Weapon (Bow)



Name Mt Rng SP Effect Prerequisite
Iron Bow 4 2 50 Effective against flying units.
Steel Bow 6 2 100 Effective against flying units. Iron Bow
Silver Bow 9 2 200 Effective against flying units. Steel Bow
Silver Bow+ 13 2 300 Effective against flying units. Silver Bow
Brave Bow 4 2 200 Effective against flying units. Spd −5. If unit initiates combat, unit’s attacks each hit twice consecutively. Steel Bow
Brave Bow+ 7 2 300 Effective against flying units. Spd −5. If unit initiates combat, unit’s attacks each hit twice consecutively. Brave Bow
Killer Bow 5 2 200 Effective against flying units. Unit’s maximum special skill cooldown −1. Steel Bow
Killer Bow+ 9 2 300 Effective against flying units. Unit’s maximum special skill cooldown −1. Killer Bow
Slaying Bow 8 2 200 Effective against flying units. Unit’s maximum special skill cooldown −1. Steel Bow
Slaying Bow+ 12 2 300 Effective against flying units. Unit’s maximum special skill cooldown −1. Slaying Bow
Assassin’s Bow 7 2 200 Effective against flying units. If opponent is a dagger unit, unit always performs a follow-up attack and opponent cannot. Steel Bow
Assassin’s Bow+ 11 2 300 Effective against flying units. If opponent is a dagger unit, unit always performs a follow-up attack and opponent cannot. Assassin’s Bow
Guard Bow 8 2 200 Effective against flying units. If bow, dagger, tome, or staff opponent initiates combat, Def and Res +6 during combat. Steel Bow
Guard Bow+ 12 2 300 Effective against flying units. If bow, dagger, tome, or staff opponent initiates combat, Def and Res +6 during combat. Guard Bow
Firesweep Bow 7 2 200 Effective against flying units. Unit and opponent cannot counterattack. Steel Bow
Firesweep Bow+ 11 2 300 Effective against flying units. Unit and opponent cannot counterattack. Firesweep Bow
Clarisse’s Bow 7 2 200 Effective against flying units. If unit attacks during combat, inflicts Atk and Spd −5 on foes within 2 spaces of opponent after combat through their next actions. Steel Bow
Clarisse’s Bow+ 11 2 300 Effective against flying units. If unit attacks during combat, inflicts Atk and Spd −5 on foes within 2 spaces of opponent after combat through their next actions. Clarisse’s Bow
Cupid Arrow 8 2 200 Effective against flying units. If unit initiates combat, grants allies within 2 spaces Def and Res +2 after combat until the start of the next turn. Steel Bow
Cupid Arrow+ 12 2 300 Effective against flying units. If unit initiates combat, grants allies within 2 spaces Def and Res +2 after combat until the start of the next turn. Cupid Arrow
Refreshing Bolt 8 2 200 Effective against flying units. If unit’s HP is 100% at the start of combat, Atk, Spd, Def, and Res +2 during combat. If unit’s HP is 100% at the start of combat and unit attacks during combat, unit takes 2 damage after combat. Steel Bow
Refreshing Bolt+ 12 2 300 Effective against flying units. If unit’s HP is 100% at the start of combat, Atk, Spd, Def, and Res +2 during combat. If unit’s HP is 100% at the start of combat and unit attacks during combat, unit takes 2 damage after combat. Refreshing Bolt
Monstrous Bow 8 2 200 Effective against flying units. If unit attacks during combat, inflicts Panic on foes within 2 spaces of opponent after combat through their next actions. Steel Bow
Monstrous Bow+ 12 2 300 Effective against flying units. If unit attacks during combat, inflicts Panic on foes within 2 spaces of opponent after combat through their next actions. Monstrous Bow
Parthia 14 2 400 Effective against flying units. If unit initiates combat, Res +4 during combat.
[Jeorge: Perfect Shot only.]
Cannot be inherited
Mulagir 14 2 400 Effective against flying units. If opponent is a tome unit, opponent’s positive bonuses are ignored during combat.
[Lyn: Brave Lady only.]
Cannot be inherited
Nidhogg 14 2 400 Effective against flying units. Atk, Spd, Def, and Res increased by the number of adjacent allies ×2 during combat.
[Innes: Regal Strategician only.]
Cannot be inherited
Fujin Yumi 14 2 400 Effective against flying units. If unit’s HP ≥ 50%, unit may move through foes.
[Takumi: Wild Card only.]
Cannot be inherited