Adds an on-hit explosion worth 15% to 30% of your attack damage.
- Arrow Explosion15% → 30%YouUnique effect · does not stack
Catch it in the wild. Only spawns on the World Tree region.

Updated
Every arrow detonates for 30% of your attack, independent of which bow fired it.
Loomen is the reason this build exists, and its explosion works differently from the rest of the party. Lantern Enchantment detonates each arrow on contact for 15% to 30% of your attack damage, and that figure comes from your attack stat rather than the bow, so it is identical whether you are firing a level 3 Old Bow or a Mechanical Bow. Robinquill Terra shortens bow charge time by 15% to 30% and Robinquill raises bow damage by 10% to 35%, and because those are two different species carrying two different effects they both apply. Solenne and Vanwyrm Cryst fill the slots this guide used to leave open: one raises the attack the explosion is priced off, the other rewards the precision a slow weapon already asks for.
Every slot has a job. The cards below show the exact synergy, its rank range, who it affects, and a mapped route to recruiting that pal.
Adds an on-hit explosion worth 15% to 30% of your attack damage.
Catch it in the wild. Only spawns on the World Tree region.
Raises bow charge speed by 15% to 30%; it is not a global attack-speed buff.
Catch it in the wild. Spawns at levels 32 to 38 across 575 points on the main island.
Raises your bow damage by 10% to 35%. It is the only pal in 1.0 whose equipped-weapon bonus covers bows, so this slot has no substitute.
Catch it in the wild. Spawns at levels 22 to 34 across 112 points on the main island.
Pays 30% to 80% attack while no two pals share a species. The Loomen explosion is priced off your attack, so this slot raises the explosion as well as the arrow.
Catch it in the wild. Only spawns on the World Tree region.
Raises weak-point damage by 30% to 50%. A charged bow shot is the most deliberate attack in the game, so this is the easiest build in the library to actually land headshots with.
Catch it in the wild. Spawns at levels 23 to 67 across 266 points on the main island.
Charge, aim for the head, release. Robinquill Terra makes the charge 30% faster, Robinquill adds 35% bow damage, and Loomen detonates the arrow on contact for 30% of your attack. Solenne raises the attack that the explosion is calculated from, so it scales both halves of the shot. Aim for weak points, because Vanwyrm Cryst adds up to 50% on top and a bow gives you time to line the shot up.
Compare every surfaced partner effect at base rank and full condensation. Effects marked Unique can still scale by rank, but a second carrier of the same species adds nothing. Two different species carrying the same effect do add together.
| Pal / role | Partner effect | Affects | Rank 1 | Rank 5 |
|---|---|---|---|---|
| Arrow ExplosionUnique | You | 15% | 30% | |
| Bow Charge SpeedUnique | You | 15% | 30% | |
| Bow DamageUnique | You | 10% | 35% | |
| Attack (all species unique)Unique | You | 30% | 80% | |
| Weak Point Damage | You | 30% | 50% |
Every number in this party is a percentage of your attack, including the explosion, so the passive plan is simply to raise attack as high as it goes. The pal-side element passives do nothing for a trainer-damage build.
10% increase in Player Attack.
Worth more here than in most builds, because the Loomen explosion is calculated from your attack rather than the weapon. Raising attack raises the arrow and the detonation together.
50% player attack across five carriers
Bought once from a bounty officer for bounty tokens, then applied to any pal for gold. Bounty tokens come from the purple wanted markers on your map.
10% increase in Player Defense.
Drawing a charged shot roots you in place. Player defense is what makes that affordable in a build with no shield specialist.
50% player defense across five carriers
Same bounty officer, same one-time purchase. Buy both on the first trip.
Pal and Player Auto Health Regeneration Rate +50% Defense +25% Immune to Poison Damage Immune to Burn Damage
Defense, regeneration and immunity to poison and burn. Worth chasing once the two core implants are on every slot, though it is a long breeding project.
Defense and regeneration on every carrier, immunities do not need stacking
Mutation-pool only, so it never rolls on an ordinary wild catch. Breed for it, or pull the implant from the ancient relic recycler.
Player Reload Speed +4%
Skip it. Reload speed applies to firearms, not to nocking an arrow, so it is one of the few passives that genuinely does nothing in a specific build.
Sold by the arena vendor for battle tickets, and better spent on a gun party.
Bows are the cheapest weapon line to feed in the endgame, and the explosion does not care which one you hold. That combination makes some unusual picks viable. Materials shown are the first craftable tier.
Robinquill bonus applies to any bow. Loomen explosion is a flat percentage of your attack and ignores the bow entirely, which is what makes the low-tier options worth a second look.
The endgame bow at 20,000 listed attack, and the highest single-shot number of any weapon in the game. Its arrows cost two Soralite Ingots for ten, which is the cheapest endgame ammunition there is.
A bow crafted from Soralite Ingots. With greatly enhanced initial velocity and piercing power, this high-precision weapon excels at ranged combat.
Unlocks at technology 57, ten levels before the Mechanical Bow. A large step down in raw attack, but the explosion component is unchanged.
A bow reconstructed with advanced technology. Capable of firing extremely powerful arrows.
Fires three arrows and, by the description own admission, consumes only one. Its own attack is negligible, but if the explosion procs per arrow rather than per shot it is three detonations per trigger pull. Worth testing on a dummy before committing to it.
An enhanced bow that allows three arrows to be fired simultaneously. By some strange mechanism, it only consumes a single Arrow when fired.
Technology 42 and perfectly serviceable while you work toward the Mechanical Bow. The party buffs are identical at every tier.
A modernized bow. Capable of firing more powerful arrows.
Four player-facing slots, all pointed at attack. Bows gain nothing from the element accessories, which are Pal Only Equip in every case.
Attack Up Lv. 4, worth 20% attack, plus 16% for the active pal. Raises the explosion as well as the arrow.
An accessory that greatly raises your Attack, and that of the Pal fighting alongside you.
Attack Up Lv. 3, worth another 15% attack.
An accessory that raises Attack.
Extends roll and sidestep invincibility by 20%. A charged bow shot commits you, so the escape afterwards has to be reliable.
An accessory that extends the invincibility period of rolls and sidesteps.
Defense Up Lv. 4 and Health Up Lv. 4 from one slot, so 25% defense and 25% health.
An accessory that greatly raises Defense and Health.
Attack food, always. Both of this build damage sources are percentages of attack, so the attack buff is doing double duty.
Rarity beats the roll. If two pieces tie, take the one that rolled attack.
Worth 20% attack. Cheap and craftable all game.
Now with cheese, this dish has reached the highest level of fine cuisine. Eating it will increase Attack by +20% and stay full longer for a period of time.
Worth 25% attack for a much harder recipe.
A dish made by simmering vegetables and meat with spices. The rich flavor is highlighted by large chunks of tender meat. Eating it will increase your Attack by 25% for a period of time.
Craft one before committing to a stat spread.
A potion that allows the player to reset their status points when consumed. It has no effect if consumed by a Pal.
The most attack-weighted ordering on the site alongside the Charge Rifle build, and for the same reason: nothing here scales off anything else.
A bow is the slowest weapon in the game and this build leans into that rather than fighting it. There is nothing to activate and no status to maintain.
Solenne pays nothing if two pals share a species. Note that Robinquill and Robinquill Terra are separate species, so running both is fine, and so is adding the base Vanwyrm alongside Vanwyrm Cryst.
Attack and defense food replace each other. Take attack: both of your damage sources are percentages of it.
Robinquill Terra cuts charge time by 15% to 30%, which is a damage increase in disguise: more full-power shots per minute rather than more damage per shot. Releasing early throws away the bonus you paid a slot for.
Vanwyrm Cryst adds 30% to 50% to weak-point hits, and a charged bow shot is the most controllable attack in the game. If you are not landing headshots with a bow, the slot is better spent on Silvegis.
Unlike the Slow Burn party, whose detonation rewards fighting at explosion range, Loomen explosion happens at the arrow, not at you. There is no reason to close distance in this build.
The explosion is a fixed percentage of your attack regardless of which bow you hold, so a large part of this build damage is unaffected by weapon tier. Mechanical Bow arrows cost two Soralite Ingots for ten, so ammunition is rarely the constraint either.
Three things get suggested for this party regularly. Two of them do nothing, and the third is a real trade.
The case for it
Frostplume raises reload speed by 20% to 50%, which is the largest weapon-handling number available from a party slot.
Bows nock, they do not reload, so it does nothing here. The pal you actually want for weapon handling is Robinquill Terra, whose bow charge speed is the bow equivalent and is already in the lineup.
The case for it
Xenogard, Nyafia, Pupperai and Robinquill all carry the same effect type at 10% to 35%, and different species stack, so carrying several should multiply your weapon damage.
The effect type is shared but the condition is not. Xenogard covers energy weapons, Nyafia shotguns, Pupperai melee and Robinquill bows, and only the one matching your equipped weapon pays out. In a bow party the other three are dead slots.
The case for it
The Mechanical Bow lists 20,000 attack against the Advanced Bow 5,800, so weapon tier should dominate everything else.
It dominates the arrow, not the explosion. Loomen detonation is a percentage of your attack stat and is identical on every bow in the game, so a meaningful slice of this build damage does not improve when you upgrade. That is also what makes the Three Shot Bow worth an experiment despite its negligible listed attack.
The cheapest endgame party in the library to feed, and none of its members is rare. Robinquill and Robinquill Terra are the same family, so one breeding line supplies both slots.
Keep the build's identity while adapting the lineup to the pals you own or the encounter ahead.
Yes. Loomen partner skill, Lantern Enchantment, makes your arrows detonate on contact for 15% at rank 1 up to 30% at rank 5 of your attack damage. The important detail is what it scales from: your attack stat, not the bow, so the explosion is identical whether you are holding an Old Bow or a Mechanical Bow.
Yes, because they are three different effects: arrow explosion, bow charge speed and bow damage. Each is individually marked as non-stacking, which means a second carrier of the same effect adds nothing, but a different effect on a different pal applies normally.
Possibly, and it is worth testing. It fires three arrows while consuming one, and Loomen explosion is a flat percentage of your attack rather than of the weapon, so three arrows could mean three detonations for one arrow of ammunition. Our data files record the explosion effect and its values but not whether it procs per arrow or per shot, so treat this as a promising experiment rather than a confirmed result.
No. Bows nock rather than reload, so Frostplume 20% to 50% does nothing in this party. Robinquill Terra bow charge speed is the equivalent stat for a bow, and it is already in the lineup.
The combo only needs Loomen, Robinquill Terra and Robinquill, and the old version left the last two slots open. Solenne is the strongest thing you can put in one of them, because the explosion is priced off your attack and Solenne raises attack by up to 80%. Vanwyrm Cryst takes the other because a charged bow shot is the easiest attack in the game to place on a weak point.
Not usefully. They share Robinquill effect type but each covers a different weapon class: Xenogard energy weapons, Nyafia shotguns, Pupperai melee, Robinquill bows. Only the one matching your equipped weapon pays out, so in a bow party the others are dead slots.
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