The Light Bowgun (LBG) is a compact Gunner weapon with great mobility. Its wide selection of ammo provides it with great utility, letting it control monsters quickly with status shots, or to deal high amounts of damage with its offensive ammunition.
- Strength & Weakness
- Critical Distance
- Rapid Fire
- Combat Tips
Strength & Weakness
|Recoil Suppressor||Reduces recoils for certain ammo type. The strength of this effect depends on the ammo.|
|Reload Assist||Reduces reload time for specific ammo. The strength of this effect depends on the ammo.|
|Deviation Suppressor||Reduces ammo deviation when firing. Cannot be used on LBGs without deviation.|
|Close Range Up||Increase attack power when firing at close range.|
|Range Attack Up||Increase attack power when firing at long range.|
|--- (HBG has shield, LBG has something else)||---|
If a LBG's attribute is improved by an installed mod, it will be highlighted in green. Some attributes require just 1 mod for improvement, but others may require multiple mods. Mods can be stacked to improve their effects, and mods of the same type can be stacked up to 3 times.
The LBG's rarity determines how many mods it can equip.
|Weapon Rarity||Numbers of mod|
Recoil refers to the severity of weapon kickback when a shot is fired. Different ammunitions have different recoils. Strong recoil will have a sever kickback effect and the player is unable to move during the recoil animation.
Reload refers to how fast ammo can be reloaded. Reload speed differs between ammo types.
Deviation affects the direction and severity of bullet deviation when it was fired. Deviation is the same regardless of the ammo used. The further a shot travels, the stronger the effect of deviation has on its accuracy.
Critical Distance (Critical Range) refers to the distance at which shots fired by the player will deal the most amount of damage.
Light Bowgun's Rapid Fire enables it to fire multiple shots at the cost of 1 ammo. Different LBGs can Rapid Fire different ammo. Rapid Fire ammo will be marked with this icon: .
Up to 3 Wyvernblasts can be set up on the ground. Shooting or attacking the Wyvernblast ignites it, which then creates explosions that harm monsters. Each Wyvernblast can create 5 explosions, and they can be ignited from friendly fire. The stronger the igniting attack is, the more powerful the explosions will be. Wyvernblast ammo regenerates over time.
|Draw Weapon||Draw Attack > R2|
|Draw Weapon||Draw Attack >||Automatically performs a Reload if the current ammo is not fully loaded.|
|Aim||Hold L2||Left-stick controls movement, Right-stick to aim|
|Fire||R2||R2 to fire.
Firing from the hip without aiming is possible.
Firing midair is possible.
Different bullets have different levels of recoil.
Certain ammo has Rapid Fire, and the player can fire multiple shots at the cost of 1 ammo.
|Backstep/Side Step||after firing||Can evade in any direction. These can be performed successively, up to 2 times|
|Reload||Out of ammo > R2
||Reload the current ammo.
Some ammo can be loaded while walking, while others force the player to stop to reload
|Wyvernblast||Place a tiny explosive on the ground.|
|Cycle through Ammo||L1+/
|While sliding down a slope with weapon sheathed||Combos into:
|Jumping Reload||Midair Draw Attack > /R2
- Critical Distance varies by ammo type, so being aware of the Critical Distance for all the shots being used is critical in maximizing damage.
- Some kinds of ammo don't require standing still to reload. Knowing which kinds of ammo can be reloaded while moving and which kinds can't is helpful in staying safe while in combat.
- Use both Side Steps and Back Steps after firing to reposition.
- Laying down all 3 Wyvernblasts doesn't take up much time. It is possible to lay down and ignite all 3 on an immobilized monster before it can get up.
- Individual shots from Rapid Fire are weaker, but combined they will deal more damage than a single shot, assuming that all Rapid Fire shots connect on the monster.