Wilds HBG Guide
Monster Hunter: Wilds Heavy Bowgun Guide
Version 1.4.5: Updated for TU4.5
By Cylon, Dingus, Damo, UnkemptHerald, Scrub, Kat, and Frosty
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Cylon - cylon_
Damo - damo3124
Dingus - dingusassley
UnkemptHerald - unkemptherald
Scrub - Scrubadumb
Kat - kat_wastaken
Frosty - cryosaurus
You can find us all in the #heavy-bowgun channel in the MHGH discord server:
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Special thanks to:
Damo, Dingus, UnkemptHerald, AngBata, eichigo, kittibyou, kat, Scrub, Laskyy, Jonboy and the rest of the MHGH Bowgun community.
Table of Contents
Chapter 1: Weapon Guide
5.1.4 Focus Blast: Wyvern Howl
Chapter 2: Build Progression
1. When to Use Progression Builds
2.4 Late LR Build (Optional)
3. Early Post-Game Progression Guide (HR21+)
4. Late Post-Game Progression Guide (HR41+)
Chapter 3: Endgame Build Guide
1.1.1 Elemental Skill Priority
2.2.2 Reinforcing Artian Weapons
2.2.3 “Savescumming” Artian Reinforcements
3.2.1 Standard Elemental Build
3.3.1 Standard Raw aka Spread Build
Weapon Guide
Chapter 1: Weapon Guide
Cylon is a Monster Hunter veteran. He has many years of Bowgun experience, starting with the original Monster Hunter on PS2. Creator and writer of the Light Bowgun guide that we copied for all the shared information between HBG and LBG
Damo is an avid Bowgunner and spreadsheet enjoyer. Without his time spent coding simulations and various damage calculations, a large part of this guide would have been impossible.
Dingus is a long-time member of the MHGH community and veteran of the series, as well as the author of the original version of the Light Bowgun guide. Without his work, this guide would not exist as it does today.
UnkemptHerald is another long-time MHGH community member and Bowgun veteran whose datamining work, testing and input have been invaluable for the research of this guide.
Kat is a long-time member of the MHGH community and veteran of the series. He was the author of the original meta guide for Heavybowgun.
Frosty is a long-time veteran of the series and is the tester for the builds that TCers and Builders come up with. Also the writer of the HBG specifics of the guide.
Scrub is an active wilds hunter who makes build and playstyle optimizations. He has edited much of the written guide and provides speedrunning insights.
Heavy Bowgun (HBG) is a slow but versatile weapon. It can output consistent damage and stand its ground against any monster attacks, going head to head with them and locking them down. While it may not boast the high damage numbers of other weapons, it is able to output high damage-per-second while still bringing plenty of utility to a hunt, whether it be solo or multiplayer. Compared to previous games, HBG has seen major changes in Wilds.
Bowguns rely on ammo, most of which has to be purchased or crafted. This will be detailed further in Section 4 of the guide.
Action | Input (M+KB) | Input (Controller) | Input (PS5) |
Move | WASD | Left Stick | Left Stick |
Evade | Space | A | X |
Fire/Unsheathe | M1 | RT | R2 |
Aim/Focus Mode | M2 | LT | L2 |
Sidestep (after firing) | Space | A | X |
Reload | R | Y | Triangle |
Sheathe | E | X | Square |
Sprint/Sheathe (while not aiming) | LShift | RB | R1 |
Enter/Exit Ignition Mode | F | B | Circle |
Manual Guard | R+F or M4 | Y+B | Triangle+Circle |
Focus Blast (while aiming) | LShift, hold to charge | RB, hold to charge | R1, hold to charge |
Cycle Ammo | Scrollwheel up/down | LB+Y/A | L1+Triangle/X |
Cycle Item Pouch | Ctrl+Scrollwheel up/down | LB+X/B | L1+Square/Circle |
Use Item (while sheathed) | E | X | Square |
Fire Slinger (while aiming) | M3 | L3 | L3 |
Fire Primary Special Ammo (Only in Ignition Mode) | M1 | RT | R2 |
Fire Secondary Special ammo (Only In ignition mode) | R | Y | Triangle |
Figure 3A, Basic Input List
Figure 4A, bowgun UI elements
Bowguns play very differently and have several unique mechanics to separate them from other weapons, all detailed individually in the subsections below.
Figure 4.1A, the Customize Bowgun interface
Bowguns uniquely have mods associated with them, which can be selected from the Customize Bowgun menu at camp. Mods in Wilds are fairly simple compared to previous games, mostly affecting only ammo level or capacity (both explained further below in Section 4.2). Which mods are available is determined by the bowgun being customized. Additionally, Special Ammo can be equipped in the Customize Bowgun menu, which is explained in Section 4.3.
Mod Name | Mod Effect |
Normal Ammo Magazine | Normal Ammo Capacity +1 |
Pierce Ammo Magazine | Pierce Ammo Capacity +1 |
Spread Ammo Magazine | Spread Ammo Capacity +1 |
Elemental Boost Magazine | Elemental Ammo Capacity +1 |
Normal Ammo Powder | Normal Ammo Level +1 |
Pierce Ammo Powder | Pierce Ammo Level +1 |
Spread Ammo Powder | Spread Ammo Level +1 |
Elemental Ammo Powder | Elemental Ammo Level +1 |
Ignition Mod | Faster Ignition Gauge Recovery |
Standard Mode Upgrade | Grants 10% damage boost to all raw ammo (Normal, Pierce, and Spread), per level |
Ignition Mode Upgrade | Grants 15% damage boost to all ammo under Ignition Mode, per level |
Figure 4.1B, Bowgun Mod List
Figure 4.2A, the Ammo Pouch interface
Bowguns fire ammo, which have various effects based on the type and level of the ammo used. Most ammo has to be crafted, but “raw” varieties, Normal, Pierce and Spread, are infinite. Ammo is stored in the Ammo Pouch to be carried with you on hunts. Excluding raw ammo types, all ammo has a limited capacity that can be carried with you at one time. By carrying crafting materials with you, this capacity can effectively be extended; examples of this are included in Section 7.1 of the guide.
Ammo can be refilled at camp either through the Item Pouch menu or through the Ammo Pouch menu. Make sure to build a habit of restocking non-raw ammo between every hunt when using it. Note that after TU2, restocking items also automatically restocks ammo.
Figure 4.2B, the Ammo Info for the Szelatya Clairgun (pretend it’s an HBG)
Ammo types have a level and a magazine capacity that are both determined by the equipped gun; higher level ammo deals more damage or otherwise has increased effects. Raw ammo types have a maximum level of 3, while other ammo types have a maximum level of 1 or 2. The current magazine is shown in the bottom right of the screen (see Figure 4A) as well as beneath the crosshair while aiming.
Ammo Type | Description | Pouch Limit |
Normal | Deals raw damage | Infinite |
Pierce | Deals high raw damage | Infinite |
Spread | Deals raw damage, high recoil | Infinite |
Flaming | Deals Fire damage | 60(+120) |
Water | Deals Water damage | 60(+120) |
Thunder | Deals Thunder damage | 60(+120) |
Freeze | Deals Ice damage | 60(+120) |
Dragon | Deals Dragon damage | 4(+20) |
Tranq | Works the same as Tranq Bombs | 8(+8) |
Paralysis | Inflicts Paralysis buildup | 12(+20) |
Poison | Inflicts Poison buildup | 12(+20) |
Sleep | Inflicts Sleep buildup | 12(+20) |
Exhaust | Inflicts KO buildup | 12(+20) |
Demon | Produces a cloud with Demonpowder effect, it is counted as a seed and does not stack with might seed | 3(+10) |
Armor | Produces a cloud with Hardshell Powder effect it is counted as a seed and does not stack with Adamant seed | 3(+10) |
Recover | Produces a cloud with Lifepowder effect | 3(+10) |
Sticky | Explodes after delay, headshots stun | 9(+45) |
Slicing | Explodes after delay, deals slashing damage | 12(+45) |
Cluster | Fires a projectile that splits into 5 when it hits a surface/monster | 3(+10) |
Wyvern | It is a charging explosive ammo that explodes and deals damage from a short range | 5(+5) |
Figure 4.2C, Bowgun Ammo List
Ignition mode is a separate mode in which changes the HBG into only being capable of firing its special ammos. Special Ammo uses the ignition gauge, which is the blue bar that can be found at the right side of the screen on top of the ammo selection. Each special ammo has its own gauge cost and will consume the gauge differently. If you attempt to fire a special ammo without satisfying the cost, you will enter an animation that will lock your hunter in place.
Figure 4.3A, selecting Primary Special Ammo
Figure 4.3B, selecting Secondary Special Ammo
Heavy Bowgun can choose between 4 Special Ammo options, 2 being primary and the other 2 being secondary. Wyvernheart or Wyvernpiercer Ammo are the primary Special ammos while Wyvernblast and Wyverncounter are the secondary Special ammos. All 4 are detailed below,.
Wyvernheart makes its return from World. This is the famous gatling gun that fires a total of 40 projectiles before switching you back into Standard mode. Wyvernheart has a damage ramp that maxes out at the 9th shot. This damage ramp up falls off if even 1 bullet misses the monster or if you stop firing.
Wyvernpiercer is a single projectile that continually does tick damage as it travels through the monster. It will continue to travel and or deal damage until it hits a wall. This ammo also has a damage ramp up that maxes out at the 8th tick but also a damage fall off at the 13th tick.
Wyvernblast fires two projectiles that, after a short moment travelling in the air, each split off into 3 more projectiles totalling to 6. These projectiles then explode upon hitting a surface or monster. The explosions are hitzone-independent, meaning the damage does not change regardless of what part of the monster it hits.
If the initial projectiles hit a monster before traveling enough, they will explode preemptively without separating, losing 2/3rds of the total damage.
Wyverncounter is HBG’s offset attack. It has a lengthy starting animation and is able to be charged for higher damage. If the attack connects with the monster’s attack it will trigger an offset.
Figure 4.4A, the orange crosshair indicates being within Critical Distance
Bowguns are affected by Critical Distance, which is the range at which your ammo will deal optimal damage. This is indicated by the crosshair turning orange (see Figure 4.5A above). Staying within Critical Distance is an absolute necessity, as firing ammo from outside of it will do significantly reduced damage depending on the ammo fired.. The range of Critical Distance varies based on the ammo type being fired and can be increased by the Ballistics weapon skill.
Ammo Type | Penalty Close | Penalty Far |
Normal | -60% | -90% |
Pierce | -60% | -90% |
Spread | -90% | -90% |
Elemental | -50% Raw | -90% Raw |
Figure 4.4B, penalties for being outside of Critical Distance by ammo type.
Figure 4.6A, this target dummy is really gonna get it this time
Another new addition to Wilds is the ability to draw and fire your weapon while mounted on your Seikret. While you are aiming a weapon, your Seikret is unable to sprint and will move significantly slower. You are unable to use RF Mode while mounted. Note that firing while mounted incurs a -60% damage penalty.
Overall, this has limited usefulness, but could be a fun way to get off a cheeky paralyze in a multiplayer hunt, or perhaps build some RF gauge against a particularly mobile monster that you’re having trouble dodging.
While basic inputs were covered in Section 3, this section of the guide will provide a breakdown of what Heavy Bowgun can do, starting from the basics, along with providing explanations of some unique techniques and interactions.
This subsection covers the standard moveset in and out of Ignition Mode.
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Figure 5.1.1A, pew pew
The most basic action on a Bowgun is firing. Firing uses one ammo from the magazine (or spends Ignition gauge if inside Ignition mode), does damage, has recoil depending upon the ammo fired, and can be followed up with either a Sidestep (Section 5.1.3) or another shot.
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Figure 5.1.2A, one sec, gotta feed my gun more bullets
Reloading is a big part of Bowgun gameplay, and one that requires some practice with positioning and timing as it leaves you vulnerable during the animation. Can be triggered automatically by attempting to fire with an empty magazine, or manually with a reload input.
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Figure 5.1.3A, let me just get out of your way real quick
After firing a shot, it can be followed up by a quick sidestep to either the left or right, depending on the direction inputted. This has brief iframes.
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Figure 5.1.4A, don’t worry, I brought my grenade launcher
New to Wilds, Heavy Bowgun’s Focus Strike is called Focus Blast: Wyvern Howl, often referred to as just Focus Strike. This has three charges, displayed in the bottom right of the screen above the Ignition Gauge (see Figure 4A), which take approximately 35 seconds to recharge after firing.
Can be useful for a quick topple from destroying wounds that can topple.
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Figure 5.1.5A, IM THE WALL
Being able to guard has always been a thing with HBG so long as it has the shield mod in older games. In Wilds, however, the shield is now an innate part of the weapon. You can Auto guard if you just look/aim at the direction where the attack is coming from and do nothing, albeit with chip damage and minor knockback.
New to Wilds is the ability to manually guard by pressing Y+B/check section 3 for other platforms. When timed immediately before an attack, this will become a Perfect Guard. This massively lowers the chip damage, stamina use, and knockback when guarding. It also allows you to Hop, Fire, or Reload almost immediately. Hopping right after a Perfect Guard will greatly increase the distance traveled.
Rewrite in progress.
This section of the guide details the main playstyles of Heavy Bowgun, using Special Ammo, Elemental Ammo, or Spread.
Wyvernblast is HBG’s highest DPS ammo for most matchups, however it could be quite difficult to properly manage gauge and harder still to pilot against moving monsters, resulting in potentially dreadful downtime outside of highly skilled play. Proper gauge management is key to optimizing this playstyle’s strengths as once you’ve mastered both that and proper positioning, the raw damage output of Wyvernblast is enough to domino into repeated topples.
Additionally, combining Wyvernblast with Elemental ammo helps soften this downside by building around a decently powerful and self-sufficient secondary ammo to use when Ignition Gauge is depleted or when using Wyvernblast would be too dangerous.
The gameplay loop when using Wyvernblast is as follows::
The gameplay loop for Elemental + WyvernBlast is as follows:
Pure element involves simply shooting the monster with Elemental ammo, forgoing special ammos entirely. It is a relatively simple and brainless playstyle that is appropriate for incredibly element-weak matchups like Gravios or against monsters who are simply too small to reliably hit with all 6 Wyvernblast bombs, such as Chatacabra.
The playstyle for Element + Wyvernblast is as follows:
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Below is outdated. Will be removed once renovations are complete.
Wyvernheart is the main option for Raw, as all other Special ammos either need specific situations to be better or have lower damage overall. Wyvernheart builds can be used against any monster but typically Elemental builds are preferred for all matchups besides Arkveld and Phase 1 Zoh Shia.
The basic game plan for Wyvernheart is as follows:
Wyvernpiercer is a special ammo that has the potential to out-dps Wyvernheart IF the ticks stay inside the weak point of the monster or if the monster is large enough for the ammo to continuously tick to beat wyvernheart. Example of such a monster is Arkveld and his chains when he is downed.
The basic game plan for Wyvernpiercer is:
Wyvernblast is a niche special ammo that cannot out-dps either of the primary special ammo. Even Wyvernpiercer with bad ticks can out-dps it. However it makes its place in the use case where you cannot aim at the right body part of the monster, if the monster does not have any good hitzone to use, or if there isn't a good angle to shoot from. It is also used if you do not wish to aim at all as the ammo is hitzone independent.
The basic game plan for Wyvernpiercer is:
When not in Ignition mode, Pierce is our preferred Standard ammo to fire. It has the highest recovery gauge modifier and deals marginally better damage than Normal ammo.
The basic game plan for Pierce is:
When not in Ignition mode, Normal is our second preferred Standard ammo to fire. It deals marginally less damage than pierce but it has a much more lenient critical distance and is a lot comfier due its faster reload. It also charges the ignition gauge slower than pierce, only by a few seconds.
The basic game plan for Normal is:
Heavy Bowgun has extremely high elemental values, which makes it one of the perfect weapons to take advantage of elemental weaknesses. This playstyle is capable of delivering some of the highest damage-per-second possible in Wilds.
The basic game plan for Elemental is as follows:
<= 15 elem hitzone value. Otherwise just keep spamming elemental ammo
Bowguns are focused more on preparation before hunts than other weapons, and taking the time to optimize your item loadout, ammo pouch and radial menus can save a lot of time in your hunts. This section of the guide will give details and examples on how to make the most of these systems.
Remember to restock your items and ammo between hunts!
Figure 7.1A, recommended endgame Item Pouch loadout
The Item Pouch holds the items you carry with you on hunts. As mentioned in Section 4.2, most Bowgun ammo must be crafted, and it is recommended to carry materials with you to do so, as this allows for a higher effective ammo capacity.
By pressing LShift for KB+M or L3 for Controller/PS5 in the Item Pouch menu, you can access the Item Loadouts menu where you can save and restore your item pouch loadout. It is highly recommended to make at least one general use item loadout to help with quickly restocking.
Use of pods, particularly flash pods, is highly recommended as they can be used while your weapon is drawn in Wilds. Craft more pods when you have 1 left, otherwise you’ll have to re-equip them which requires sheathing. When using Elemental or Status ammo, it is very important that you clear dragonblight immediately by using a Nulberry.
Item | Description |
Max Potion | Used for healing |
Ancient Potion | Used for healing |
Herbal Medicine/Antidote (Optional) | Used to cure poison |
Nulberry | Used to cure blights |
Mega Demondrug | Attack buff |
Might Seed (Optional) | Attack buff |
Demon Powder (Optional) | Attack buff |
Shock Trap | Used for capturing or damage windows in multiplayer |
Pitfall Trap (Optional) | Used as a backup when Shock Trap is ineffective |
Dung Pod (Optional) | Used to scare off a monster |
Flash Pod | Used to stun monsters and stop them from leaving |
Luring Pod | Used as a backup when Flash Pod is ineffective |
Flashbug Phosphor | Crafting material for Flash Pods |
Snow Herb | Crafting material for Freeze Ammo |
Flowfern | Crafting material for Water Ammo |
Fire Herb | Crafting material for Fire Ammo |
Thunderbug Capacitor | Crafting material for Thunder Ammo/Shock Trap |
Trap Tool (Optional) | Crafting material for Shock Trap/Pitfall Trap |
Catalyst (Optional) | Crafting material for Max Potion |
Mandragora (Optional) | Crafting material for Max Potion |
Immunizer (Optional) | Crafting material for Ancient Potion |
Nourishing Extract (Optional) | Crafting material for Ancient Potion |
Net (Optional) | Crafting material for Pitfall Trap |
Hot/Cold Drink (Optional) | Immunity to environmental effects |
Armorcharm | Passive defense boost |
Powercharm | Passive attack boost |
Figure 7.2B, Recommended Item List
Figure 7.2A, recommended Ammo Pouch setup
The Ammo Pouch holds the ammo carried with you on hunts, as mentioned in Section 4.2. It also determines the order of ammo while cycling through it in hunts. It is recommended to set up your pouch according to personal preference. An example ammo pouch setup is shown in Figure 7.2A above which ensures quick access to Tranq and Paralysis ammo. If you’re often running a Raw build, you may find it beneficial to move Tranq Ammo above Normal or Paralysis Ammo instead.
Figure 7.3A, recommended Radial menus
Radial Menus (or shortcuts for KB+M players) allow for quick access to anything you may need to use during a hunt without having to spend time scrolling through the item pouch. Figure 7.3A above provides a simple example Radial setup for general use which can be tweaked to your personal preference.
Item Name | Slot (Clockwise) |
Max Potion | 1 |
Flash Pod | 2 |
Pitfall Trap | 3 |
Luring Pod | 4 |
Corrupted Mantle | 5 |
Craft Flash Pod | 6 |
Craft Elemental Ammo | 7 |
Shock Trap | 8 |
Optimal Status Recovery | 9 |
Figure 7.3B, Elemental Radial Item List
Item Name | Slot (Clockwise) |
Might Seed | 1 |
Mega Demondrug | 2 |
Demon Powder | 3 |
Hot Drink | 4 |
Cold Drink | 5 |
Figure 7.4C, Buff Radial Item List
This section of the guide will cover a few tips and tricks for more advanced to expert level players.
Heavy Bowgun is in a solid place in Wilds, with lots of new moves and a completely distinct Ignition Mode playstyle, although some playstyles like Pure Element simply ignore it entirely.
Progression Guide
Chapter 2: Build Progression
These builds are intended to be used from the beginning of the story through to HR40+, where you are able to begin seriously working towards getting finished meta sets. These builds, for obvious reasons, won’t be as optimized or as high budget as the endgame builds, but should serve as stepping stones to get you to them.
Throughout early Low Rank, you’ll just be upgrading your Bowgun a few times. Once you reach Chapter 3 of the story, you may optionally upgrade your armor set, or just continue powering through to early High Rank.
Figure 2A, Early Low Rank Build (Builder Link)
Figure 2B, Upgrade to Congalala Bowgun (Builder Link)
Get used to this gun as this is what you'll be using all the way till HR 21+.
Figure 2D, Optional Chapter 3 Upgrade (Builder Link)
This is an optional set upgrade available midway through Chapter 3 of the main story. This build can be skipped in favor of rushing to the Early HR build (Section 2.5) below, but it is recommended to craft if you have the materials available as it provides higher damage and similar defense to that set.
Figure 2E, Early HR (Builder Link)
Upon reaching High Rank, you should craft the Hope α set above only if you did not choose to upgrade to Late LR armor (Section 2.4) so that you can maintain enough defense through early HR. The Chatta III/Iron Assult III and Challenger Charm I
Figure 2.6A, Alternate Early HR Build (Builder Link)
This build is an alternate to the build found in Section 2.5, to be used if you chose to make the Late LR Build (Section 2.4). This build has slightly more damage, while the other option is a bit more comfy.
Figure 3A, HR21+ Second Wind Mizu Build, “based” - Damo (Builder Link)
After reaching HR21, you have access to HR Guardian monsters, which unlocks several new skills AND grants us the Meta Raw weapon. Mizutsune is part of Title update 1 and unlocked at HR 21, giving us a new Raw gun. This build leverages Second Wind 1 and Constitution 5 to maintain Maximum Might uptime while Perfect Guarding(see Weapon Guide Section 5.1.5 for an explanation on this mechanic), with Agitator 5, Burst 1 and Ambush 3 for added raw damage.
Figure 4A, FulGore Build (Builder Link)
After reaching HR41 and completing Chapter 6, you unlock endgame equipment. The build above is a middle ground between the HR21 Second Wind build and the endgame meta builds, to be used while working towards making meta sets.
Endgame Guide
Chapter 3: Endgame Build Guide
This chapter of the guide assumes that you have, at a minimum, made it to HR100+ and completed the builds in Chapter 2. By this point, you should have at least a basic understanding of HBG’s mechanics and kit, as well as the ability to grind for any gear pieces or decos you may be missing.
All builds in this guide will assume the use of the Village food buff (+5 raw), as well as the Powercharm (+6 raw, acquired by completing the “As Gatekeepers” Optional Quest from Rex in Suja.) Builds also assume the use of Mega Demondrug (+7 raw), Might Seed (+10 raw), and Demon Powder (+10 raw). Despite this assumption, builds will function without these buffs unless specifically stated. All builds assume the use of Corrupted Mantle when available.
Fire / Water / Thunder / Ice Attack 3 | +20% element and +6 flat element. Mandatory. |
Critical Element 3 | 15% bonus elemental damage on critical hits. Elemental damage has a 1.0x critical multiplier without this skill. |
Opening Shot 1-3 | Increases Reload speed by 10/15/30%. +5/10/15 raw and +10% element to the first shot of a clip. |
Tetrad Shot 1 | +3/6/10 raw and +5% element to the 4th and 6th shots of a clip. +8/10/12% affinity for the 4th shot onwards. Very little value beyond the first point. |
Ballistics 1-3 | Improves both close- and long-range Critical Distance by 10/15/25%. |
Offensive Guard 3 | 15% attack bonus for 10 seconds after a perfect guard. |
Attack Boost | +3/5/7/8/9 and +0/0/0/2/4% raw. Can be a sidegrade in some talisman setups |
Figure 1.1.1A, Elemental Weapon Skill Priority Table
Coalescence 3 | Extremely high value, 30% elemental buff on a 2 slot deco. |
Max Might 3 | Elemental builds allow for high MM uptime, high value for a 2 slot deco. |
Burst 1 | +6 Raw at level 1, almost no value at levels past 1. |
Agitator 5 | Good uptime in many hunts, +20 raw and +15% affinity buff. |
Antivirus 3 | Used in every build, only offensive level 1 deco skill. |
Peak Performance 5 | +20 raw and is easy to maintain thanks to 4pc Gog. |
Figure 1.1.1B, Elemental Armor Skill Priority Table
Critical Boost 1-5 | Increases critical damage up to 140% from 125% at level 5. Most builds will not reach level 5, though. |
Spread / Pierce / Normal Shots | 5% damage bonus to the respective ammo type. Stronger than Critical Boost if average affinity is below 64.5%. |
Ballistics 1-3 | Improves both close- and long-range Critical Distance. 2 points are mandatory for Spread, as it enables point-blank shots. Subjectively more valuable on all raw ammos than even Critical Boost. |
Opening Shot 3 | Increases Reload speed by 10/15/30% and adds +5/10/15 raw to the first shot of a clip. |
Attack Boost | +3/5/7/8/9 and +0/0/0/2/4% raw. |
Figure 1.1.2A, Raw Weapon Skill Priority Table
Agitator 5 | High uptimes in hunts where raw is used, +20 raw and +15% affinity buff. |
Maximum Might 3 | Affinity when max stamina. Pierce uses too much stamina to have a good uptime, so this is only used for normal and spread. |
Burst 1 | +6 Raw at level 1, almost no value at levels past 1. |
Latent Power / Weakness Exploit | Supplemental affinity. WEX gives less affinity but is more consistent, and vice versa for LP. |
Flayer 1 | Occasional 140 damage proc + slightly faster wound creation. |
Antivirus 3 | Used in every build, only offensive level 1 deco skill. |
Counterstrike 3 | +25 raw for 45 seconds after getting hit or offsetting. |
Figure 1.1.2B, Raw Armor Skill Priority Table
Artillery 3 | 30% damage boost to explosives. |
Special Ammo Boost 2 | 20% damage boost to special ammo. |
Attack Boost | +3/5/7/8/9 and +0/0/0/2/4% raw. |
Focus 3 | 5/10/15% increased gauge regen. |
Figure 1.1.3A, Wyvernblast Weapon Skill Priority Table
Agitator 5 | High uptimes in hunts where raw is used, +20 raw and +15% affinity buff. |
Burst 1 | +6 Raw at level 1, almost no value at levels past 1. |
Peak Performance 5 | +20 raw, hard to maintain if not using 4pc Gog but can quickly recover minor chip damage with recovery ammo. |
Counterstrike 3 | +25 raw for 45 seconds after getting hit or offsetting. |
Figure 1.1.3B, Wyvernblast Armor Skill Priority Table
To upgrade from a craftable charm, an RNG talisman must gain a useful weapon skill for free while keeping the same armor skills (e.g. Tetrad Shot 1 + Agitator 1 + lvl 3 armor slot) or gain enough equivalent points of useful weapon skills to outweigh the loss of one point of an armor skill (e.g. Rapid Fire Up + Agitator 1 + lvl 1 weapon slot). Optimal charms will be listed in the Meta Build Guide section, but that exact charm is often not the only way to construct the same set. For example, a point of Agitator is typically interchangeable with a point of Burst and occasionally a point of Maximum Might or Coalescence. Because of this, there are too many possible talismans to list every useful combination, so you’ll have to use your best judgment based on what you have in your box. Use the skill priority section above as reference, and when in doubt, put your talismans into the set searcher and let it do the thinking for you.
In Wilds, armor and weapon skills have been split. This means that armor sets for each element are no longer needed, and you will instead only need to switch your weapon and weapon deco setups. This section will detail the best craftable options for Bowguns of each element as well as explain the mechanics of crafting Artian weapons, which are currently the strongest options for elemental bowguns. (For raw guns, the armor sets in Section 3 for their respective ammos will feature the corresponding weapon).
The subsections in this section cover the best craftable Bowgun options for each element. Each of the guns are all well within 1-2% damage to each other so just use whatever looks best to you has other ammos you want. Decos are somewhat negotiable, but you should at a minimum be prioritizing:
Figure 2.1.1A, Zoh Shia Bowgun
Bowgun Mods: Elemental Boost Magazine and Ignition Mode Upgrade
The Best Craftable Fire HBG
Figure 2.1.1B, Yian Kut-ku Bowgun
Bowguns Mods: Elemental Boost Magazine and Ignition Mod
The CC option as this has access to Para ammo
Figure 2.1.2A, Uth Duna Bowgun
Bowgun Mods: Elemental Boost Magazine and Elemental Boost Magazine
Best Craftable Water HBG
Figure 2.1.2B, Mizutsune Bowgun
Bowgun Mods: Elemental Boost Magazine and Elemental Boost Magazine
The CC option as this has access to Sleep ammo
Figure 2.1.3A, Lagiacrus Bowgun
Bowgun Mods: Elemental Boost Magazine and Elemental Boost Magazine
Both CC and Best craftable HBG
Figure 2.1.4A, Ore Bowgun
Bowgun Mods: Elemental Ammo Powder and Ignition Mod
Best Craftable Ice HBG
Figure 2.1.4B, Jin Daahad Bowgun
Bowgun Mods: Elemental Ammo Powder and Elemental Boost Magazine
The CC craftable option as this has access to Sleep ammo
Pending rewrite for Gogmartians.
Artian weapons are the strongest option currently available for elemental builds in Wilds due to their potential for high stats combined with unrivaled slot economy. Artian weapons have to be forged using special parts, and have an RNG element in the form of reinforcement. While this may seem daunting at first, there are strategies that can be applied to make this a fairly simple process. This section will explain how to gather the materials and efficiently craft optimal Artian HBGs for each element.
Figure 2.2.1A, the Artian Forging Interface
Artian weapons are forged at Gemma using parts obtained from hunting Tempered Monsters, of which there are four types:
Artian HBGs are forged with one Disc, one Tube, and one Device, and so Blades can be safely disregarded if you do not plan on forging Artian weapons of other weapon types. Each Artian part consists of three properties:
For the purposes of this guide, only rarity 8 Artian weapons will be considered. These can be forged only with Artian parts obtained melding or from investigations of the following monsters:
When forging with two or more parts of the same element type, the resulting Artian HBG will be able to fire the corresponding elemental or status ammo. When three of the same type are used, the magazine capacity is increased. While using status parts does allow for use of the corresponding elemental ammo as well, Artian HBGs forged with elemental parts have a higher magazine capacity. However the trade of one bullet for being able to CC the monster is sometimes preferred. These are the results of the combinations assuming perfect reinforcements:
Combination | Result |
3 Status Parts | 6 status ammo and 7 Elemental Ammo |
3 Elemetal Parts | 8 Elemental ammo and No Status Ammo |
Any other combination is inefficient and ineffective so it is ignored. These 2 combinations are the only ones that matter.
The choice of choosing a Status Artian over an Elemental Artian is dependent on what Status ammo it gives us, as not all status ailments are equal. Paralysis and Sleep ammos are better than both Sticky and Poison ammo respectively and thus are chosen over Elemental Artian.
Crafting using parts with the Attack Infusion gives the resulting weapon +5 Raw, and parts with the Affinity Infusion give the resulting weapon +5% Affinity. For HBGs, and most other weapon types, only Attack Infusion parts are used. In summary, when forging an Artian HBG for use, you should use three parts of the same desired element or status, all with the Attack Infusion, and all rarity 8.
Regarding what Artian to craft, as elemental HBG uses both status Artian and elemental Artian:
Figure 2.2.2A, the Artian Reinforcement Interface
Forging an Artian weapon is only the first step of the process, after being forged the weapon needs to be reinforced. Reinforcing an Artian weapon raises its level up to a maximum of 5, adding a new bonus with each level. These bonuses are determined by random seed when the weapon is forged, and can be one of the following for each level:
The ideal rolls for an Artian HBG are 3 Attack Boosts and 2 Capacity Boosts, with the priority being Capacity Boost. Each Affinity Boost is just over a 1% damage loss compared to an Attack Boost, having one or two Affinity Boosts on an Artian will still outperform craftable elemental Bowguns.
Artian weapons are reinforced using materials obtained from Festival Shares through Nata or the Smelting Foundry in Azuz, or by converting monster materials into Oricalcite at the Smelting Foundry. Each Artian will require a total of 50 Oricalcite to fully reinforce. If the reinforcement bonuses aren’t desirable, the weapon can be Dismantled to return all materials used in reinforcing it.
Figure 2.2.3A, “God Roll” Artian HBG
Because Artian reinforcements are determined when the weapon is forged and not when the weapon is reinforced, this allows for a simple strategy to maximize return of your time, Artian parts and reinforcement materials:
By repeating this process, you can quickly craft Artian weapons for each element.
Because they have 3-3-3 deco slots, Artian weapons have better skill economy than any currently craftable Bowguns. This subsection offers a few different deco setups that can be employed depending on which decos you have available.
Figure 2.2.4A, Budget deco setup
Figure 2.2.4B, Meta deco setup
Figure 2.2.4C, Tetrad 3 setup
Figure 3.1A, “Cheap” (any SAB2 charm) Hybrid Build
Figure 3.1B, God Charm Hybrid Build
Attack Focus is a minor optimization for this specific build. Run 2x capEX with para, sleep, and blast. Run 1x capEX with element. Use Crit Ele/KO instead of Crit Ele/Precise with blast. If you don’t want to spec a whole new set of Artians for this, you’ll be completely fine with your Ele Focus Gogmartians.
Wyvernblast has significantly higher damage peaks than element but is significantly weaker when out of gauge, so why not use both to cover their respective weaknesses? Simply shoot Elemental ammo until an opening (such as a CC or topple), then use Wyvernblast for easy damage. It’s not a particularly lossy hybridization, either; Element can afford to give up Offensive Guard and Ballistics in order to fit the mandatory Artillery 3 and Special Ammo Boost 2, though any RNG Special Ammo Boost talisman is required at a minimum. And Wyvernblast is usually stuck relying on low uptime, mediocre, unreliable DPS skills like Peak Performance (without 4pc Gog shield), Adrenaline Rush, and Counterstrike, so it doesn’t mind replacing those with armor skills to buff element instead.
This build has ascended to the top of the meta due to its high damage peaks combined with its consistent baseline output. Having a reliable fallback ammo makes an otherwise brutally difficult Wyvernblast playstyle far more approachable.
This build is particularly effective versus Uth Duna as Wyvernblast’s damage gets heavily reduced by its veil, which Thunder ammo easily destroys. Against most other monsters, you’d rather just stay in Wyvernblast as much as possible, using Elemental ammo only when you are out of gauge and there are no wounds to focus strike.
Figure 3.2A, Craftable Spread Build
Figure 3.2B, God Charm Spread Build
Eat for Azuz Meal (Tumbler Hi). This acts as 3 additional points of evade window.
Spread is a powerful and reliable Raw ammo. Bladescale Loading is so powerful that Seregios gun is still the weapon of choice, even over the absurdly overstatted Gogartians. Although it still cannot beat Elemental in most matchups, it is still a viable choice and saves some hassle from material collection and mid-hunt ammo crafting.
This build plays very differently from other ammos as it is a very mobile playstyle that tries to mimic dash dancing. You would shoot > hop to effectively gain infinite ammo due to the Gun’s innate skill of Evade reload. This is also the only ammo and playstyle that loves the Evasion mantle compared to the other ammos.
Figure 3.3A, Craftable Elemental Build
Figure 3.3B, God Charm Elemental Build
Elemental ammo is a strong choice against a large portion of the roster. The addition of Gogmazios’s ridiculously overtuned armor has only further cemented Elemental Ammo’s dominance in the Wilds meta, and its access to Mutual Hostility’s one-shot protection makes it extremely easy and forgiving to use as well. However, building for pure element is only optimal against monsters too small to hit with Wyvernblast (e.g. Chatacabra) or Gravios (who dies before even running out of Dragon ammo).
For the god charm version, there is a variation with an Attack Boost 2 + Tetrad Shot 1 + Agitator 1 + lvl 1 weapon slot that can run Attack Boost 5 instead of Offensive Guard. Gun decos are Attack Boost 3 + Opener/Ele Attack + Crit Ele/Ele Attack. Run the remaining point of Ele Attack in the talisman’s 1-slot. This will outperform the Offensive Guard setup if you get less than 1 perfect guard per minute.
Figure 3.4A, Craftable Wyvernblast Build
Figure 3.4B, God Charm Wyvernblast Build
Wyvernblast is incredibly high dps with proper execution, capable of trouncing Spread against Arkveld and is a genuine meta contender in a whole host of matchups. Simultaneously, however, it is by far the most difficult playstyle HBG has in Wilds, demanding precise positioning, knowledge of specific monster wounding mechanics, aggressive rolling, avoiding power clashes when on high gauge, good timing for perfect guards (as passive blocking isn’t an option), and consistently perfect focus strike aim, all while your character is forced to crouch in place. The sets above accordingly include a bit of extra comfort to make the playstyle more approachable. The maximum damage build will be included in the Alternative Builds section. The mantle used is Corrupted Mantle; Peak Performance can be quickly restored after the HP drain is cured by firing Recovery Ammo at your feet.
Para on the gun is unfortunately quite important, given how immobile and vulnerable Wyvernblast leaves the player. Recharge your gauge with charged Ignition Mode focus strikes. If you run out of gauge, use your choice of Spread/Normal/Pierce (listed in order of descending strength), and be sure to change your ammo powder accordingly.
Evade Window 2 is intended to be used with Tumbler Meal (Azuz meal) for effective Evade Window 5; the God Charm build forgoes this, but if desired, points of Counterstrike can be dropped. In fact, this build has no way of reliably activating Counterstrike aside from getting hit, as Wyvernblast is mutually exclusive with Wyverncounter. But the reality is that unless you play perfectly, Counterstrike will have 40%+ uptime, which more than justifies its inclusion on the build over “reliable” skills like Adrenaline Rush or 2pc Jin.
Figure 4.1A, Craftable Heart Build
Figure 4.1B, God Charm Heart Build
Wyvernheart is quite viable after TU4’s buffs, offering solid DPS. However, it is not the optimal choice in any single matchup, hence its exclusion from Meta Builds section. The god charm build overcaps Agitator but this combination of pieces remains the optimal choice for matchups which can be powerclashed or offset (leveraging Wyverncounter). Recharge your gauge with charged Ignition Mode focus strikes and Wyverncounters. If you run out of gauge, use your choice of Spread/Normal/Pierce (listed in order of descending strength), and be sure to change your ammo powder accordingly.
Figure 4.2 Craftable Max Damage Wyvernblast
Figure 4.2B God Charm Max Damage Wyvernblast
Compared to the build in Section 3.2, this build forgoes Evade Extender, trades 3pts Counterstrike for 5pts Adrenaline Rush, and uses 4pc Xu Wu instead of 4pc Odo. This is the right build for you if you: like the steak cooking minigame and remember to actually eat said steaks, clear hunts in 3 minutes of combat (or for fights with phase transitions to rebuff), don’t need Evade Extender, roll aggressively for Adrenaline Rush procs, and fish for Power Clashes at just the right time for maximum gauge regen. If any of these don’t apply to you, or if you find yourself getting hit more than once per hunt, the Counterstrike 3 version in Section 3.3 will perform better.
Don’t have your optimal Gog rolls yet but still want to use your shiny new Gogma Artians? This is the section for you! Upgrading Capacity Boost to Ammo Boost EX should be a priority when rolling reinforcements but isn’t strictly necessary for the builds to function.
Pre-Gog builds can be found in an archived TU3 doc here.
Figure 5.1 Budget Elemental
Every 3rd roll, every 4th Hop, or some combination thereof will afflict the player with Bubbleblight, which results in a “free” coalescence proc every 30 seconds. Make sure to get Bubbleblight on yourself every 30 seconds or so to maximize Coalescence uptime. The empty Lvl3 slots can be used for your choice of Earplugs/Evade extender for comfort or Latent Power/Counterstrike for more damage.
Figure 5.2 Budget Wyvernblast
Due to its low cost, this build is ideal for players looking to try out Wyvernblast without committing hundreds of Gog rolls for set bonuses. Gravios HBG can also be used pre-Gogma.
Figure 6A, Matchup Infographic
Monster | Ammo Type | Where to Aim |
Ajarakan | Water | Head, Front Limbs |
Arkveld | Spread / Pure Wyvernblast | Head, Wing Chainblades |
AT Arkveld | Dragon / Any | Chainblades (When split), Head |
Balahara | Thunder | Head, Neck |
Blangonga | Fire | Head, Torso |
Chatacabra | Thunder | Head, Torso, Tongue |
Congalala | Fire | Head |
Doshaguma | Fire | Head, Torso |
Gore Magala | Fire | Wingarms, Head |
Gravios | Dragon | Belly |
G. Arkveld | Spread / Pure Wyvernblast | Head, Wing Chainblades |
G. Doshaguma | Fire | Head, Forelegs, Chest |
G. Ebony Odogaron | Water | Wounds, Head, Tail Tip |
G. Fulgur Anjanath | Water | Head, Nose, Wings, Tail |
Gogmazios | Dragon / Fire | Fire when solid, Dragon when liquid/gas. Wingarms, head (anywhere when charging nova in Phase 3) |
G. Rathalos | Dragon / Thunder | Head, Legs |
Gypceros | Fire | Head, Wings |
Hirabami | Fire | Head, Neck, Tail |
Jin Dahaad | Fire | Head, Tail |
Lagiacrus | Fire | Back, Tail, Head |
Lala Barina | Fire | Head, Tail, Petals |
Mizutsune | Thunder | Head, Back, Forelegs |
Nerscylla | Fire/Thunder | Torso, Stinger (Thunder when mantle breaks) |
Nerscylla Clone | Fire | Torso, Stinger |
Nu Udra | Water | Tentacles |
Omega | Thunder / Dragon | Head (Enmity), Front Legs |
Quematrice | Water | Head, Tail |
Rathalos | Dragon / Thunder | Head, Wings |
Rathian | Dragon / Thunder | Head, Wings |
Rey Dau | Ice | Head, Wings, Tail |
Rompopolo | Water | Head, Back, Tail |
Seregios | Spread | Feet, Tail |
Uth Duna | Thunder | Head, Forelegs, Veil |
Xu Wu | Ice | Head, Mouth |
Yian Kut-ku | Ice | Head, Neck |
Zoh Shia | Dragon | Head, Wingarms |
Figure 6B, Matchup Table
Ele gets an entirely unneeded buff from Gogma armor. Spread can pick up Peak5 now. Wyvernblast is really good but very difficult to play. Wyvernheart is significantly stronger than before but is still kinda underwhelming.
Q: Why do some builds prioritize Agitator and others prioritize Weakness Exploit?
A: This mostly comes down to the gun and ammo type being used. In general, weakness exploit (WEX) is worse than agitator (AGI) due to the low base raw stats that our guns have. Elemental sets gain a lot less out of affinity since critical element is only a 21% elemental boost compared to a 25% boost that raw ammo types get (this is without critical boost). The raw from AGI directly increases gun elemental damage, so it will always be prioritized on elemental sets.
Q: Why do you recommend 2x capacity boosts and the rest attack boost for Artian weapons?
A: Increasing your clip size directly increases your DPS by reducing the number of reloads over a hunt. This does experience diminishing returns as clip size increases, though the difference is rather small anyway. We have collectively decided to put an emphasis on extra capacity, as reloading less often makes it less likely to get punished for a greedy reload.
Q: How much do I lose by just bringing Spread to every hunt?
A: You can expect your hunts to take up to 1.5x longer than if you were to use element.
Q: How much stronger are Gogma Artian elemental weapons compared to their craftable counterparts?
A: The higher stats, larger clip size, ability to get both 2pc gore and 4pc gog, and higher peak uptime due to the Gogmapocalypse shield results in over a 20% DPS increase. If you’re reading this, get back in the Gog mines.
Q: How much damage do I lose if I get affinity rolls instead of attack rolls on my Artian weapons?
A: For each time you get an affinity roll instead of an attack roll, you lose just over 1% damage.
Q: How did you calculate all this stuff?
A: There is a spreadsheet in the resources section that anyone can download and use to calculate the relative power of builds. It is still being worked on, but it is in a state where it can be used for many useful calculations.
Possibly the most important section in this entire guide, as this would not have been possible without help from all of the names listed here.
4/6/2025 - Birth of the HBG Guide (Copied most of it from Cylon’s LBG guide)
5/6/2025- AT Rey Release
7/5/2025 - TU2 Release
29/8/2025 - TU2.5 Release
8/9/2025 - Removed some obsolete builds. Added matchup resources. - Scrub
24/10/2025 -Updated sets for AT Nu Udra. - Scrub
26/12/2025 - Updated for TU4. - Scrub
19/1/2026 - Updated basically everything. Sweeping grammar, formatting, and correctness passes over the entire doc. Playstyle, Progression, and Wyvernblast still pending updates. - Scrub
5/2/2026 - Added several Wyvernblast builds. Repurposed Meme Builds for Budget Builds instead. - Scrub
6/3/2026 - Updated Spread and reordered meta builds to reflect their relevance. Updated Matchup Chart for Wyvernblast. - Scrub