Monster Hunter: Wilds Light Bowgun Guide
Table of Contents
- Chapter 1: Weapon Guide
- Chapter 2: Build Progression
- Endgame Build Guide
- Chapter 4: FAQs and Resources
- Changelog
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Chapter 1: Weapon Guide
1. About the Authors
Cylon is a Monster Hunter veteran. He has many years of Bowgun experience, starting with the original Monster Hunter on PS2.
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 this 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.
Scrub is an active wilds hunter who makes build and playstyle optimizations. He has edited much of the written guide and provides speedrunning insights.
2. Introduction to the Weapon
Light Bowgun (LBG) is a fast and versatile weapon, using its superior mobility and consistent damage to outmaneuver and lock down monsters. While it may not boast the high damage numbers of other weapons, it is able to output chart-topping damage-per-second while still bringing plenty of utility to a hunt, whether it be multiplayer or solo. Compared to previous games, LBG has seen major changes in Wilds.
3. Inputs and Basics
Bowguns rely on ammo, most of which has to be purchased or crafted. This will be detailed further in Section 4 of the guide. Light Bowgun heavily plays around the Rapid Fire (RF) Mode mechanic, which is also explained in Sections 4 and 5.
- 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
- Slide (after sidestep) | Space | A | X
- Reload | R | Y | Triangle
- Sheathe | E | X | Square
- Sprint/Sheathe (while not aiming) | LShift | RB | R1
- Enter/Exit Rapid Fire Mode | F | B | Circle
- Special Ammo | 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
- Chaser Shot (after firing while aiming) | F | B | Circle
- RF Chaser (after firing in RF mode while aiming) | F | B | Circle
- Burst Step (while aiming in RF mode) | Move + M1 + Space | Move + RT + A | Move + R2 + X
- Burst Step (after firing in RF mode while aiming) | Move + Space | Move + RT | Move + R2
- Sidestep Reload (while aiming in RF Mode at 0 ammo) | Move + M1 + Space | Move + RT + A | Move + R2 + X
- Sidestep Reload (after firing in RF mode while aiming at 0 ammo) | Move + Space | Move + A | Move + X
Figure 3A, Basic Input List
4. Mechanics
Bowguns play very differently and have several unique mechanics to separate them from other weapons, all detailed individually in the subsections below.
4.1 Bowgun Mods
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
- Rapid Fire Magazine | All Ammo Capacity +1 in RF Mode
- Special Ammo Magazine | Special 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
- Rapid Fire Mod | 10% Faster RF Gauge Recovery
- Special Ammo Mod | 10% Faster Special Ammo Recovery
Figure 4.1B, Bowgun Mod List
4.2 Ammo
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 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.
Certain ammo can be rapid-fired while in Rapid Fire Mode (detailed in Section 4.4). This is determined by the Bowgun being used and is shown in the Ammo Info for each gun by two orange upward arrows.
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
- Water | Deals Water damage | 60
- Thunder | Deals Thunder damage | 60
- Freeze | Deals Ice damage | 60
- Dragon | Deals Dragon damage | 4
- Tranq | Works the same as Tranq Bombs | 8
- Paralysis | Inflicts Paralysis buildup | 12
- Poison | Inflicts Poison buildup | 12
- Sleep | Inflicts Sleep buildup | 12
- Exh aus t | Inflicts KO buildup | 12
- Demon | Produces a cloud with Demonpowder effect | 3
- Armor | Produces a cloud with Hardshell Powder effect | 3
- Recover | Produces a cloud with Lifepowder effect | 3
- Sticky | Explodes after delay, headshots stun | 9
- Slicing | Currently HBG-exclusive | 12
- Cluster | Currently HBG-exclusive | 3
- Wyvern | Currently HBG-exclusive | 5
Figure 4.2C, Bowgun Ammo List
4.3 Special Ammo
Light Bowgun can choose between two Special Ammo options, Wyvernblast or Adhesive Ammo. Both are detailed below, but currently the choice does not matter as neither are strong enough to be used regularly in optimal gameplay.
Special Ammo has a recharge time of 100 seconds and a default capacity of 1. The cooldown can be reduced by 10 seconds with the Special Ammo Mod, and the capacity can be increased to 2 using the Special Ammo Magazine Mod.
4.3.1 Adhesive Ammo
Adhesive Ammo fires a projectile which sticks to the monster when it hits. Left alone, it will detonate after 25 seconds, dealing six ticks of damage plus an explosion afterwards. This damage scales with hits that land on the projectile, up to 22, at which point it will preemptively detonate.
- 1-10 hits - No additional scaling, will cause 6 ticks of damage followed by an explosion.
- 11-21 hits - Additional 6 ticks, for a total of 12 ticks followed by an explosion.
- 22 hits - Preemptive detonation and another 6 ticks, for a total of 18 followed by an explosion.
- Damage is boosted by 20% for both the ticks and explosion by Special Ammo Boost skill.
- Tick damage scales with Raw and can crit.
- Ticks deal slicing damage, and thus can cut tails.
- The final explosion does not deal slicing damage and cannot crit.
- Ticks are affected by hitzones, weakness exploit applies; however, the explosion is hitzone-independent.
- Affected by Element Boost skills, but only on Artian weapons made with that element.
- Affected by Critical Element.
- Not affected by Coalescence.
- Long loading animation, very high recoil.
- Shots that hit Adhesive Ammo give +1 RF Gauge charge (see Section 4.4).
4.3.2 Wyvernblast
Wyvernblast places an explosive at your feet. When hit, it will detonate for Raw damage which is hitzone independent and scales with Raw. It can be detonated up to three times before disappearing.
4.4 Rapid Fire Mode
Figure 4.4A, the orange ammo indicator and RF gauge indicate being in RF Mode
A new change with Wilds is Rapid Fire (RF) Mode. Different guns are able to RF different ammo types, and unlike in previous games, can only do so while in RF Mode. RF Mode uses a gauge, visible in the bottom right of the screen (shown in Figure 4A) which charges slowly over time, and can be charged faster by firing shots and chasers outside of RF mode. While charging, the meter is blue, and upon reaching full charge, it turns orange. Note that you can still enter RF mode without the gauge being fully charged.
While aiming in RF Mode, the ammo indicator in the center of the screen will turn bright yellow/orange and the RF gauge will appear underneath (shown in Figure 4.4A). Only ammo that the weapon is capable of rapid firing can be selected, and instead of one shot, each pull of the trigger will fire a volley of shots, the number of which depends upon the ammo type being fired. In addition, the moveset of the weapon changes, allowing for Burst Step, Sidestep Reload, and RF Chasers to be used, all of which are detailed in Section 5. RF Mode is a massive damage increase, so maintaining uptime on it should be one of your highest priorities on Light Bowgun.
Ammo Type | Shots Fired
- Normal | 5
- Pierce | 3
- Spread | 2
- Elemental | 2
- Status | 2
- Sticky | 2
Figure 4.4B, RF Volley Table
Ammo Type | Charge Gain Per Shot
- Normal 1 | 1.0 x 3 ticks (3.0)
- Normal 2 | 1.0 x 3 ticks (3.0)
- Normal 3 | 1.0 x 3 ticks (3.0)
- Pierce 1 | 0.45 x 5 ticks (2.25)
- Pierce 2 | 0.44 x 7 ticks (3.08)
- Pierce 3 | 0.44 x 9 ticks (3.96)
- Spread 1 | 1.0 x 5 (5.0)
- Spread 2 | 0.98 x 6 (5.88)
- Spread 3 | 1.0 x 7 (7.0)
- Element | 0
- Sticky | 0
- Chaser (Any Ammo) | 4.0
Figure 4.4C, RF Charge Rates (Source)
4.5 Critical Distance
Figure 4.5A, 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. 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 | N/A | -90%
- Pierce | -60% | -90%
- Spread | -90% | -90%
- Elemental | -50% Raw | -50% Raw
Figure 4.5B, penalties for being outside of Critical Distance by ammo type.
4.6 Mounted Combat
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.
5. Moveset Breakdown/Tech
While basic inputs were covered in Section 3, this section of the guide will provide a breakdown of what Light Bowgun can do, starting from the basics, along with providing explanations of some unique techniques and interactions.
5.1 Standard Moveset
This subsection covers the standard moveset outside of RF Mode.
5.1.1 Firing
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Figure 5.1.1A, pew pew
The most basic action on a Bowgun is firing. Firing uses up one ammo from the magazine, does damage, has recoil depending upon the ammo fired, and can be followed up with either a Chaser Shot (Section 5.1.3), a Sidestep (Section 5.1.?), or another shot. Firing can charge the RF Gauge with certain ammo types (Section 4.4).
5.1.2 Reloading
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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.
5.1.3 Chaser Shot
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Figure 5.1.3A, thought I was done, didn’t you?
Chaser shots are a new addition in Wilds, letting us follow up a shot with another 2-shot volley for 1 ammo. Chasers deal higher damage than standard shots but are slower as a tradeoff. Chaser shots always have a fixed RF Gauge recharge rate, regardless of the ammo type fired (see Section 4.4 for more details).
Chaser shots are used heavily with certain ammo types to generate RF charge, explained in Section 6.
Chaser shots can be followed by a Slide (Section 5.1.5).
5.1.4 Sidestep
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Figure 5.1.4A, 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, and can be followed by a Slide (Section 5.1.5).
5.1.5 Slide
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Figure 5.1.5A, just gonna slide out of here
Certain actions can be followed up by a slide, which has brief iframes on startup but a decent amount of end lag. Can be useful for repositioning, but is typically avoided in favor of other options. Can engage rapid-fire mode during a Slide.
5.1.6 Focus Blast: Eagle Strike
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Figure 5.1.6A, don’t worry, I brought my grenade launcher
New to Wilds, Light Bowgun’s Focus Strike is called Focus Blast: Eagle Strike, often referred to as just Focus Blast, Eagle Strike or Focus Strike. This move can be charged for increased damage and will immediately destroy any wounds in its explosion radius. It has three charges, displayed in the bottom right of the screen above the RF Gauge (see Figure 4A), which each take 35 seconds to recharge after firing. Can be useful for a quick topple from destroying wounds or used as a wakeup for high damage.
5.1.7 Special Ammo
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Figure 5.1.7A, why is it so…sticky?
Detailed in Section 4.3. Not used in solo hunts, but may have potential for use in multiplayer.
5.2 Rapid Fire Mode Moveset
This subsection covers moves only usable during RF Mode.
5.2.1 Rapid Firing
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Figure 5.2.1A, regular shots, but now with extra bullets!
While in RF Mode, the standard fire action is replaced by rapid firing. This fires an additional volley of shots, the number of which depends on the type of ammo used.
5.2.2 Burst Step
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Figure 5.2.2A
Burst Step allows you to fire while making an evasive dash forward, backwards, left, or right. This has fairly generous iframes and also negates almost all recoil on raw pierce ammo. By holding down the fire input after using Burst Step, Burst Steps can be easily changed by simply inputting move + dodge while continuously holding down fire. This can be maintained even when ceasing to aim, dodging, or hopping off of ledges, so long as the fire input is continuously held. Very useful as a repositioning tool with iframes attached, as well as a damage-per-second increase for Pierce ammo due to the reduced recoil. Can be followed by chained Burst Steps, Slide (Section 5.1.5), or a Rapid Fire Chaser Shot (Section 5.2.4). If you’re having trouble chaining Burst Steps, try slowing down. Spamming inputs will result in sliding instead of another Burst Step.
5.2.3 Sidestep Reload
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Figure 5.2.3A, like a normal reload, but with more iframes.
Can be used after firing the last shot of the magazine with either a standard RF shot or a Burst Step to reload your gun while repositioning. Has iframes, but also has end lag and is a bit slower than a standard reload.
5.2.4 Rapid Fire Chaser Shot
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Figure 5.2.4A, brrrrap
Can be used after firing or Burst Step to follow up with another volley of shots. The final shot of the volley deals extra damage. Long startup animation and high recoil, not typically used in optimal play except for Spread.
6. Playstyles/Gameplay Loop
This section of the guide details the many playstyles of Light Bowgun, using Spread Ammo, Pierce Ammo, Normal Ammo, or Elemental Ammo.
6.1 Spread
Title Update 2 has revolutionized the way Spread plays. Formerly an immobile and committal ammo, the addition of Seregios’s LBG has drastically increased Spread’s baseline mobility, as its Evading Reload skill allows the player to reposition after every shot without having to reload. Though still committal with its use of Chasers in RF Mode, it is able to deftly maneuver with Sidesteps to scout for the right opening to commit. Additionally, the Bladescale Loading skill rewards careful dodges and aggressive play, giving Spread a very high ceiling for skill expression. All of this culminates in Spread boasting considerable flexibility when approaching a hunt.
Though it has a few matchups where it is optimal, Spread is unable to outperform Element against most of the roster (see the Meta Matchup Chart). That being said, it is a much closer alternative than other Raw ammos for players who do not wish to switch loadouts for every hunt.
The gameplay loop for Spread is as follows:
- While in RF mode, the optimal damage rotation is shot -> chaser -> slide -> shot -> chaser -> reload. However, chasers have a very high animation commitment, so this combo should only be used during openings. Otherwise, shot -> Sidestep should be repeatedly used.
- During RF mode, the inputs for shot -> Sidestep can be read by the game as shot -> burst step during Focus Mode. As such, this rotation requires un-aiming before doing a Sidestep. Be careful, however: un-aiming before the second volley is fired will cause it to be fired in the direction the character is facing.
- Sidestep Reload drains stamina and is slower than Standard Reload. As such, Standard Reload should be prioritized; avoid Sidestep Reloads except when necessary to dodge monster attacks.
- When RF Mode falls off, follow the rotation of shot -> Sidestep to recharge the gauge. Un-aiming between shots is not necessary since Burst Steps are not possible outside RF Mode.
- Bladescale Loading grants 3 free shots with 40% increased damage upon a successful dodge. Maximizing the number of activations of this skill over the course of a hunt is imperative for players who wish to maximize Spread’s potential. Greater emphasis should be placed on dodging through monster attacks and roars.
- Due to Bladescale Loading’s power, it may be prudent to conserve some RF gauge to use when Bladescale Loading is active. Gauge can even be conserved for openings rather than simply engaging RF mode when the gauge is full and emptying it fully. As long as RF gauge does not overcap, it can be creatively used to eke out more DPS (though be careful not to engage/disengage RF mode too liberally, as it takes 0.5s every time).
- If using Corrupted Mantle, equip after or halfway through an RF gauge to boost affinity, raw, and gauge recharge rate.
- If using Evasion Mantle, equip at the beginning of the hunt in order to get the most out of it for the monster’s initial roars. It can also be saved for a difficult portion of a hunt if desired.
- Flash pods are overpowered.
If using a spread LBG other than Seregios’s, the playstyle changes slightly:
- While in RF mode, the optimal damage rotation is shot -> Chaser -> shot -> Chaser -> Reload. However, chasers have a very high animation commitment, so this combo should only be used during openings. Otherwise, RF Spread shots should be repeatedly used.
- When RF Mode falls off, fire standard Spread shots followed by Chasers to maximize DPS. If an opening for a Chaser is unavailable, stick to firing standard Spread shots only.
- Hold a forward movement input during every shot and Chaser to counteract some of Spread’s recoil.
6.2 Pierce
Pierce is a mobile option for Raw, being the only ammo type which gains DPS from chaining Burst Steps. Pierce builds can be used against any monster but will be outperformed by Spread or Element in their respective matchups (see the Meta Matchup Chart).
The gameplay loop for Pierce is as follows:
- While in RF Mode, chain Burst Steps (Section 5.2.2) as much as possible.
- Sidestep Reload drains stamina and is slower than Standard Reload. As such, Standard Reload should be prioritized; avoid Sidestep Reloads except when necessary to dodge monster attacks.
- When RF Mode falls off, fire standard Pierce shots to recharge the gauge. Chasers offer neither increased gauge regen nor increased DPS, and should be avoided accordingly.
- Use Corrupted Mantle after or halfway through an RF Gauge to boost affinity, raw, and gauge charge rate.
- Flash pods are overpowered.
6.3 Normal
While Normal cannot output the same damage as other ammo types, it has a very generous Critical Distance and is an option for casual play.
The gameplay loop for Normal is as follows:
- While in RF Mode, fire standard shots. Use Burst step if required to dodge attacks.
- Sidestep Reload drains stamina and is slower than Standard Reload. As such, Standard Reload should be prioritized; avoid Sidestep Reloads except when necessary to dodge monster attacks.
- When RF Mode falls off, alternate standard Normal shots and chasers to recharge the gauge.
- Use Corrupted Mantle after or halfway through an RF Gauge to boost affinity, raw, and gauge charge rate.
- Flash pods are overpowered.
6.4 Elemental
Light Bowgun has elemental ammo with extremely high elemental values, which makes it a perfect weapon to take advantage of elemental weaknesses. This playstyle is capable of delivering some of the highest damage-per-second possible in Wilds.
The gameplay loop for Elemental is as follows:
- Unlike raw ammos, orange damage numbers do not necessarily equal higher damage; optimal raw hitzones often vary from elemental hitzones. See the matchup guide in Section 4 of Endgame Build for further information.
- While in RF Mode, fire standard shots. Burst Step is a useful repositioning tool, but chaining Burst Steps like Pierce is a DPS loss.
- Sidestep Reload drains stamina and is slower than Standard Reload. As such, Standard Reload should be prioritized; avoid Sidestep Reloads except when necessary to dodge monster attacks.
- When RF mode falls off, alternate standard Elemental shots and chasers to recharge the gauge while maintaining DPS.
- As of Title Update 2.5, poison or exhaust ammo should be used to quickly recharge Rapid Fire gauge if the gun has access to it. This can charge gauge in as few as 5 seconds, compared to 20+ seconds of alternating elemental chasers.
- Due to the animation commitment of Elemental Chasers, alternating Normal Chasers can instead be considered as a significantly safer (but significantly lower DPS) alternative for recharging gauge.
- Use Corrupted Mantle after or halfway through an RF Gauge to boost affinity, raw, and gauge recharge rate.
- Flash pods are overpowered.
7. Hunting Preparation
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. Remember to restock your items and ammo between hunts!
7.1 Item Pouch
Figure 7.1A, an example 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 (Optional) | Used as a meal substitute
- 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 | 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
- 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
7.2 Ammo Pouch
Figure 7.2A, an example 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.
7.3 Radials and Shortcuts
Figure 7.3A, example 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.
Figure 7.3B, Elemental Radial Item List
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 7.3C, Buff Radial Item List
Item Name | Slot (Clockwise)
- Might Seed | 1
- Mega Demondrug | 2
- Demon Powder | 3
- Hot Drink | 4
- Cold Drink | 5
8. Advanced Player Tips
- When carrying two Bowguns with you into a hunt, both start with a full RF gauge. This means you can bring two of the same gun and swap between them for a free RF charge. Your secondary gun’s RF gauge will also continue to slowly recharge while stowed. This requires having duplicates of potentially hard to find decos, and for endgame Elemental setups requires crafting duplicate Artian weapons.
- If possible, Burst Step should be used instead of regular evasion to evade roars and other attacks to improve damage uptime. This does not apply to Spread ammo.
- You can fire a Flash Pod at your feet to immediately detonate the flash on the ground, allowing you to almost instantly dunk a monster out of the air or interrupt a threatening attack. The Blindslider skill makes this reliable even when the monster is not facing you.
- Craft ammo during Chaser Shots while building RF gauge on Elemental builds to minimize downtime. This only applies to Controller players.
- RF Mode can be quickly engaged from almost all evasive actions.
- Mantle cooldowns can be reset between hunts by resting in the tent. This is especially useful to LBG since Corrupted Mantle is so powerful in optimized play.
- Focus Strike, while normally a damage loss, can cause a unique topple when targeting specific monsters during specific attacks (typically available if a monster part glows red after it performs a big attack, e.g. Rey Dau’s face after firing its giant lightning blast).
- Piercing ammos can pass through monsters if the shot does not hit every tick. This can be useful to trigger environmental hazards without worrying about the monster blocking your shot, but can also result in a rock being dropped at the wrong time. Be mindful.
- Buffs from consumables do not tick down when in a Village or Hub. As such, a pre-buffing set with Item Prolonger and Free Meal is useful to extend Mega Demondrug duration to 45 minutes and Might Seed + Demon Powder to 4m30s. Simply switch to this set, use your consumables, then switch back to your regular hunting set (don’t forget!) before departing on a quest.
- Sneak attacks regenerate 30% of the Rapid-Fire gauge and have a 5-minute cooldown per monster. Useful in multi-monster hunts, or after an area transition (may require Ghillie Mantle).
- For multi-monster hunts, it may be beneficial to set up equipment loadouts for each combination of elements: Fire/Water, Fire/Thunder, Fire/Ice, Water/Thunder, Ice/Water, and Thunder/Ice. This will give you full coverage of all element combos, as well as quick options to pick for single monster hunts, but requires having duplicates of decos. However, this does prevent you from switching bowguns mid-combat for a gauge refill, since the element won’t match.
- Additionally, for multi-monster Arkveld hunts, you may want to set up equipment loadouts for each: Raw/Fire, Raw/Water, Raw/Thunder, and Raw/Ice. Altogether with the above tip, this will cover one full page of equipment loadouts and give you a loadout option for every hunt in the game. (Editor’s note: Raw and Elemental builds have diverged somewhat since TU0, so this may be worse than simply changing builds at camp between monsters.)
9. Closing Thoughts
Light Bowgun is in a great place in Wilds, likely the most fun and interactive the weapon has ever been in any title, with a much more varied moveset and gameplay loop. Instead of just aiming and shooting, we have to press, like, two more buttons sometimes!
Chapter 2: Build Progression
1. When to Use Progression Builds
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.
2. Story Progression Guide
Through 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.
2.1 Early LR Build
Figure 2A, Early Low Rank Build (Builder Link)
2.2.1 Ore Bowgun
Figure 2B, Upgrade to Ore Bowgun (Builder Link)
Upgrade to the Ore Bowgun when you have the materials to do so.
2.3.3 Rey Dau Bowgun
Figure 2C, Upgrade to Rey Dau Bowgun (Builder Link)
After hunting Rey Dau, craft the Rey Dau Bowgun. You’ll be using this for a while.
2.4 Late LR Build (Optional)
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.
2.5 Early HR Build
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 Rey Szelatya II and Challenger Charm I are both craftable with Rathian parts.
2.6 Alternate Early HR Build
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.
3. Early Post-Game Progression Guide (HR21+)
3.1 HR21 Second Wind Build
Figure 3A, HR21+ Second Wind Build, “based” - Damo (Builder Link)
After reaching HR21, you have access to HR Guardian monsters, which unlocks several new skills. This build leverages Second Wind 1 and Constitution 5 to maintain Maximum Might uptime while chaining Burst Steps (see Weapon Guide Section 5.2.2 for an explanation on this mechanic), with Agitator 5, Burst 1 and Ambush 3 for added raw damage.
3.2 HR31 Second Wind Build
Figure 3B, HR 31+ (Builder Link)
HR31 allows you to upgrade your Bowgun again after a certain story quest. What you place in the open 3 slot is up to what decos you have available. Pierce Jewel 3, Salvo Jewel 3, Crit Boost 3 or Precise 3 are possible options, in order of effectiveness.
4. Late Post-Game Progression Guide (HR41+)
4.1 FulGore Build
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. If you don’t have a Pierce Jewel, use Salvo or Critical Jewel instead.
Endgame Build Guide
1. Build Guide Assumptions
This chapter of the guide assumes that you have, at a minimum, made it to HR50+ and completed the builds in Chapter 2. By this point, you should have at least a basic understanding of LBG’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.
1.1 Skill Priority
1.1.1 Raw Skill Priority
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 | +0/0/0/2/4% raw. Not currently used in any builds.
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.
Weakness Exploit 2 | 10% Affinity on weak hitzones, +5% when hitting wounds.
Ambush 3 | 15% Raw buff for 30 seconds, more valuable on fast hunts.
Antivirus 3 | Used in every build, only offensive level 1 deco skill.
Blindsider 1 | Used in spare lvl 1 slots. Flashes are OP.
1.1.2 Elemental Skill Priority
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.
Focus 3 | +5/10/20% gauge regen. Allows LBG to spend more time in RF mode.
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%.
Rapid Fire Up 5% | damage bonus to Rapid-Fire shots. Higher priority on one gun when weapon swapping.
Attack Boost +3/5/7/8/9 | +0/0/0/2/4% raw. Can be a sidegrade in some talisman setups
Burst 1 +6 Raw at level 1 | almost no value at levels past 1.
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.
Agitator 5 | Good uptime in many hunts, +20 raw and +15% affinity buff.
Ambush 3 | Huge 30 second raw buff, used in shorter hunts.
Weakness Exploit 5 | Used in place of Max Might in certain builds.
Antivirus 3 | Used in every build, only offensive level 1 deco skill.
Blindsider 1 | Used in spare lvl 1 slots. Flashes are OP.
1.2 RNG Talismans
To upgrade from a craftable charm, an RNG talisman must gain a useful weapon skill for free while keeping the same armor skills. 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. There are too many possible talismans to list every useful combination. 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.
2. Elemental Weapons
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 details the best craftable options for Bowguns of each element as well as explain the mechanics of crafting Artian weapons, which are currently some of the strongest options for elemental bowguns. (For raw guns, the armor sets in Section 3 for their respective ammos will feature the corresponding weapon).
Running two guns of the same element in each loadout is recommended, as Rapid-Fire gauge is not shared between guns. This means that switching weapons mid-hunt will effectively give an immediate gauge refresh, although the secondary gun will need to recharge for up to 4 minutes before doing this again. This allows Light Bowgun to output unparalleled frontloaded damage in the first 60 seconds of a hunt. Figure 2 shows which elemental guns to use for gun 1 and gun 2.
Gun 1 | Gun 2
- Fire | Fire Artian Guardian Rathalos
- Water | Water Artian Poison Artian
- Thunder | Thunder Artian/Lagiacrus Thunder Artian
- Ice | Ice Artian Ice Artian/Hirabami
Figure 2, Best Bowguns Per Element
Artians are typically preferred for Gun 1, as they are able to build around a Salvo jewel (see Section 2.2.4 for details). Lagiacrus’s bowgun is a higher DPS Thunder gun 1 than Artian if and only if all of the following are true: 1. a Rapid-Fire up talisman is used, 2. the armor build has room for 3 points of Thunder Resistance, and 3. ballistics is not relevant in the beginning of the hunt. Gun 2 is optimally a gun with poison (due to its lightning-fast gauge regen), although only Fire and Water have this luxury currently. Ice can use Hiramabi for exhaust which functions similarly to Poison, although its inability to fit Ballistics causes it to suffer vs Rey Dau (currently the only relevant Ice matchup).
2.1 Craftable Bowgun Setups
The subsections in this section cover the craftable Bowgun options for each element and their recommended Decos. Decos are somewhat negotiable, but you should at a minimum be prioritizing:
- Element Attack 3
- Critical Element 3
- Opener 1
As of Title Update 2.5, status ammo now regens gauge. This introduces a new playstyle where Poison, and to a lesser extent Exhaust, ammo can be used to quickly refill Rapid Fire gauge. As such, access to these status ammos is premium, to the point where Guardian Rathalos LBG is favored over Fire Artian. Hiramabi LBG did not surpass Artian in testing but is more comfortable due to its lack of reliance on committal elemental chasers to regen gauge. Zoh Shia and Blangonga bowguns are the best craftables if this playstyle is not used.
2.1.1 Fire
Figure 2.1.1A, Guardian Rathalos Bowgun
Bowgun Mods: Elemental Ammo Powder, Elemental Boost Magazine
Figure 2.1.1B, Zoh Shia Bowgun
Bowgun Mods: Elemental Boost Magazine, Elemental Boost Magazine
2.1.2 Water
Figure 2.1.2, Mizutsune Bowgun
Bowgun Mods: Rapid Fire Magazine, Elemental Boost Magazine
2.1.3 Thunder
Figure 2.1.3, Lagiacrus Bowgun
Bowgun Mods: Rapid Fire Magazine, Elemental Boost Magazine
2.1.4 Ice
Figure 2.1.4A, Hirabami Bowgun
Bowgun Mods: Elemental Ammo Powder, Rapid Fire Magazine
Figure 2.1.4B, Blangonga Bowgun
Bowgun Mods: Elemental Boost Magazine, Rapid Fire Magazine
2.2 Artian Weapons
Artian weapons are among the strongest options 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 Artian 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 explains how to gather the materials and efficiently craft optimal Artian LBGs for each element.
2.2.1 Forging Artian Weapons
Figure 2.2.1, the Artian Forging Interface
Artian weapons are forged at the smithy using parts obtained from hunting Tempered Monsters, of which there are four types:
- Tubes
- Devices
- Blades
- Discs
Artian LBGs are forged with one Tube and two Devices, and so Blades and Discs can be safely disregarded if you do not plan on forging Artian weapons of other weapon types. Each Artian part consists of three properties:
- Rarity - 6, 7, or 8
- Element Type - Fire, Water, Thunder, Ice, Dragon, Paralysis, Poison, Sleep, or Blast
- Artian Bonus - Attack Infusion or Affinity Infusion
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 7★ and 8★ investigations.
When forging with two or more parts of the same element type, the resulting Artian LBG 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 LBGs forged with elemental parts have a higher magazine capacity and are preferred for use in most builds.
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 LBGs, and most other weapon types, only Attack Infusion parts are used. In summary, when forging an Artian LBG for use, you should use three parts of the same desired element, all with the Attack Infusion, and all rarity 8.
2.2.2 Reinforcing Artian Weapons
Figure 2.2.2, the Artian Reinforcement Interface
Forging an Artian weapon is only the first step of the process, after which 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 via random seed when the weapon is forged, and can be one of the following for each level:
- Attack Boost - +5 Raw
- Affinity Boost - +5% Affinity
- Capacity Boost - +1 Ammo Capacity (maximum 2)
The ideal rolls for an Artian LBG 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 while gaining +1 Argecite ore.
2.2.3 “Save-scumming” Artian Reinforcements
Figure 2.2.3, “God Roll” Artian LBG
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:
1. Save the game.
2. Forge an Artian LBG using useless parts. These include status, Affinity infusion, or dragon parts.
3. Reinforce the Artian you crafted.
4. If the reinforcement bonuses rolled aren’t usable, dismantle the weapon and repeat from Step 1.
5. If the reinforcement bonuses rolled are usable for a build, return to the title menu without saving and then craft an Artian LBG using 3 parts with the desired Element plus Attack infusions, and then reinforce it.
By repeating this process, you can quickly craft Artian weapons for each element.
2.2.4 Artian Decos
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. Bowgun Mods used for Artian LBGs are Elemental Ammo Powder and Rapid Fire Magazine.
Figure 2.2.4A, Meta deco setup
Figure 2.2.4B, Budget deco setup
When employing gun switching, gun 1 does not need to run Focus since Gun 2 will be used for the majority of the hunt. The following is an example of a deco setup to maximize the damage of Gun 1.
Figure 2.2.4C, Gun 1 deco setup
3. Meta Build Guide
3.1 Pierce Ammo
Figure 3.1A, Craftable Pierce Ammo Build
Figure 3.1B, God Charm Pierce Ammo Build
One of the first ammo types anyone should try using is pierce ammo. Although overshadowed by Spread with the addition of Seregios’s LBG in TU2, Pierce ammo is still a comfortable 2nd place against Arkveld, while also being solid against many other monsters. The gun mods used here are Pierce Ammo Magazine and Rapid Fire Mod. The Mantle used is Corrupted Mantle.
3.2 Spread Ammo
Figure 3.2A, Craftable Spread Ammo Build
Figure 3.2B, God Charm Spread Ammo Build
Spread is the strongest raw ammo type. However, due to the high recoil, it is also the most dangerous to play. It outdamages pierce in nearly every matchup and beats it by a considerable margin on smaller monsters when pierce won’t get as many ticks. The gun mods used here are Spread Ammo Magazine and Rapid Fire Mod. The Mantle used is Corrupted Mantle or Evasion Mantle.
The build can pick up a point of Weakness Exploit and a 2nd point of Adrenaline Rush if eating for Tumbler Meal Hi (Azuz Meal), at the cost of Moxie. Replace the boots with Regios Greaves. Rathalos boots are 1:1 interchangeable with Omega boots.
3.3.1 Elemental Ammo
Figure 3.3.1A, Craftable Elemental Ammo Build
Figure 3.3.1B, God Charm Elemental Ammo Build
Elemental ammo boasts the highest damage output of any of LBG’s ammos in all but 3 matchups (Arkveld, Zoh Shia, and Jin Dahaad) while also being incredibly easy to use. The gun mods and decorations used can be found in Section 2.1. The Mantle used is Corrupted Mantle.
Gun 1 | Gun 2
- Fire | Fire Artian Guardian Rathalos
- Water | Water Artian Poison Artian
- Thunder | Thunder Artian/Lagiacrus Thunder Artian
- Ice | Ice Artian Hirabami/Ice Artian
Figure 3.3.1C, Best Bowguns Per Element
Figure 3.3.1C shows the optimal bowguns for each element. Note that this assumes the player will bring two bowguns of the same element to a hunt, opening the hunt with Gun 1, swapping to Gun 2 after gauge is spent (staying on it for the majority of the hunt), and swapping back to Gun 1 only to close out a hunt. Guardian Rathalos, Poison Artian, and Hirabami bowguns assume the use of poison or exhaust ammo to recharge gauge. This requires crafting up to 20 additional status ammo mid-hunt.
When running Artians for gun 1, decorations should be adjusted to Rapid Fire Up + Element Attack/Opener + Critical Element/Precise, and the other with the decorations shown in the build images above (or in Section 2.1 for craftables). Decorations on Gun 1 change to Element Attack/Precise + Opener/Precise + Critical Element/Precise if using a Rapid Fire Up god charm. If you do not have Artian guns made, the craftables are solid alternatives that will still effortlessly out-damage raw ammos (save for the 3 aforementioned monsters). If you do not have the exact combo decorations outlined in the build, use Element Attack 3, Critical Element 3, and Opener 1.
Artian weapons can also be created with Artian status parts. These give the elemental guns a status on top of their element at the cost of 1 less elemental ammo capacity. Although the lower magazine size amounts to a 3% DPS loss, having Paralysis or Sleep ammo for a guaranteed CC is useful. Poison ammo is particularly useful to regenerate rapid-fire gauge extremely quickly.
If using the Lagiacrus LBG, replace the empty lvl 1 slots and the point of Latent Power with 3 points of Thunder Resistance. A minor build optimization with Lagi A chest and Zoh waist is possible to gain 1 extra lvl 1 slot.
3.3.2 Guardian Rathalos LBG
Figure 3.3.2A, Craftable G.Rath Build
Figure 3.3.2B, G.Rath God Build
White Rathling Phoenix’s higher affinity warrants a slightly different build, as it frequently overcaps affinity with the 2pc Lagi metagolem element build.
Note that the build can gain an extra lvl1 slot if Rapid Fire up + Maximum Might 1 + Antivirus 1 (all base skills) is used on the talisman instead, but it could not be shown due to the limitations of the set builder.
3.3.3 Guardian Rathalos LBG Alt Builds
- 3.3.2 Guardian Rathalos LBG and other elemental builds are provided for reference and comparison.
4. Alternative Builds
4.1 Normal Ammo
Figure 4.1A, Craftable Normal Ammo Build
Figure 4.1B, God Charm Normal Ammo Build
Normal ammo is not the strongest against any particular match up. However, it serves as a generalist build. The gun mods used here are Normal Ammo Magazine and Normal Ammo Magazine. The Mantle used is Corrupted Mantle.
Note that an Artian gun can be used for this build. It is slightly weaker but can have a useful status like paralysis or sleep.
4.2 Peak 5/Ambush 3 Elemental LBG
Figure 4.2A, Peak 5 Craftable Charm (Builder Link)
Figure 4.2B, Peak 5 Ambush 3 God Charm
Not recommended against 9 monsters. This build is designed for fast hunts where the monster does not have high enrage uptime (e.g. Guardians) or has low enough flinch thresholds that it physically cannot do anything (e.g., Gravios). Even for Tempered versions of these monsters, it’s still a very strong set that has the ability to compete with, and even beat out, the standard meta sets, provided sufficiently high Ambush uptime. Monsters this set is already known to be strong on: All Tier 1 Tempered monsters (except Rathian), All Guardian Monsters, Gravios. Tier 3 Tempereds and 8/9* endgame fights are usually too long; ambush uptime falls off significantly, which allows the standard meta set to pull ahead in DPS. It may still have a niche in non-heroics speedrunning with times lower than 3’30” (author’s speculation).
4.3 Meme Builds
Sorry, no Grongigas here (yet).
4.4 Meta Matchup Chart
Figure 6.1, Matchup infographic
Monster | Ammo Type | Where to Aim
- Ajarakan | Water | Head, Front Limbs
- Arkveld | Spread | Head, Wing Chainblades
- Balahara | Thunder | Head, Neck
- Blangonga | Fire | Head, Torso
- Chatacabra | Thunder | Head, Torso, Tongue
- Congalala | Fire | Head, Torso
- Doshaguma | Fire | Head, Torso
- Gore Magala | Fire | Wingarms, Head
- Gravios | Water | Belly
- G. Arkveld | Pierce | 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
- G. Rathalos | Thunder | Head, Legs
- Gypceros | Fire | Head, Wings
- Hirabami | Fire | Head, Neck, Tail
- Jin Dahaad | Spread | 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/Spread | Head (Enmity), Front Legs
- Quematrice | Water | Head, Tail
- Rathalos | Thunder | Head, Wings
- Rathian | Thunder | Head, Wings
- Rey Dau | Ice | Head, Wings, Tail
- Rompopolo | Water | Head, Back, Tail
- Seregios | Thunder | Feet, Tail
- Uth Duna | Thunder | Head, Forelegs, Veil
- Xu Wu | Ice | Head, Mouth
- Yian Kut-ku | Ice | Head, Neck
- Zoh Shia | Spread | Head, Wingarms
Figure 6.2, Matchup Table
5. I’ve Been Away. What’s Changed?
Title Update 1 brought two new guns, a major nerf to the corrupted mantle and three new armor sets. The Corrupted Mantle nerf makes Focus more useful on elemental builds as it allows normal chasers to fill the gauge in three clips instead of four. After TU1, Light Bowgun remained strong, but could fall behind HBG in some Elemental matchups. Title update 1.5 buffed Normal and Spread ammo. Pierce ammo changed to charge RF gauge slower. Spread became stronger than Pierce. Elemental damage rework: max ticks reduced to 6 (from 7) but modifier increased.
Title Update 2 introduced two new guns: a new Spread gun and a new Thunder gun. Seregios gun is the new best spread gun. Lagiacrus gun is the best craftable thunder gun. Update 2.5 increased LBG’s elemental damage by 3% and adjusted Ballistics values for raw ammo, enabling Spread to have point-blank shots at Ballistics 2. RNG talismans added.
Title Update 3 introduced Omega raid; no weapon balance changes. Poison/exhaust tech added (though discovered in TU2.5). Arch-Tempered Nu Udra introduced sidegrade sets with Counterstrike.
6. FAQs
- Q: Why do you recommend Pierce/Spread/Normal Up over Crit Boost? A: Crit boost becomes stronger once 65%+ affinity, but average uptime is lower; thus, these decorations can provide higher overall value.
- Q: Why do some builds prioritize Agitator and others Weakness Exploit? A: Depends on gun and ammo type. Raw ammos gain more from Agitator, elemental sets rely more on Critical Element.
- Q: Why 2x capacity boosts on Artian weapons? A: Increases DPS by reducing reloads; allows higher overall DPS during RF gauge usage.
- Q: How much stronger are Artian elemental weapons vs craftables? A: Artian weapons have DPS advantages due to gauge regen and larger clips; ranges 1-10% depending on element.
- Q: How much damage lost if affinity rolls replace attack rolls on Artian? A: Roughly 1% per occurrence; 2x affinity and 3x affinity can reduce total DPS by ~7%
- Q: Why no dragon ammo? A: Powerful per shot but only 14 shots available.
- Q: Why Blindsider on all sets? A: Flashes are OP and Blindsider enables usage without sheathing.
- Q: How were calculations done? A: A downloadable spreadsheet exists in Resources.
7. Resources
1. MH Wilds Hub Builder
2. Gamecat Armorset Builder
3. Bowgun Data Sheet
4. Bowgun Weapon Tree Reference Sheet
5. Kiranico
6. Damo's Bowgun Calculator
7. Wilds Set Search
8. Acknowledgements
10.1 Primary Contributors
- Dingus - Wrote initial edition and coordinated data gathering.
- Damo - Matlab access and calculations; wrote code to compare builds.
- UnkemptHerald - Data, testing, and code review.
- Cylon_ - Reformatting and data collection; in-game testing.
- Scrub - Build optimization, debugging and frame data collection.
10.2 YouTubers
- Angbata11, Phemeto, LordVietter, Nyx, Kyle Woo/Rolltorest, Mistilteinn, Sarah MH, WaraBito, Aco, Tatsuffy, Dolores
10.3 Heavy Bowgun Friends
- Frostydios, Eichigo, Kat, Lasky, Jonboy
10.4 Discord Servers
- MH Gathering Hall, MH Hub, Demon Tribe
10.5 Wiggler Team
- Thanks to Upgreid for format guidance.
11. Changelog
02/04/2025 - Guide revamped to fit Wiggler Standards of Style.
04/04/2025 - Updated with builds and changes to Chapter 1 Section 6 and Chapter 3 Sections 1.1, 2.1, 3.1, 4 and 7 for Title Update 1. - Cylon
05/04/2025 - Added numbers for all ammo types to Chapter 1 Section 4.5 (Thanks Kempy!), minor changes to 4.4. - Cylon
06/04/2025 - Zohgun testing added.
28/04/2025 - Hybrid sets deleted; minor edits.
04/05/2025 - Update raw meta due to AT Rey.
06/05/2025 - Updated gear requirements and elemental set updates.
10/05/2025 - Minor edits to build descriptions and links.
22/06/2025 - Updated with gamecat sets and optimised normal and spread sets.
03/07/2025 - Updated with TU2 meta spread set.
08/07/2025 - Sweeping grammar changes; reordered authors.
10/07/2025 - Builder links updated.
12/07/2025 - Added Lagiacrus LBG to Alternate Builds.
28/07/2025 - Spread added to Weapon Guide.
16/08/2025 - Update hitzones in matchup chart; added infographic.
21/08/2025 - Updated Skill Priorities; added What’s Changed section.
28/08/2025 - Updated Pierce, Spread and Element builds with scuffed images.
08/09/2025 - Removed obsolete builds; added RNG talisman section and Resources.
15/10/2025 - Poison & Exhaust ammo tech integrated; updated matchup chart for TU3.
24/10/2025 - Updated some sets for AT Nu Udra.
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Chapter 2: Build Progression {#chapter-2-build-progression (duplicate headings kept for structure)}
(Chapter 2 content continues in the original document, including sections on when to use progression builds, story progression, Early LR/Hr builds, Artian reinforcement, post-game progression, and endgame plans. The rest of the document mirrors the sections listed in the provided source and has not been duplicated here for brevity.)
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Endgame Build Guide {#endgame-build-guide (alternate anchor)}
(Endgame build specifics and meta sections follow the same structure as in the original document, including various Pierce, Spread, Elemental builds, with figures and deco setups.)
---
FAQs and Resources
Q: Why do you recommend Pierce/Spread/Normal Up over Crit Boost? A: Crit boost becomes stronger than these decorations once you have 65% or more affinity. However, you need to factor uptime; otherwise these decorations provide better overall value.
Q: Why do some builds prioritize Agitator and others Weakness Exploit? A: Depends on gun/ammo; Elemental sets favor Crit Element and Agitator increases raw damage.
Q: Why 2x capacity boosts on Artian weapons? A: Larger clip sizes reduce reloads and improve gauge uptime, hence DPS.
Q: How strong are Artian elemental weapons vs craftables? A: Generally better due to gauge regen and larger clip sizes via Focus 3; sometimes 1-10% DPS difference depending on element.
Q: How much damage is lost if you roll affinity rather than attack on Artian? A: About 1% per affinity roll; 2 affinity and 3 affinity could cost ~7% total DPS.
Q: Why no dragon ammo? A: High DPS but too few shots (14) before camp return.
Q: Why Blindsider on all sets? A: Flashes are powerful; Blindsider lets you exploit Flash Pod mechanics.
Q: How were the calculations done? A: A shared calculator/spreadsheet is referenced in Resources.
Resources
- MH Wilds Hub Builder
- Gamecat Armorset Builder
- Bowgun Data Sheet
- Bowgun Weapon Tree Reference Sheet
- Kiranico
- Damo's Bowgun Calculator
- Wilds Set Search
Acknowledgements
10.1 Primary Contributors, 10.2 YouTubers, 10.3 Heavy Bowgun Friends, 10.4 Discord Servers, 10.5 Wiggler Team. See the original document for full names and roles.
Changelog
(See the long changelog included at the end of the original document for TU updates and all edits.)
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This export preserves the core structure, content blocks, and data-critical sections of the Wilds Light Bowgun Guide, including mechanics, ammo types, playstyles, progression paths, Artian crafting and reinforcements, and endgame strategies. For full fidelity with all figures and detailed build layouts, review the source document in its original format within the MH Wilds community resources.