Bow lets you attack from mid-range and apply phial effects! Charge in order to boost your damage and change your shot type while sniping away at a monster’s weakspots! Stay mobile while charging, and roll through many attacks!
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This guide is meant for new players of Monster Hunter Generations Ultimate (MHGU) or for players who haven’t played Gunner in the old-school games, and wish to play as Bow. Note that this guide will not assume any prior knowledge, regardless of games played before in the Monster Hunter series.
This guide will contain a comprehensive guide on Bow controls, details on arrow types and coatings, commentary on Bow styles and combinations, recommendations on progression Bows, and a final note on matchups against most monsters in the game.
When controls are discussed, this will assume Type 1, with X to charge and R to aim.
Two Hunter Art slots (1 SP Art). Unlimited access to Power and Arc Shot.
Guild Style is generally a solid choice, though it pales in comparison to the “press button and win” styles, Valor and Adept. Make sure to use the backstep and backroll to your advantage, but be careful in using it -- they take a lot of stamina to execute. Used effectively, the backstep and backroll can be a powerful spacing tool, used both for closing gaps and for dodging away from monsters, but in practice they’re not overly useful.
Recommended Hunter Arts:
3 Hunter Art slots (1 SP Art), only Arc Shot available.
Striker Style is simply underwhelming, due to the lack of Power Shots. Power Shots can easily make up to 30% or more of a Bow’s damage per second, so losing access to that in exchange for Bow’s generally underwhelming Hunter Arts just feels bad. You do still have access to the insta-charge, so you can use that to close in on monsters relatively well.
Recommended Hunter Arts:
1 Hunter Art slot (1 SP Art). Use the Aerial Hop to jump off of monsters and fire two shots directly downwards.
Aerial Style is absolute trash, and if I see you using it ever you will never be a real Bow user. Something worth noting though is that you can use up to 3 shots in mid-air, by doing X, A, A. It’s not going to make up for the poor damage output, but you can pretend like you’re helping?
Recommended Hunter Arts:
1 Hunter Art slot (1 SP Art). Use the Adept Dodge to roll through monster attacks and Insta-Charge.
Adept Style is fairly solid, with the ability to perform Insta-charges after dodging attacks, and without the sacrifices needed to charge regularly, like some other Adept-style weapons. Since you rarely use Arc Shots anyway, Adept can be seen as an additional safety net to using Bow, which is great for some matchups.
Recommended Hunter Arts:
1 Hunter Art slot (1 SP Art). Use the new Valor Arc Shots to charge your Valor Gauge and enter Valor State to fire off two Power Shots, with the second dealing more damage.
In any state:
Outside of Valor State:
While Valor State is active:
Valor Style on Bow is easy to charge up, but remember the type of your Arc Shot, as that does matter when positioning to fire those Valor Arc Shots. Once charged, you gain massive charge rate boosts and a 2nd Power Shot to play with that does 30% more damage. Needless to say, TrueShot Up is very valuable on Valor Bow, and even without it Valor Bow performs astronomically well in most matchups. Make sure you aim those Power Shots well and you’ll see great returns.
Recommended Hunter Arts:
3 Hunter Art slots (3 SP Arts). Charge the Alchemy Barrel to give you and your teammates useful items and increase your SP Level. Equip the Alchemy Coatings to charge HAs faster.
Alchemy Style on Bow, like most other Alchemy style combos, is fairly underwhelming for the cost of Power Shots. Alchemy Coatings don’t actually increase your damage, so solo play can’t really get a lot out of this style. Loading Coatings faster may seem good on the Status Bows, but then you realize that Status Bow isn’t really super-great. If you must play this however, focus on outputting damage with Power Coatings, then use the stocked-up Alchemy Coatings to provide constant SP-state support to your teammates.
Recommended Hunter Arts:
The style hierarchy goes Valor > Adept > Guild > Striker/Alchemy > Aerial. Valor’s Double Power Shots are very powerful if abused, while Adept provides a great safety net. Guild has all the basics that Bow provides. Striker and Alchemy lose their Power Shots while not providing much else of value, and Aerial… forces you to use Charge Lv. 2s constantly.
After a brief windup, your hunter launches two piercing shots in the direction you were facing, then charges a third piercing shot for slightly longer.
HA Rank | To Charge | Total Damage |
Rank I | 500 (800 SP) | (7 * 3) + (7 * 3) + (17 * 5) = 127% / 11 hits |
Rank II | 600 (920 SP) | (10 * 3) + (10 * 3) + (20 * 5) = 160% / 11 hits |
Rank III | 700 (1040 SP) | (14 * 3) + (14 * 3) + (23 * 5) = 199% / 11 hits |
This HA has a Critical Distance. The first two shots are fired in the direction your hunter was facing when the HA was activated, but the third can be aimed by holding the R button while you’re charging up.
This being the sole damage HA for Bow, Triple Volley is unfortunately not worth running most of the time. This is due to the high execution time, which forces you to stand in one place for quite a while. Unless you somehow manage to trip the monster as Bow, running this HA in solo play is questionable. It’s a bit better in multiplayer because you can wait for your buddies to trip the monster then you unload this on the head, but then it’s taking up an HA slot for some other better art.
Fires an arrow above your head, which increases your charge rate as well as your unsheathed walking speed.
HA Rank | To Charge | Effect Duration |
Rank I | 830 (1196 SP) | 30 seconds |
Rank II | 1000 (1400 SP) | 60 |
Rank III | 1080 (1496 SP) | 90 |
Charge thresholds decrease by 20%. Walking speed increases by 50%.
The main reason why this is ran is because it’s an additional source of charge rate increase. This and Focus stack additively, which means you can get up to 50% charge rate if you’re not running Valor, and if you are, well…
The walk speed increase is also very nice for getting out of attacks and repositioning more easily. 50% increase in speed makes you walk really fast.
Note that sources that cause you to flinch or take damage will take precedence over the casting animation and will make you lose your charge, like all HAs with cast times. If this happens, Haste Rain will be canceled and the charge depleted. Make sure you’re safe to apply this HA while it casts.
After a short cast animation, convert your arrows into special shots that can sever tails. The wires are shot horizontally, but shot vertically if fired from mid-air.
HA Rank | To Charge | Effect Duration |
Rank I | 500 (800 SP) | 30 seconds |
Rank II | 600 (920 SP) | 60 |
Rank III | 700 (1040 SP) | 90 |
Charge Level | Damage |
1 | 27% (9% * 3 hits) |
2 | 33% (11% * 3 hits) |
3 | 39% (13% * 3 hits) |
4 | 45% (15% * 3 hits) |
If you perform a Power Shot, then you’ll fire a normal shot rather than a cutting one. All Elemental and Status damage is also negated on all altered shots for the duration of this HA. Blade Wire arrows cannot bounce back at you if deflected through special effects. The equipped coating is unequipped, and you cannot apply other coatings for the duration of this HA.
Blade Wire sucks less than it did in Gen, because it actually has decent MVs. It prevents you from loading coatings though, and it works like Pierce, so it’s still sorta bad. Use some other weapon if you need tails.
After a brief hopping animation, perform a high-speed, high-distance backroll in the direction that the hunter was facing when the HA was used. While you’re in the backroll animation, you’re completely invincible, and during it, you automatically fire a shot in the opposite direction. You can press and hold X in order to save the shot instead.
HA Rank | To Charge | Effects |
Rank I | 420 (704 SP) | Fires Level 2 shot. |
Rank II | 500 (800 SP) | Fires Level 2 shot with +20% Affinity. |
Rank III | 670 (1004 SP) | Fires Level 3 shot with +35% Affinity. |
The arrow swing that occurs in the animation can deal 30% damage, and can sever tails. The shot fired from this HA will automatically land in Critical Distance. When charged, shot starts off at the listed Charge Level, ignoring Charge threshold modifiers (Focus, Haste Rain).
The big thing to keep in mind when using this HA is that, unlike Absolute Readiness, the initial hop backward does not have invincibility associated with it. So you’ll have to preemptively use it instead. Otherwise, this is exactly like an Absolute Evasion for Bow specifically. If you still prefer the instant pop-ability of Absolute Readiness though, you can use that instead.
If you don’t mind charging for a bit afterwards and your setup grants 100% Affinity already, you can just use the Rank I version constantly instead, for a faster charge time.
Before we talk about arrow types, we’ll briefly talk about Charge Modifiers and Critical Distance.
Charge Modifiers are as follows:
Charge Level | Raw Modifier | Element Mod. | Poison Mod. | Para/Sleep/Blast Mod. |
1 | 0.4 | 0.7 | 0.5 | 0.5 |
2 | 1.0 | 0.85 | 1.0 | 1.0 |
3 | 1.5 | 1.0 | 1.5 | 1.3 |
4 | 1.7 | 1.125 | 1.5 | 1.3 |
What charge modifiers generally mean is that the higher your level of charge, the higher damage you’ll deal with the shot. This is really important because just spamming shots doesn’t deal much damage, and this also explains why we focus on the last level of charge of a Bow, instead of all of the other levels of charge.
Now, Critical Distance is something common to all Gunners. Critical Distance prevents Gunners from sitting at the end of the map and sniping at monsters at the other end. Critical Distance is as follows:
Range Description | Graphics | Damage Modifier |
Normal | Orange | 1.0 |
Critical | Yellow-White + Screen Shake | 1.5 |
Long | Yellow | 0.8 |
Ex. Long | Red | 0.5 |
Being in Critical Distance is very important for all Gunner weapons, as it is a skill-free 50% damage boost. Constantly being in Critical Distance takes time, effort, and experience to learn but knowing when you’re hitting in Critical Distance goes a long way.
Here’s a chart from the official MHXX Guidebook which I translated, showing approximate Critical Distance:
Rapid-type
Shot Level | Total Damage | Status Damage |
1 | 12% | 13 |
2 | 16% (12% + 4%) | 14 (7 + 7) |
3 | 19% (12% + 4% + 3%) | 15 (5 + 5 + 5) |
4 | 21% (12% + 4% + 3% + 2%) | 16 (4 + 4 + 4 + 4) |
5 | 22% (12% + 4% + 3% + 3%) | 16 (4 + 4 + 4 + 4) |
Pierce-type
Shot Level | Total Damage | Status Damage |
1 | 15% (5% + 5% + 5%) | 15 (5 + 5 + 5) |
2 | 20% (5% + 5% + 5% + 5%) | 16 (4 + 4 + 4 + 4) |
3 | 25% (5% + 5% + 5% + 5% + 5%) | 20 (4 + 4 + 4 + 4 + 4) |
4 | 25% (5% + 5% + 5% + 5% + 5%) | 20 (4 + 4 + 4 + 4 + 4) |
5 | 25% (5% + 5% + 5% + 5% + 5%) | 20 (4 + 4 + 4 + 4 + 4) |
Spread-type
Shot Level | Total Damage | Status Damage |
1 | 13% (4% + 5% + 4%) | 15 (5 + 5 + 5) |
2 | 16% (5% + 6% + 5%) | 18 (6 + 6 + 6) |
3 | 23% (4% + 5% + 5% + 5% + 4%) | 20 (4 + 4 + 4 + 4 + 4) |
4 | 24% (4% + 5% + 6% + 5% + 4%) | 20 (4 + 4 + 4 + 4 + 4) |
5 | 26% (5% + 5% + 6% + 5% + 5%) | 20 (4 + 4 + 4 + 4 + 4) |
Arrow damage is shown as left-to-right, with the left-most value corresponding to the left-most arrow shot from the hunter’s point of view.
Heavy-type
Shot Level | Total Damage | Status Damage |
1 | 11% | 14 |
2 | 14% | 15 |
3 | 17% | 16 |
4 | 19% | 17 |
5 | 20% | 18 |
Note that all Arc Shots ignore the base charge of the Bow, always defaulting to 3 levels of charge. They also have Critical Distance.
Arc Shot: Focus
Total Damage | KO | Exhaust |
6% (arrow) + 3% * 5 (pellets) | 15 (3 * 5) | 15 (3 * 5) |
Valor Arc: Focus
Total Damage | KO | Exhaust |
6% (arrow) + 3% * 3 (pellets) | 9 (3 * 3) | 9 (3 * 3) |
Arc Shot: Wide
Total Damage | KO | Exhaust |
6% (arrow) + 3% * 5 (pellets) | 15 (3 * 5) | 15 (3 * 5) |
Valor Arc: Wide
Total Damage | KO | Exhaust |
1% (arrow) + 3% * 6 (pellets) | 18 (3 * 6) | 18 (3 * 6) |
Arc Shot: Blast
Total Damage | KO | Exhaust |
6% (arrow) + 19% (blast) | 20 | 20 |
Valor Arc: Blast
Total Damage | KO | Exhaust |
(1% (arrow) + 15% (blast)) * 3 | 3 * 3 | 3 * 3 |
Power Coating Lv. 1
A basic coating that nearly all beginning Bows should have access to. On late-game or end-game Bows, consider getting the skill “Use Power C. Lv 1” in order to get access to an extended supply of coatings, which means more damage output over time.
Power Coating Lv. 2
A coating that should be on every useful Bow through High and G-Rank. If a Bow doesn’t have access to these coatings, then it very quickly falls behind Bows that can use these. Unlike Power 1 Coatings, getting “Use All Power Phials” requires a pretty good talisman and additional Decoration support, so it generally isn’t worth it.
Elem Coating Lv. 1
New coatings introduced in MHGen which increase a Bow’s elemental damage. More useful with Rapid or Spread-type Bows with decent Elemental damage.
Elem Coating Lv. 2
Coatings which significantly boost your Elemental damage output. For maximum effect, pair with appropriate Bows and monster weaknesses.
Close Range Coating
Worth noting that Seregios Bows and Bladescale Polish armor skill make C. Range Coatings provide an additional +50% raw boost, effectively duplicating Power Coatings Lv. 2, for up to 40 more Power Coatings. Stacking the aforementioned effect with Bladescale Hone will increase the effect by 15%, to 65% extra damage.
Poison Coating
Note that the charge modifier for Poison is different from the charge modifier for the other status damage types, making Poison slightly better to apply onto Bows.
Paralysis Coating
Certain Bows provide a Coating Boost to this phial and other status phials. When applied, coating boosts deal an additional +20% Status damage.
Sleep Coating
Remember that a monster’s status buildup will deplete over time if you do not reapply the status. Bow is particularly good at maintaining Status damage despite the low carrying capacity of the Status Phials.
Exhaust Coating
Regardless of hitzone, Exhaust damage dealt will always be 8 per arrow. KO damage can only be dealt to a large monster’s head (for small monsters, anywhere will work), and does depend on the monster’s KO hitzone. The only notable exception that comes to mind is (Furious) Rajang’s head hitzone, which is 50 rather than the usual 100.
Blast Coating
Blast Coatings can be quite effective at dealing damage when you’re out of Power Phials. You can even have up to 50 total Blast Coatings, so long as you have Mass Combiner. Just note that not many of the good late-game Bows will not pack Blast Coatings naturally.
Paint Coating
Always nice to have in the back of your pocket in case you’re about to lose the monster. Simply apply once at the beginning of the hunt and every time the monster switches areas.
Generally you want to look at the monster’s hitzones and attack patterns and decide what type of shot is best to use. For most cases, Rapid or Heavy is best, followed by Pierce in certain unique situations, and Spread is very rarely used, if at all. The monster’s elemental hitzones should then be considered, with higher priority given to shots that fire more arrows. Otherwise, sticking to high raw is great. As mentioned earlier in the guide, having more access to Power Phials is better, and having natural access to at least Power 2 Coatings is very important. Power 1 Coatings are nice. Elemental or Status Phials are less important and should be treated as bonuses.
Low Rank (Hub 1-3*, Village 1-6*)
The default Bow that you’re given at the start of the game packs Rapid-type arrows and access to Power 1 Phials, which should be good enough for most situations at that point.
An alternate version of the starting Bows that you’re given at the start of the game. This Bow packs Heavy arrows instead of Rapid, but also upgrades slightly faster at the beginning of the game, letting you have slightly higher raw. It also packs Power 1 Phials.
Early Thunder/Rapid option for some monsters. Falls off later, due to its refusal to get any sort of Power 2 Coating at all, but works fine enough through High Rank.
Similarly early Water/Rapid option. Scales better than Blessed Rain, but competes with it often until the middle of G-Rank, where Blessed Rain falls off.
Early Ice/Rapid option, helpful if you hate Nibelsnarf early on. Scales oddly well through progression, being early to the Power 2 party as early as level 3.
Bow created from Mizutsune materials, packs Rapid arrows and Water damage to boot. At this point, the starting Bows will start to fall behind a bit, and Blessed Rain will start to outdamage them at this point. It’ll be more effective on monsters weaker to Water as well. Packs Power 1 Phials.
Upgrades from the Hunter’s Stoutbow, and works as a fantastic all-rounder Heavy progression option. Also coincidentally upgrades into the best Bow in the game.
The Glavenus Bow. Uses Rapid arrows and also has accompanying Fire damage, as well as Power 1 Phials. An overall solid Bow for late Low Rank, it also upgrades fairly early on in High Rank as well, beating out other early High Rank options.
High Rank (Hub 4-8*, Village 7-10*)
As mentioned previously, the Ashen Wrath upgrades fairly early on in comparison to other Bows in High Rank, reaching 200 raw and being the first Bow to do so when you gain access to Lavasioth. It also scales fairly well into G-Rank, despite it losing usage to the Teostra Bow in early G-Rank.
Continues to be fantastic throughout the midgame as well, so it’s worth it to keep around. Also is useful for a blip in G-Rank progression.
Still fighting with Mizutsune as a progression option here. Relevant much faster though thanks to its early access to Power 2s over Blessed Rain.
Pierce Bows tend to be recommended as a solution for specific problems. In this case, the problem starts with “P” and ends with “lesioth”. The Plume Bow, from Great Maccao, is the answer.
Yup, still here. Hits the 200 raw benchmark at Village 8, which is huge. Also is great for fighting Astalos ‘round this time while also gaining Power 2s. Still a great Heavy option.
Starts to fall a little behind Ashen Wrath, especially since Mizutsune weapons in general tend towards lesser raw. Still solid enough to use against Water-weak monsters, especially when it gains access to Power 2 Phials.
This one’s also still hanging around here as a Thunder/Rapid Bow. This is the last point at which it remains useful, so enjoy it while it lasts!
Gains Power 1 & 2 access in Village 10, which is rare amongst pre-G-Rank Bows. Fares well as a solid Ice/Rapid option.
Rajang’s Bow. Though not quite as powerful as Alatreon’s Bow it still has a niche: Destroying Plesioth… and Deviljho. Probably. Oh, and don’t upgrade it into the Furious Rajang version. Keep it at normal Rajang.
The Teostra Bow. Uses Rapid-type arrows, Power 2 phials, and has big Blast damage. It alone defined a new meme and for good reason -- in late High Rank, this has great stats, eclipsing all other Bows in late High Rank. However, it’s only really worth using when it reaches the first full upgrade as it is slightly underwhelming otherwise. It’s so good that it even scales through to G3, despite not gaining access to G-Rank tost until endgame.
G-Rank (Hub G1-G4*)
The Teostra Bow still scales abnormally well into G3, mostly due to lack of other good options. You’ll have to put up with it until at least G2, where you can get Nerscylla materials to gain access to Scylla Fist’s better forms, and even then it still competes. Once you get past G2 and gain access to Seltas Queen, you can drop this bow like a sack of hot rocks.
The meta Heavy Bow of choice with natural access to Power 2 and Power 1 phials. Upgrades relatively early into G-Rank as well, making this a great Heavy choice.
Gains relevance in G2 with its access to Power 1 & 2s. The negative Affinity is a bit of a bummer, but it can last longer than the other Bows if you decide to take on the G2 Hyper monsters.
The lesser form of what was once the second-best Rapid Bow in the game. Pretty usable as early as G2 and has high Affinity. Kind of a bummer that it only has Power 1s, but it’s fine. Probably.
Nargacuga’s Bow comes in clutch for those specific Pierce matchups at this point in G-Rank. Packs both Power 1 & 2s with a great +40% Affinity. It also upgrades into your Anti-Ahtal-Ka option, so be on the lookout for that.
The Anti-Lao choice. Packs a punch against it specifically, and nothing else really. When fighting Lao, shoot its crotch and Big Gulp:™: your Mega Dash Juices.
It’s back! In G3, you can gain an upgrade that makes this Bow pack one helluva punch with 290 raw and Power 2 / 1 access. Also has triple slots.
The Nibelsnarf Bow finally comes out on top in G3 with 270 raw and 23 Water. It’s a fine Bow for Water-weak monsters, also packing 3 slots.
The last major showing of the Glavenus Bow, the only Fire/Rapid Bow in the game. Has a solid amount of raw at 280 and 26 Fire.
The Tigrex Bow crests in G4 with a massive 340 raw before Ahtal! The -25% Affinity is a bummer, but you’ll be able to patch that up with Weakness Exploit. It also has access to all of the Status Coats as well.
Your main Anti-Ahtal-Ka Bow of choice, since you can only fight it with Pierce Bows. Pepehands. Packs both Power 1 and 2s with a great +40% natural Affinity. It’s also useful for taking on the monsters that are weak to Pierce, such as Duramboros.
Main Recommendations:
(Heavy)
The Heavy Bow of choice and also the current best bow of the game with natural access to Power 2 and Power 1 phials. Has no slots and no affinity, but has a good 350 raw to compensate. Stick some Affinity onto this weapon as well as some practice with Heavy Bow and you’ll see faster times than with Rapid in the majority of cases. It’s also really easy to make, only requiring some random ore materials.
At first glance this seems to be a weaker Harbinger’s Battlebow, and it sorta is. It does have Water damage, which can compensate for the slight loss of raw and loss of Power 1s. Important to note: some sets use Load Up in conjunction with Valor Bow to make use of this Bow’s hidden Heavy Lv. 5 shots on Charge 4.
Drilltusk Tetsucabra’s Bow. It mainly serves as a Load Up-compatible version of Harbinger’s if you wanted to play around with that.
Blangonga’s Bow. This guy’s main draw is that it has triple slots. Yup. The Ice is nice, but uh… you’re mainly picking this if you need the slots.
(Rapid)
Ahtal-Ka’s Bow. In line with other Ahtal-Ka weapons, it usually lacks something in order to compensate for its high Raw, and in the Bow’s case, it has relatively crappy shot types. You’ll need to have Load Up in order to gain access to the Rapid 5 shot, but when you do, this Bow is an absolute house. That is, if you can afford the charge time to charge to Level 4 consistently.
The first Legend of Zelda Bow, introduced as a DLC weapon. Has decent raw and access to many phial types, as well as 3 slots. Requires Load Up to gain access to the Rapid 5 shot, but is a good alternative to Wepwawet as an option that doesn’t need to charge up to Charge 4 every single time. In exchange, this Bow has a slightly lower power ceiling, but it’s more flexible to use.
The former second-best Bow in the game. It’s lost its luster over the years, but it still has about average raw, natural Affinity, and access to Power 2 Phials. The lack of Power 1 Phials means that this Bow may not have as much damage upkeep as other Bows, making it favor shorter hunts.
Deadeye’s Bow features both Power 2 and Power 1 access, along with slightly lower Raw and half as much Affinity to compensate. A fantastic Bow with lots of longevity, perfect for those that aren’t using Valor. Consider this a good alternative to the Scylla Webdart, as long as you can stand farming Deadeye for 15 levels.
(Nicher Rapid choices)
Zinogre’s G-Rank Bow gains Rapid, and in effect, becomes the only Thunder/Rapid Bow worth using. Average raw combined with one slot and decent Thunder means that this Bow has a bit of potential against Thunder-weak monsters.
White Fatalis’s Bow, the initial lack of phials can be seen as troublesome as well as the slightly below-average Raw. The great 35 Dragon it has compensates for that, so all you need is access to “Use All Power Phials” to let this Bow do something useful.
Has a fantastic 360 raw, but with a crippling -25% Affinity downside. Packs all the status coatings though.
Has an absolutely crazy 360 raw with minimal negative Affinity as well as access to Power 2 phials. It also has access to a multitude of Status phials as well, to extend support capabilities. This in conjunction with the Deviant boost makes this Bow stand out, and is yet another alternative to the Scylla Webdart. Just hope you can stand doing Grimclaw 15 times.
Seregios’s Bow. Lifted directly from MH4U, in the time between this game and that, the Bow roster has mainly caught up to it. Still retains its useful C. Range C. Boost, making C. Range Coats hit as hard as Power Phial Lv. 2s, though. Requires Load Up.
(Pierce)
Silverwind Nargacuga’s Bow. A fantastic Pierce option that packs both Power 1 & 2s with a great +35% natural Affinity. Devours Ahtal-Ka if you need to farm her, but also can stand its own against the typical Pierce matchups. Load Up is optional on this Bow, mostly dependent on the charge windows on monsters you fight.
Unfortunately, you won’t be using this with the actual Striker style, because its bad. Still, Rustrazor Ceanataur’s Bow is a good alternative to Sunlight Gale, giving up the natural Affinity in exchange for boosted raw attack power.
(Spread. These are mainly off-meta recommendations.)
The Obsidian Bow. It’s mostly non-descript, but its non-descript-ness allowed it to slip past the bunch at Capcom who took a firing squad to most of the Spread Bows in the game. :( Suitable for longer hunts with its access to Power 1 & 2s.
The Chameleos Bow. Its lack of Power 1 access means that it’s more useful on shorter hunts, and it also has triple slots and Poison Coating boosts! Yup.
We’ll go over skills and armor sets for progression in this section. Due to the nature of Gunning in G-Rank, I can’t formally mention any particular full set, due to the near-universal higher quality of mixed sets at pretty much any point past late High Rank. I will provide some ideas, however.
Low Rank (Village 1-6*, Hub 1-3*)
The classic early-game progression set, it provides an early Attack Up (L) for Blademasters. Because you’re a Gunner though, you’ll only have Attack Up (M) until you get more slots on your weapon. Composed of alternating Bulldrome and Jaggi armor pieces.
Combining Rathalos and Mosgharl parts (the latter of which you can get by trading plants) will yield some form of Focus, and Weakness Exploit. Focus is really great, especially if you’re learning Bow, as it’ll speed up your hunts dramatically. You can make this set by using Rathalos Cap/Helm, Rathalos Vest, Mosgharl Guards, Rathalos Coat, and Mosgharl Leggings along with a decent slotted charms.
Otherwise, if you’re spamming Adept/Valor, then consider just going full Rathalos.
High Rank (Village 7-10*, Hub 4-8*)
Replacing the Low Rank Mosgharl parts with High Rank Mosgharl parts also works a little bit, though you might need to have better gem-ins due to the different skill point distributions on the High Rank parts.
This set replaces all of the Low Rank pieces from Rath/Mosgharl with their High Rank equivalents, boosting defense and giving you more leniency on the skill point distribution. Really nice for the mid-game of High Rank.
Bow users benefit from a slightly-modified version of Hayasol, so long as they don’t mind giving up Focus. Simply replace the Razor Sharp for the Shot Type Up skill of your choice.
G-Rank (Hub G1-G4*)
Disclaimer: I heavily advise using mixed sets throughout G-Rank progression, since many full sets will provide an inadequate set of skills. The following listed sets are rough suggestions, as the sets you can actually build will be dependent on your charms.
Unfortunately, due to the relative crappiness of early G-Rank full sets, I recommend that you stick to either these mixed sets or make new mixed sets of your own during this time. Commonly-used pieces are True Chaos Brigandine, for the triple slots on the chest, Volvidon Vest X for the 4 points in FastCharge and one slot, or Kut-Ku Leggings X for the 6 points in Attack and two slots.
Pretty self-explanatory mixed set, it provides the bareboned basics of a Bow user. Slightly underwhelming though, due to the flat Attack boosts this late in the game, where things like Critical Eye are more valuable.
This skill should be in almost every Bow set. It’s a very good 10% increase in damage for Rapid-type, Heavy-type, and Pierce-type arrows, as well as being a 30% increase in damage for Spread-type arrows. It’s a sizable damage boost for essentially doing nothing.
Though dependent on matchup, Weakness Exploit is a sizable increase in damage. Because you’re a Gunner, you should be able to strike weakspots fairly comfortably on most monsters. Watch your Affinity, lest you overload and waste Affinity though.
Near-required on Guild, Striker, or Alchemy Bow, not really required on the other styles of Bow. A -20% reduction in charge time is huge and it lets you exploit more openings than you normally would. It also decreases the amount of Stamina used for charging up a shot fully, so long as you fire soon after you charge up. Note that if the fight or your hunting style has you holding a charge for a significant amount of time, then Focus will actually not be worth it.
On other Gunner weapons this would be a nice +20% damage on all Internal Shots. Since you’re Bow however, this is a great +20% damage on all of your Power Shots! Adept and Valor should prioritize this skill highly, as their playstyles practically revolve around shooting Power Shots. Other styles, less so because they can’t maximize this skill’s benefits.
A skill that only gets better the more Affinity you have. Since you usually have Weakness Exploit already, this is a great 7.5% increase in damage by itself! Stack with Bows that have naturally high Affinity to maximize this skill’s effectiveness.
Do you have a monster with hard-to-hit or even non-existent weakspots? Repeat Offender can solve that problem somewhat, as long as you’re using a shot which hits frequently. Even if you don’t, this is effectively a free 25% Affinity boost.
It’s an okay skill, but only as a bonus. Enabling more Power Phials tends to work better than Ammo Saver, but if you can’t fit anything else in, this is an okay skill.
These are okay skills if you use the right bow and exploit the monster’s elemental zones well, but in practice these skills add only a few points of resulting damage to your damage output. In general, more underwhelming than adding more crit, but okay skills if you know the matchup and monster.
Nice to have if you’re going up against certain monsters that constantly are in your grill and you’re Guild. Though you really can’t beat Adept or Valor if you’re going up against those monsters.
Very useful on certain Bows in order to enable a particularly strong shot on that level. The Ahtal, Akantor, and Seregios Bows are the most prominent examples of this. However, this shouldn’t be used on all Bows, because sometimes you just won’t unlock a useful shot. For example, using Load Up on the Scylla Bow unlocks a Spread-type shot.
Specifically this level of the skill can be quite useful on some Bows who don’t have Power Coatings Lvl 1 naturally unlocked. It effectively adds an additional 70 phials of pure damage onto your Bow, which can really extend your time of usefulness over the hunt.
Very good on monsters which enrage a lot or are enraged for a long time, though the level 2 version of this skill is expensive.
Bow matchups in GU are mostly favorable, with a few standouts that really hate Gunners that stand within a few steps of the monster. Despite the power behind Valor and Adept Bow, in longer hunts, Bow really suffers from a lack of damage upkeep with the coating restrictions, but it really shines in the matchups where it isn’t immediately shit on by being within arm’s length of the monster but not under it. The Bow HAs vary from good to bad but are otherwise solid with the exception of Blade Wire, which just sucks. Bow is a fine weapon to use in this game, but is sometimes slow.
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