would be a god charm to aim for ?
Ya_Mama--  [author] 11 Mar, 2023 @ 1:04am 
@Kayzen, you're welcome :).

Turns out that one isn't exactly early MR. The decoration provides the same skill that's on the Seregios armor, Bladeskill Hone (see top tier skills).

Obviously you need his parts, but after checking, you also need a tail from the final boss. Which is (probably) why it hasn't unlocked yet for you.

You can also get it on an at least rarity 8 talisman. I believe Anima Melding is the first option you get to craft one of those.

In case you want to know more: https://game8.co/games/Monster-Hunter-Rise/archives/381754
Kayzen 10 Mar, 2023 @ 8:18pm 
Hello, thanks for the guide first :)
Maybe I'm too tired but I'd like to know what you mean by Bladeskill jewel 2 in the Progression build, early master rank section, can't seem to find any jewel that has a name close to this even after googling it. Thanks in advance !
Ya_Mama--  [author] 15 Feb, 2023 @ 4:45am 
@微月吨日亿万千的马甲 , my bad for the late reply. Assuming you mean Dragon Piercer, the best advice I can give you is to bind it to a different key. It can still happen if you're holding the shift key, but it'll happen less frequently than with the default bindings.
微月吨日亿万千的马甲 18 Dec, 2022 @ 2:52pm 
is there any easy way to avoid using true dragon shot whenever i trying to use wirebug or switch the scroll?with the current monsters power, any mistaken touch is equivalent to death