Bow
Ranged physical weapon for controlling space and safe sustained damage.
Archetype
- Grip
- Ranged
- Skills
- 8
- Weapons in catalog
- 49
- Ammo types
- 10
Wielded by
Skills
All skills →Equipping a Bow weapon unlocks these techniques. Your weapon decides your moveset, so this is the heart of the archetype.
Hold to aim and throw a Frostblight Bomb. It detonates after a delay upon hitting terrain or characters, Freezing enemies within range for a period of time. Frostblight Bomb has a shorter base cooldown in trio mode.
Hold to aim and throw an Impact Grenade, which can stick to characters and the environment. It detonates after a period or when using the skill again. The explosion deals Physical Damage to enemies in range and knocks back all units in the area. Knockback distance increases with proximity to the grenade. Impact Grenade has a shorter base cooldown in trio mode.
Cast this skill to take out a secret herbal mixture to heighten your sense of smell, allowing you to sniff out nearby enemies at set intervals for a period of time. Each time, if enemy players are within range, a temporary scent trail appears pointing toward the nearest enemy player. The closer an enemy player is to the Blackarrow, the more blood-red the scent trail looks. Limited uses per match.
After using the skill, Blackarrow enters Volley mode, allowing you to hold Major Action to rapidly fire up to 5 arrows for a certain duration, dealing Physical Damage. During Volley, shooting does not reduce Movement Speed. Dodging removes Volley.
Cast this skill to fire 7 arrows forward simultaneously, dealing Physical Damage to enemies on hit and knocking them back. Scattershot has a shorter base cooldown in trio mode.
After using this skill, Blackarrow enters Stealth. After Stealth ends, Charge Speed will briefly increase, and you can use the skill again within a short time to re-enter Stealth. You can do this up to 3 times. Collision with other units is ignored while in Stealth. Shadow Step has a shorter base cooldown in trio mode.
Cast this skill to fully draw the bow and fire a powerful arrow in a straight line toward the crosshairs, dealing Physical Damage on hit. The arrow can pierce 5 units.
Charged techniques
Held or charged follow-ups that extend the Bow's base skills.
Ammo
Barbed metal arrows deal Physical Damage on hit. Enemy players hit who use Dodge within a short time take additional Physical Damage. This effect can only trigger a limited number of times, with fewer triggers but higher Physical Damage per trigger in solo mode. Monsters hit will continuously take Physical Damage. After Barbed Arrow hits terrain, it creates a barbed trap that applies the same debuff to enemies who touch it.
The arrowheads are coated with mysterious corrupted blood to attract blood flies. Bloodfly Arrows deal Physical Damage on hit. The blood flies stay on the enemy for a period, continuously dealing Physical Damage, with a portion being True Damage. If Bloodfly Arrow hits the environment near enemies, the blood flies will fly to the nearest target, dealing continuous Physical Damage with a reduced Damage Multiplier.
Storm-imbued rune arrowheads burst into air waves on hit, dealing Physical Damage to enemies within range and inflicting stagger. If fired at full draw, they will knock back enemies caught in the air waves.
The arrow shaft is crafted from a special lightweight material, with broad stabilizing fletching at the tail. Once fired, the arrow travels at high speed and is unaffected by gravity. Featherlight Arrow has no cooldown, consumes no Energy, and can trigger all talent effects of Normal Arrow.
Arrows wrapped in lightning deal Physical Damage on hit and create a lightning chain that jumps between enemies, dealing Physical Damage. Each enemy can only be hit by the lightning chain once, with each hit dealing less Physical Damage. If Lightning Arrow hits the environment near enemies, it creates a lightning chain with a lower Damage Multiplier.
Arrowheads covered by medicinal plants release medicinal mist in a small area upon hitting terrain or characters. Enemies in the mist become Exhausted for a period of time.
Specially structured arrows emit sound waves from the ring on impact, rendering enemies in the area Exposed for a period of time.
The arrow shaft is coated in blood that splatters on hit, dealing Physical Damage to nearby enemies. The longer the bow is drawn, the larger the splatter area. The Physical Damage from the splatter is lower than the damage from a direct hit. Splatter Arrow has no cooldown, consumes no Energy, and can trigger all talent effects of Normal Arrow.
Arrowheads coated with mushroom spores plant a mushroom when hitting terrain, which eventually grows into a trap. The mushroom trap is a Construct that causes enemies within range to continuously take Physical Damage for a period when touched by enemies or hit by allies. The mushroom trap will be destroyed if attacked by enemies and will automatically disappear after existing for some time. Spore Arrows deal Physical Damage when hitting enemies but don't plant a mushroom.
Fine steel arrows deal Physical Damage on hit and can pierce one unit.