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Weapons
Topics: Weapon TypesWeapon MechanicsSharpnessElementStatus

Weapon Types:
Sword and Shield Icon WhiteDual Blades Icon WhiteGreat Sword Icon WhiteLong Sword Icon WhiteHammer Icon WhiteHunting Horn Icon WhiteLance Icon WhiteGunlance Icon WhiteSwitch Axe Icon White
Charge Blade Icon WhiteInsect Glaive Icon WhiteTonfa Icon WhiteMagnet Spike Icon WhiteAccel Axe Icon WhiteLight Bowgun Icon WhiteMedium Bowgun Icon WhiteHeavy Bowgun Icon WhiteBow Icon White

Bow Weapon Trees:
MHFUMHP3MH3UMH4MH4UMHGenMHGUMHWMHWIMHRise


Weapon Overview[]

MHW-Bow Equipment Render 001

The Bow (弓 Yumi, Lit: Bow. Sometimes also known as "Longbow") is one of the most tactical weapons in the Monster Hunter series, first introduced in Monster Hunter 2. Like all weapons in the Monster Hunter series, it takes time to master the versatility Bow could provide.

The Bow is a naturally fast weapon. A common tactic for Bow is to "hit and run." Also, using the Bow requires the knowledge of the monsters' weak spots and elemental weaknesses to end the hunt faster.

Last but not least, the use of charge levels and coatings allow a large set of options. The decision of what charges and coatings to use is very important.

Due to nature of the Bow capable of hitting multiple times by just one attack, this weapon is more oriented to focusing on Elemental Damage.

Weapon Traits[]

General Traits[]

Main Damage Type MHRise Item Icon-Bullet White Shot
Other Damage Type MHRise Item Icon-Great Sword White Cutting / MHRise Item Icon-Hammer White Impact (MHP3 onward, except MHRise)
Neutral Type suspected
Guard? Cannot
Counter Moves? No
Yes: MHRise-Dodge Bolt
Stamina Usage Heavy / Very Heavy

Special Traits[]

1) Charge Level

A core point of Bows. Similar to Hammer, Bow can be charged by holding down the Fire input button. Charging Bow's shot not only increases the power of the shot unleashed, but also changes the Shot Type as the Bow being charged. Charging Bow's shot continuously consumes stamina, and from MHW onward, will also consume additional stamina when a shot is fired.

In MHW and MHWI, charging no longer directly modifies both Power and Element of the Bow's shot, but still effects the effectiveness of Status Coating based on the Charge Level. The Power and Element of Bow were completely tied to each action, which, however, still tied to the Charge Level. These changes was reverted to how it was in older games in MHRise.

While charging, an aura will surround the Bow, or in from 5th Gen onward, the Bow itself will glow a different color based on the Charge Level. A sound cue will also occur when the next charge level is reached.

2) Critical Distance

Is said to first introduced along with the Bow itself in 2nd Gen, but made more obvious in the 4th Gen to all ranged weapons. Critical Distance is the distance between monster and the player where arrows/bullets landed within range will have highest power. If too close or too far, the arrows/bullet will become weaker.

Different Shot Types have different Critical Distance, for example, Critical Distance of Spread Shot is very close to the monster compared to a very far off Critical Distance of Pierce Shot.

When it is first introduced, the only indication of "within Critical Distance" in the 2nd gen is the arrows/bullets create a very large spark when landed.

In 4th Gen, in addition to the sparks, the screen will shake greatly when arrow(s) landed. Arrow(s) landed in the Critical Distance will deal 1.5x the damage. Close Range Coating, when applied, will give Critical Distance modifier to the arrows when very close to the monster, while the melee attacks will have White Sharpness.

As of the ranged weapon major revamp in MHW, the Critical Distance indicator has been changed to be indicated on the aiming crosshair instead of the screen shaking. The crosshair also indicate the "Out of Range" distance, where arrow(s) from this range wouldn't land at all. The mechanic is also changed, instead of dealing increased damage, being in the Critical Distance only makes you deal maximum damage.

Also, Close Range Coating will modify the Critical Distance to become shorter instead of giving a boost within certain distance. Power of Close Range Coating also decreased greatly to compensate it being infinite.

3) Shot Types

Similar to the Shelling Types of Gunlance, Bow have a set of "Shot Types" that is unique to each weapon tree with multiple level. The Shot Type becomes stronger as the Bow got upgraded. Branching to a new weapon tree tends to change the Shot Type composition of the Bow when comparing the pre and post upgraded weapons.

Shot Types is tied to the Charge Level of the Bow. Similar to Hammer's Charging, different charge level will result in different Shot Type being unleashed. What Shot Type being unleashed is indicated in the Weapon Info page.
(See other note at the end of this section)

Bows have three (four in MHGen/MHGU) Shot Types; Rapid, Pierce, Spread, with an additional of "Heavy" Shot Type in MHGen/MHGU.

3.1) Rapid Shot

Rapid Shot unleashes multiple arrows that focus on one spot. Due to the nature of this Shot Type, it is the best Shot Type for breaking monster parts and/or focusing on the weak spot.

In Pre-5th Gen, the first and main arrow will follow the path shown when aiming, and with higher shot level a new but weaker arrow will follow suit at slightly lower angle than the last one.

From MHW onward, all arrows of Rapid Shot now take approximately the same flight part, as well as being equally powerful, resulting in even stronger one-point-focus attacks.

3.2) Spread Shot

As its name suggest, Spread Shot unleashes several arrows on a path that spreads horizontally outward from the center arrow. In general, this Shot Type is the most powerful Shot Type if all arrows landed on one spot, thus Spread Shot is best used in a point-blank range. A large monster parts are also favorable targets.

Like Rapid Shot, from MHW onward, the arrows of Spread Shot are now equally powerful for that volley. They are also significantly stronger compared to Pre-5th Gen Spread Shot.

3.3) Pierce Shot

Unlike other Shot Types which unleash multiple arrows at once, Pierce Shot only shoots one arrow. However, the arrow from this Shot Types can travel through monster's body, hitting multiple times as it travels.

Due its nature of travelling across hitzones, which could have a very different Shot Damage Weakness, it is best used in conjunction with high Elemental Damage as the Elemental Weakness tends to vary less. A giant weak spot is also a favorable target. Its Critical Distance also limits the hunter to stand rather faraway from the monster.

Though absent in MHW/MHWI, Pierce Shot's power is significantly increased in its reintroduction in MHRise compared to Pre-5th Gen, as well as increased maximum pierces.

3.4) Heavy Shot

Exclusive to MHGen/MHGU, this Shot Type unleashes a heavily arcing arrow. Although the power is on par with other Shot Types in those games, it shines by its high part-break capability as well as its special Critical Distance mechanic.

Its heavily arcing trajectory, though means that it is best used at a rather close range and slightly aims skyward, it can also reach a significant distant if aim properly. It is complimented well by its unique Critical Distance.

Heavy Shot will always be in Critical Distance no matter how far it is once the arrow has started descending, allowing it to deal substantial amount of damage. Its single-hit-single-arrow per shot also makes it very good for focusing down a monster part while not dealing too much damage.

Notes:

The Shot Type changing per Charge Level does not apply to MHW/MHWI. In this game, all Bows now have uniform Shot Types. The Normal Shot from the primary input is akin to the "Rapid Shot", while the Power Shot is a akin to the "Spread Shot". No matter the Charge Level, primary attack input will always unleash the Normal Shot and vice versa, the only different between Charge Level is the Power of the shots. The Pierce Shot is also replaced by the more powerful but sluggish Dragon Piercer.

4) Coatings

Another core point of Bows. Throughout the history of Bows, there are total of 9 Coating Types; Power, Close-Range, Element, Poison, Paralysis, Sleep, Exhaust, Blast(Slime), and Paint.

4.1) Power, Close-Range, and Element Coating

These 3 coatings directly increase the damage output of Bow, raw or elemental. Element Coating is exclusive to MHGen/MHGU. Also, in MHGen/MHGU, there is a Level 2 for Power and Element Coatings.

  • Power Coatings: Increases Power
  • Element Coatings: Increases Element
  • Close-Range Coating: Increases Power when close to monsters and increases Power and Sharpness of Arrow Slash attacks. From MHW onward, reduce the Critical Distance range while always increases Power instead of increasing Power when close to monster.
4.2) Poison, Paralysis, Sleep, Exhaust, and Blast(Slime) Coating

These 5 coatings apply Status Ailments to the unleashed arrows, which when threshold is reached, will trigger that Status Ailments. If Exhaust coated arrows landed on the monster's head, it will also deal KO damage, potentially stun the monster, however, this does not change the damage type to Impact damage.

While these types of Coatings are applied, the Elemental property of the Bow is temporarily replaced. The arrows will not deal Elemental damage until the Coating ran out or is removed.

Poison, Paralysis, and Sleep Coatings were first introduced in MH2. While Exhaust and Blast (as Slime) Coatings were introduced in MHP3 and MH3U respectively. From MH4 onward, Slime Coating is renamed to Blast Coating. Exhaust Coating was absent in MHW/MHWI.

4.3) Paint Coating

A utility type coating. It works exactly the same as the Paintball. Similar to Status Coatings, Bow's Element is temporarily replaced when this Coating is applied.

As of the removal of monster tagging in 5th Gen, Paint Coating and similar items are removed.

Gameplays[]

Useful Skills[]

Head Ups: Skill names separated with "/" are skills with same effects but different name in Pre-5th Gen and 5th Gen.
Must Have!!!
Load Up/Bow Charge Plus
(First priority from MHW onward, otherwise high priority)
Fast Charge/Focus
(Lower priority in 5th Gen)
Constitution
(Higher priority in 5th Gen)
Stamina Recovery Up/Stamina Surge
Ammo Boost Skills
(Normal, Pierce, Spread)
To be Considered
Marathon Runner Tenderizer/Weakness Exploit and/or
Expert/Critical Eye
Critical Up/Critical Boost
(If only high affinity is possible)
Attack & Elemental Attack Boosting Skills
Crit Element/Critical Element
(If only high affinity and has high elemental power)
True Shot Up
(MHGen/MHGU only)
Comfort Skills
Evasion/Evade Window Ammo Saver/Spare Shot
Evade Distance/Evade Extender Earplugs and Wind Pressure Resist
Dead Eye/Ballistics
Note1: All stamina-related skills are on the unnecessary side because of how Dash Juice works in pre-5th Gen.
Note2: Pierce Shot can still utilize Weakness Exploit well due to its very rapid hit rate.

Playstyles[]

1) Pre-5th Generation

This section covers all games pre-5th Gen, (MH2 - MHGU)

The playstyle of Bow since its introduction is known as "Hit and Run", similar to other weapons that could perform a charged attack, by charging shots then unleashes it at the monster when reaching Charge Level 3/4.

In addition to above, introduced in MH4, the Power Shots, which will unleash a shot with one Charge Level higher than the one before it.

2) 5th Generation

This section covers MHW, MHWI, MHRise

Due to being greatly reworked from MHW onward, the playstyle of Bow has changed greatly.

As of currently, there's only one viable playstyle for Bow. This playstyle is known as "Dash Dancing" by the community. It revolves around reaching Charge Level 3 as soon as possible, then uses the newly introduced Charging Side Step to keep the Charge Level and reposition, while constantly unleashing highest level shots, alternating constantly between the Charge Shot attacks and Power Shot attacks after each Charging Sidestep.

While this playstyle has greatly increased damage output when compared to the old style, it heavily consumes stamina. Also, if uses recklessly, hunters can be caught off guarded in monster's attacks due to not having enough stamina to perform a dodge or being locked in the animation.

Tail Cutting[]

Bow possesses cutting damage in the form of arrow slash attacks which can be performed by the Secondary Attack input. Repeat of such attacks will eventually sever monster's tail, however, doing such will more than often lengthen the hunt for reason unappropriated.

In MHGen/MHGU, a Hunter Art "Blade Wire" was added, dealing cutting damage based on Charge Level and weapon's damage for up to 3 times as it travels, easing the tail cutting process. Skills Partbreaker/Destroyer, as well as the Close Range Coating, are mandatory for the Set Building.

In 5th-Gen, the addition of the Dragon Piercer, which can do Sever damage to the tail while still doing Shot damage, also eases such action even further, as the Attack can be performed at anytime. The Dragon Piercer is also affected by the Coating currently applied.

Advantages[]

  • Ranged weapon, thus carries less risk than the direct melee attacker that blademasters would be involved in.
  • Unlimited arrows unlike Bowguns; standard shots can still be charged and fired normally even when Coatings completely ran out.
  • As with Great Swords and Hammers, the Bow's munitions normally have up to 3 levels of charges. Most Bows can reach the 4th charge level with the use of a specific skill. (Loading (Pre-5th Gen or Bow Charge Plus (5th Gen)) While some of them can charge to Level 4 without needing the aforementioned skills, some only has up to Charge Level 2 by default.
  • Unlike Great Sword, Bow can be charged while moving, so you retain mobility while preparing for attacks.
  • A still charging a shot can be cancelled by dodging, so you won't waste resources in case the monster is fleeing the area.
  • Can 'quick draw' into charging shots.
  • Bows as well as Light Bowguns are arguably the safest way to kill certain monsters that have high mobility (like the Tigrex, Nargacuga, Rajang, Blangonga, Bulldrome, Mono and Diablos etc.), or those that Blademasters would have difficulty attacking (like the Gypceros, Khezu, Kirin, Plesioth, Basarios, Gravios etc). It is also possible to slay a Cephadrome when it's still in the sand, or a submerged Plesioth that hasn't jumped onto the ground.

Limitations[]

  • Unlike the Bowguns, Bows have a fixed element like Blademaster weapons. However, you can carry different types of status attack arrows, like Poison coatings, Stun coatings etc.
  • Gunner armor has lower defense than Blademaster armor. Or from 5th Gen onward, doesn't have physical damage reduction like Blademaster weapons.
  • Need to invest money and resources for coatings. In older games, Coatings themselves and the resources for additional coatings must be carried in the same bag as the other important items. However, starting from 4th generation, an Ammo Pouch is introduced, which stores Bowgun's Ammunition and Bow's Coatings, reducing the problem of slot shortages.
  • Some actions, such as tail severing and knocking monsters out, while possible for Bows, require specific attacks that are normally unconventional for the weapons.
  • Drains stamina when charging attacks.
  • Bow has a little reduced movement speed when unsheathed.
  • Slow sheathing speed.
  • Be wary of killing the monster that's in an out of reach area, as you will lost all of the carves for that quest.

History[]

Bow is the third type of ranged weapon in Monster Hunter, which getting heavily reworked in Monster Hunter: World. The rework was partly reverted in Monster Hunter Rise

General Notes


  • Bow is the third "Gunner" weapon type in Monster Hunter series, introduced in Monster Hunter 2. Other "Gunner" weapon types are Light Bowgun and Heavy Bowgun.
  • Unlike the bowguns, Bow uses a charging attack system similar to Great Sword and Hammer, with the higher the charge level, the stronger the attack.
    • Very similar to charging the Hammer, charging up a shot consumes stamina, when stamina runs out, the shot is fire automatically. You can also move while charging.
  • Bow has unlimited ammo, unlike the bowguns, with three types of ammo; Rapid, Pierce, and Spread, and different levels. Each charge level has a different ammo type and level. Some bows have a completely different shot type for each charge level.

Monster Hunter 3


  • Bow was removed, with reason's unknown.

Monster Hunter Portable 3rd


  • Bow was reintroduced with a new mechanic, the Arc Shot
    • Once the charging attack reaches level 3, the player can press PSO which initiates the Arc Shot.
    • There are three types of Arc Shot; Wide, Focus, and Blast.
  • Introduced a new coating; Exhaust Coating.

Monster Hunter 3 Ultimate


  • Introduced a new coating; Slime Coating, however, only a handful of bows can use this coating.

Monster Hunter 4


  • Introduced "Critical Distance" mechanic, which is a distance where the shot deals the most damage, not too close or too far. Different shot types have different critical distance.
    • If the arrows hit a monster in a critical distance, the screen will shake slightly as an indication.
  • Introduced a new mechanic, the Power Shot. However, this mechanic divides bow into two groups; Arc Shot Bows and Power Shot Bows. Arc Shot Bow cannot use Power Shot and vice versa.
    • Power Shot can be fired while charging or after a shot is fired. The Power Shot has one charge level higher than the current charge level/last shot.
  • Slime Coating renamed to Blast Coating.

Monster Hunter Generations


  • United the Arc Shot Bows and the Power Shot Bows. All bow now capable of using both the Arc Shot and the Power Shot.
    • Arc Shot can now also be launch from a level 2 shot, with the higher the charge level, the further the impact zone.
    • Power Shot can now only be performed after a shot.
  • Introduced a new shot type; Heavy Shot, which arcs down very quickly. This shot, however, is capable of breaking parts easily.
  • Introduced a new coating; Element Coating.
    • Power Coating and Element Coating both have two levels.
  • The second back-hop now do a back-roll instead with cover twice the distance to the normal back-hop.
    • If the X button is held after the roll, you will instantly charging a level 3 shot.

Monster Hunter: World


  • Bow received massive changes
    • All bows are now equal. Removing Shot type.
      • Charge shot now fires one arrow at level one, plus one each charge level. Charge shot now also works differently, instead of having to charge the shot all the way, firing consecutively now ascend the next shot's level by one, normally at max at level three. However, you can still perform Charge Shot the old way.
      • Power shot now fires arrows similar to that of "Spread Shot", the higher the current charge level/last shot charge level, the more powerful the Power Shot becomes. It can also be combo into the Arc Shot.
      • Arc Shot no longer deals elemental damage, applies status effect, or is buffed by Power or Close-range Coating, thus it no longer consumes a coating. Arc Shot is benefited from the charge level.
      • Added Dragon Piercer, a powerful piercing arrow that hit very rapidly as it pierces through monsters. It is also benefited from both the charge level and the currently applied coating. The Dragon Piercer is also capable of cutting monsters' tail.
    • Close-range Coating can now be used by all bows and the amount is now infinite.
    • Changed second back-roll from MHGen to Charging Side-Step.
      • Dash in the chosen direction while charging a shot.
    • Melee attack can now only be performed after the Charging Side-Step and is now a lunging arrow stab instead of an arrow slash.
  • Critical Distance indicator now appears as the second circle of a reticle when aiming.
    • The reticle when aiming now also indicates the "Out Of Range" distance.
  • Removed Paint Coating and Exhaust Coating.

Monster Hunter World: Iceborne


  • Bow can now use the Slinger and Clutch Claw while the weapon is unsheathed.
  • Added Thousand Dragon, a powerful shotgun-like burst alongside the currently loaded field slinger ammo.
    • Using specific slinger ammo such as the Piercing Pod can create a devastating burst capable of dealing massive damage.
      • If using Piercing Pod in Thousand Dragon, the burst can easily cut the monster's tail.

Monster Hunter Rise

  • Shot Type is reintroduced, consisting of Rapid, Pierce, and Spread, which are tied to charge level.
  • Slinger/Clutch Claw relate moves removed.
  • Arc Shot is reworked again; instead of raining down metal balls that deal KO damage, it now showering the area with a buff tied to each Bow.

  • Movements on Detail[]

    Now we will see more details on the movements and even some combos.

    General Notes


    Video
    MHP3rd_Bow_Movements_Controls
    Title MHP3rd Bow Movements Controls
    by MHP3rdFrance
    Video
    MHP3rd_Bow_Tutorial_(MHWikia_Edition)
    Title MHP3rd Bow Tutorial (MHWikia Edition)
    by MHWikia
    Video
    MH4G_MH4U_Bow_Tutorial
    Title MH4G/MH4U Bow Tutorial
    by gaijin hunter
    Video
    Monster_Hunter_4_Ultimate_Bow_Tutorial_MH4U_Basics
    Title MH4U Bow Tutorial
    by Arekkz Gaming

    Monster Hunter Portable 3rd


    Weapon Sheathed[]

    PSTRI or X = Draw weapon
    PSX or B = Roll
    R + PSTRI + PSO or (R+X+A) = Quick Draw + Slash attack
    R + PSTRI + PSO + PSO or (R+X+A, A) = Quick Draw + Slash attack 2 hit combo
    

    Weapon Drawn[]

    R(HOLD) = AIM will be shown (all following movements can be mixed with this one).
    AIM + Control Pad or Right Stick = Will fix the aim according to the Control Pad or Right Stick.
    PSTRI or X = Shoot Level 1 charged arrow
    PSTRI or X(HOLD) = Charge
    PSTRI or X(HOLD) + Direction = Charge while Moving
    PSTRI or X(HOLD UNTIL CHARGED AT LEAST LEVEL 3) + PSO or A = Arc Shot (Varies based on bow equipped)
    PSTRI or X + PSO or A = Load the selected arrow coating
    (Ultimate only?) X(Hold) + Y or B = Charge, cancel into Backhop
    (Ultimate only?) X(Hold) + Y or B while moving = Charge, cancel into Roll
    
    PSX or B = Small Jump Backwards
    PSX or B + Direction = Roll
    
    PSO or A= Slashing attack
    
    PSO or A twice = 2 Slashing attack Combo

    Monster Hunter: World


    Type: Playstation[]

    Weapon Sheath[]

    PSTRI = Draw
    R2 = Draw into Charge
    

    Weapon Drawn[]

    L2 = Crosshairs
    R2 = Shoot
    PSO = Special Shot(Power Shot/Arc Shot)
    PSTRI + PSO = Dragon Piercer
    L1 + PSTRI/PSX or  = Select Coating
    
    PSTRI = Load/Unload Coating

    See also[]

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