Windhawk

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Intro

Novice Archer

(1st Job)

Hunter

(2nd Job)

Sniper

(2nd Job Transcedent)

Ranger

(3rd Job)

Windhawk

(4th Job)

Windhawk
Description Max Level HP/SP Stats Bonus when Max Job Level
A Windhawk is a ranged physical damage dealer who fights from the back line with a bow and a trained hawk. Its core loop is positional: mark a target, plant your feet, and then pour on escalating single-target volleys while an AoE barrage clears whatever stands beside it. Underneath that sits a second, very different identity, a trapper who fights at close range by laying elemental snares that tick damage over time and lock targets out of the fight, plus a third line where the hawk itself does the hitting. The profile lives on build-up, because several of its best tools only reach full power after the caster has stood still and stacked them, and a Windhawk that keeps moving never gets there. Pick this job if you enjoy positioning, sustained single-target pressure and a deep toolbox. Avoid it if you want one button that does everything.
  • Base Max HP: 55000
  • Base Max SP: 2120

Str+2, Agi+12, Vit+8, Int+8, Dex+8, Luk+4

Pow+10, Sta+4, Wis+5, Spl+4, Con+11, Ctr+4

1st Job Skills

Hover a skill name for its full description and per-level values.

Skill Max Lv Form Use Cost Formula
Double Strafe 10 Active / Physical Ranged 12 ATK% = 100 + 10 * (SkillLevel - 1), x2 hits
Arrow Shower 10 Active / Physical Ranged 15 ATK% = 150 + 10 * SkillLevel (3x3), knockback 2
Owl's Eye 10 Passive - DEX +1 * SkillLevel
(P) Vulture's Eye 10 Passive - Range +1 * SkillLevel, HIT +1 * SkillLevel%
Improve Concentration 10 Active / Supportive Self 25~70 DEX / AGI +3 * SkillLevel%, Duration = 40 + 20 * SkillLevel s
Charge Arrow - Active / Physical Ranged (Quest) 15 ATK% = 150, knockback 5
Arrow Crafting - Active / Crafting (Quest) 10


2nd Job Skills

Hover a skill name for its full description and per-level values.

Skill Max Lv Form Use Cost Formula
Beast Bane 10 Passive - Damage +4 * SkillLevel vs Brute and Insect
Falconry Mastery 1 Passive -


Blitz Beat 5 Active / Special Physical 10~22 DMG = (DEX / 10 + AGI / 2 + 3 * Steel Crow + 40) * 2, hits 1~5 by SkillLevel
Steel Crow 10 Passive - Falcon damage +6 * SkillLevel
Skid Trap 5 Active / Trap (Hidden) 10 SP + 1 Trap Slide = 5 + SkillLevel cells
Flasher 5 Active / Trap (Hidden) 12 SP + 2 Traps Duration = 180 - 30 * SkillLevel s, Blind
Anklesnare 5 Active / Trap (Hidden) 12 SP + 1 Trap Duration = 300 - 50 * SkillLevel s, Immobilize
Sandman 5 Active / Trap (Hidden) 12 SP + 1 Trap Sleep chance = 40 + 10 * SkillLevel%, Duration = 180 - 30 * SkillLevel s
Freezing Trap 5 Active / Trap (Hidden) 10 SP + 2 Traps Duration = 180 - 30 * SkillLevel s, Freeze
Shockwave Trap 5 Active / Trap (Hidden) 45 SP + 2 Traps Duration = 180 - 30 * SkillLevel s
Land Mine 5 Active / Trap (Hidden) 10 SP + 1 Trap DMG = SkillLevel * DEX * (3 + BaseLevel / 100) * (1 + INT / 35)
Blast Mine 5 Active / Trap (Visible) 10 SP + 2 Traps DMG = SkillLevel * DEX * (3 + BaseLevel / 100) * (1 + INT / 35)
Claymore Trap 5 Active / Trap (Visible) 15 SP + 2 Traps DMG = SkillLevel * DEX * (3 + BaseLevel / 100) * (1 + INT / 35)
Talkie Box 1 Active / Trap (Hidden) 1 SP + 1 Trap


Remove Trap 1 Active / Supportive 5


Spring Trap 5 Active / Supportive 10 AoE = 2 * SkillLevel cells
(P) Detect 4 Active / Supportive 8 Range = 1 + 2 * SkillLevel cells
Beast Strafing - Active / Physical Ranged (Quest) 12 ATK% = 50 + 8 * STR
Phantasmic Arrow - Active / Physical Ranged (Quest) 50 ATK% = 500

2nd Job Transcendent Skills

Hover a skill name for its full description and per-level values.

Skill Max Lv Form Use Cost Formula
Falcon Assault 5 Active / Special Physical Ranged 30~46 DMG = Blitz Beat damage * (150 + 70 * SkillLevel) / 100
Sharp Shooting 5 Active / Physical Ranged Critical 16~24 ATK% = 300 + 300 * SkillLevel (5x5)
Wind Walk 10 Active / Supportive 46~100 FLEE +1 * SkillLevel, movement speed +25%
True Sight 10 Active / Supportive 20~40 All stats +5, HIT +3 * SkillLevel%, Damage +2 * SkillLevel%, Critical +1 * SkillLevel

3rd Job Skills

Hover a skill name for its full description and per-level values.

Skill Max Lv Form Use Cost Formula
Aimed Bolt 10 Active / Physical Ranged 40 ATK% = 500 + 20 * SkillLevel, 800 + 35 * SkillLevel with Fear Breeze, 5 hits
Arrow Storm 10 Active / Physical Ranged 24~60 SP + 5 Arrows ATK% = 200 + 180 * SkillLevel, 200 + 250 * SkillLevel with Fear Breeze, AoE 5x5 / 7x7 / 9x9
Ranger Main 10 Passive - Damage and resistance +5 * SkillLevel
Camouflage 5 Active / Supportive 40 SP drain 6 / 5 / 4 / 3 / 2 per second, movement disabled to 100%
Fear Breeze 5 Active / Supportive 55~75 Additional attacks +1 * SkillLevel (max 4)
Unlimit 5 Active / Supportive 100~180 Ranged physical damage x (1 + 0.5 * SkillLevel)
Trap Research 10 Passive - Trap damage +40 * SkillLevel, INT +1 * SkillLevel, MaxSP +200 + 20 * SkillLevel
Detonator 1 Active / Supportive 15


Cluster Bomb 5 Active / Trap (Visible) 20 SP + 1 Special Alloy Trap MATK% = 200 + 100 * SkillLevel, + (SkillLevel * DEX + 5 * INT) * Trap Research / 50
Magenta Trap 1 Active / Trap (Visible) 10 SP + 1 Point + 1 Special Alloy Trap


Cobalt Trap 1 Active / Trap (Visible) 10 SP + 1 Point + 1 Special Alloy Trap


Maze Trap 1 Active / Trap (Visible) 10 SP + 1 Point + 1 Special Alloy Trap


Verdure Trap 1 Active / Trap (Visible) 10 SP + 1 Point + 1 Special Alloy Trap


Firing Trap 5 Active / Trap (Visible) 10 SP + 1 Special Alloy Trap MATK = (SkillLevel * DEX + 5 * INT) * 20 * Trap Research / 100, Burning chance = 50 + 10 * SkillLevel%
Ice Bound Trap 5 Active / Trap (Visible) 10 SP + 1 Special Alloy Trap MATK = (SkillLevel * DEX + 5 * INT) * 20 * Trap Research / 100, Freezing chance = 50 + 10 * SkillLevel%
Electric Shock 5 Active / Trap (Visible) 35 SP + 1 Special Alloy Trap SP drain 5 * SkillLevel% per second, Duration = 18 + 2 * SkillLevel s
Warg Mastery 1 Active / Supportive 5


Tooth of Warg 10 Passive - Warg damage +30 * SkillLevel
Sensitive Keen 5 Active / Supportive 12 ATK% = 100 + 50 * SkillLevel, AoE 7x7 to 15x15
Warg Rider 3 Active / Supportive 2


Warg Dash 1 Active / Supportive 4 ATK% = 300
Warg Strike 5 Active / Physical Melee 20~28 ATK% = 200 * SkillLevel, + 30 * Tooth of Warg
Warg Bite 5 Active / Physical Melee 40~48 ATK% = 400 + 200 * SkillLevel (+100 at Lv 5), + 30 * Tooth of Warg
Full Throttle 5 Active / Supportive Self 1 All stats +20%, HP/SP drain 6 / 5 / 4 / 3 / 1% per second, Duration 10 / 15 / 20 / 25 / 30 s

4th Job Skills

Hover a skill name for its full description and per-level values.

Skill Max Lv Form Use Cost Formula
(MT) Crescive Bolt 10 Active / Physical Ranged Critical 40~72 ATK% = 500 + 1300 * SkillLevel + 5 * CON, +20% per Crescive Bolt stack
Fragment Bolt 5 Active / Physical Ranged Critical 68~80 SP + 3 Arrows ATK% = 3000 + 800 * SkillLevel + 5 * CON, 2 hits, AoE 3x3
(MT) Gale Storm 10 Active / Physical Ranged Critical 120 SP + 5 Arrows ATK% = 1350 * SkillLevel + 10 * CON, AoE 5x5 / 7x7 / 9x9
Hawk Mastery 1 Passive 5 Summons the Hawk
Hawk Rush 5 Active / Physical Ranged Critical 40~56 ATK% = 500 * SkillLevel + 5 * CON, + Skill damage * Nature Friendly / 10
Hawk Boomerang 5 Active / Physical Ranged Critical 80 SP, 12 AP ATK% = 600 * SkillLevel + 10 * CON, + Skill damage * Nature Friendly / 10, +50% vs Brute and Fish
(MT) Nature Friendly 5 Passive - Hawk cast range +1 * SkillLevel, Auto Hawk Rush chance +100% at Lv 5
Wild Walk 5 Active / Physical Ranged Critical 63~75 SP, 5 AP ATK% = 1800 + 2800 * SkillLevel + 5 * CON, 3 hits, + Skill damage * (Nature Friendly + Steel Crow) / 10
Wind Sign 5 Active / Debuff 100~60 Duration = 10 + 10 * SkillLevel s, AP recovery chance = 8 + 6 * SkillLevel%
(MT) Calamity Gale 1 Active / Supportive Self 300 SP, 175 AP Unlimit Lv 5 effect, Crescive Bolt +20%, Gale Storm can crit, +50% vs Brute and Fish, Duration 180 s
Advanced Trap 5 Passive - Trap damage +20 * SkillLevel%, Trap duration +1 * SkillLevel s, AP recovery +1 at Lv 5
Primed Trap 1 Active / Supportive Self 50 SP + 50 Special Alloy Trap Duration 180 s
(R) Solid Trap 5 Active / Trap (Ground) 68~84 SP + 2 Special Alloy Trap ATK% = 850 * SkillLevel + 5 * CON, AoE 3x3 / 5x5 / 7x7, Concretion chance = 60 - CON / 2
Primed Solid Trap 5 Active / Physical Ranged Critical 68~84 ATK% = 3950 * SkillLevel + 50 * Advanced Trap + 5 * CON
(R) Flame Trap 5 Active / Trap (Ground) 68~84 SP + 2 Special Alloy Trap ATK% = 850 * SkillLevel + 5 * CON, AoE 3x3 / 5x5 / 7x7, Blaze chance = 60 - CON / 2
Primed Flame Trap 5 Active / Physical Ranged Critical 68~84 ATK% = 3950 * SkillLevel + 50 * Advanced Trap + 5 * CON
(R) Deep Blind Trap 5 Active / Trap (Ground) 68~84 SP + 2 Special Alloy Trap ATK% = 850 * SkillLevel + 5 * CON, AoE 3x3 / 5x5 / 7x7, Deep Blind chance = 60 - CON / 2
Primed Deep Blind Trap 5 Active / Physical Ranged Critical 68~84 ATK% = 3950 * SkillLevel + 50 * Advanced Trap + 5 * CON
(R) Swift Trap 5 Active / Trap (Ground) 68~84 SP + 2 Special Alloy Trap ATK% = 850 * SkillLevel + 5 * CON, AoE 3x3 / 5x5 / 7x7, Torrent chance = 60 - CON / 2
Primed Swift Trap 5 Active / Physical Ranged Critical 68~84 ATK% = 3950 * SkillLevel + 50 * Advanced Trap + 5 * CON

Item Boosts

Gear that directly boosts each 4th job skill.

(MT) Crescive Bolt

Dimensions Crown (Windhawk) [1]

Poenitentia Nervus [2] Thanatos Bow-AD [2] Sky Crescent Bow [2]

Angel Wing Bow [2] Dimensions Wind Cross Bow [2]

Furious Tornado Bow [2] Frontier Wind Bow [3] Demonic Wing Bow [3]

Ice Magic Orb (Breeze Shooting) Glacier (Crescive Bolt)

Windhawk Soul (Crescive Bolt) Furious Crown (Windhawk) [1] Frontier Crown (Windhawk) [1] Radiant Rune Circlet (Windhawk) [1]

Crescive Shadow Armor Crescive Shadow Shoes Epesto Walther Megas Card

Helm of Faith II (Ranger) [1] + Vivatus Fides Aiming Bow [2]

Heroic Token (Windhawk) [1] + Scarlet Leather Dragon Bow-LT [2]

Earth Magic (Sniper) Lv. 1 - Lv. 3 + Thanatos Bow-AD [2]

Crown of Good and Evil (Windhawk) [1] + Good Spell + Angel Wing Bow [2]

Crown of Good and Evil (Windhawk) [1] + Angel Wing Bow [2]

Good Vigor (Windhawk) + Good Spell

Dimensions Wind Cross Bow [2] + Dimensions Crown (Windhawk) [1]

Time Gap Wind Bow [2] + Dimensions Crown (Windhawk) [1]

Sky Crescent Bow [2] + Sky Rune Crown (Windhawk) [1]

Frontier Wind Bow [3] + Frontier Crown (Windhawk) [1]

Radiant Rune Circlet (Windhawk) [1] + Radiant Bow [2]

Furious Crown (Windhawk) [1] + Furious Tornado Bow [2]

Windhawk Stone (Lower II) + Ranger Stone (Upper II)

Epesto Walther Megas Card + Yorscalp Crown of Execution [1]

Fragment Bolt

Radiant Bow [2] Radiant Rune Circlet (Windhawk) [1]

Glacier (Fragment Bolt) Windhawk Soul (Fragment Bolt)

Radiant Rune Circlet (Windhawk) [1] + Radiant Bow [2]

(MT) Gale Storm

Scrap Bow [2] Poenitentia Attendo [2] Precision Bow [2]

Flush Bolt Shooter [2] Angel Wing Bow [2] Furious Storm Bow [2]

Time Gap Wind Bow [2] Frontier Wind Bow [3]

Gale Storm Tuning Device Ice Magic Orb (Arrow Gale)

Glacier Magic Orb (Gale Storm) Windhawk Soul (Gale Storm)

Furious Crown (Windhawk) [1] Frontier Crown (Windhawk) [1] Windhawk Stone (Lower II)

Gale Shadow Earring Gale Shadow Pendant

Helm of Faith (Ranger) [1] + Vivatus Fides Ballista [2]

Heroic Token (Windhawk) [1] + Royal Bow-LT [2]

Crown of Good and Evil (Windhawk) [1] + Good Spell + Angel Wing Bow [2]

Crown of Good and Evil (Windhawk) [1] + Angel Wing Bow [2]

Good Vigor (Windhawk) + Good Spell

Time Gap Wind Bow [2] + Dimensions Crown (Windhawk) [1]

Windhawk Stone (Lower II) + Ranger Stone (Lower)

Frontier Wind Bow [3] + Frontier Crown (Windhawk) [1]

Furious Crown (Windhawk) [1] + Furious Storm Bow [2]

Furious Storm Bow [2] + Furious Boots [1]

Hawk Rush & Hawk Boomerang

Dimensions Crown (Windhawk) [1] Sky Rune Crown (Windhawk) [1]

Muqaddas Kahassu [2] Dimensions Wind Bow [2]

Ice Magic Orb (Aimed Rush) Glacier Magic Orb (Hawk) Windhawk Soul (Hawk Rush)

Wild Hawk Shadow Pendant

Dimensions Wind Bow [2] + Dimensions Crown (Windhawk) [1]

Sky Rune Crown (Windhawk) [1] + Sky Crescent Bow [2]

Windhawk Stone II (Lower II) + Ranger Stone II (Upper)

Wild Walk

Epesto Walther Megas Card Wild Hawk Shadow Earring Demonic Wing Bow [3]

Epesto Walther Megas Card + Yorscalp Crown of Execution [1]

(R) Solid Trap, (R) Flame Trap, (R) Deep Blind Trap & (R) Swift Trap

Underworld Knife [2] Volcanic Wind Pick [2]

Glacier (Advanced Trap)

Windhawk Soul (Solid Trap) Windhawk Soul (Flame Trap)

Windhawk Soul (Deep Blind Trap) Windhawk Soul (Swift Trap)

Advanced Trap Shadow Armor Advanced Trap Shadow Shoes

Crown of Good and Evil (Windhawk) [1] + Evil Spell + Underworld Knife [2]

Crown of Good and Evil (Windhawk) [1] + Underworld Knife [2]

Evil Vigor (Windhawk) + Evil Spell

Dimension Volcano East Card + Volcanic Wind Pick [2]

Dimension Volcano West Card + Volcanic Wind Pick [2]

Dimension Volcano East Card + Dimension Volcano West Card + Volcanic Wind Pick [2]

Windhawk Stone II (Lower II) + Ranger Stone II (Upper II)

Primed Solid Trap, Primed Flame Trap, Primed Deep Blind Trap & Primed Swift Trap

Overflame Dagger [2]

Glacier (Primed Trap)

Windhawk Soul (Primed Solid Trap) Windhawk Soul (Primed Flame Trap)

Windhawk Soul (Primed Deep Blind Trap) Windhawk Soul (Primed Swift Trap)

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Job Build Recommendations

Windhawk splits into four damage profiles. Bow skills and hawk skills are ranged physical damage, while the trap line is melee physical, so the two gear sets do not overlap. This section is split by gear tier: Mid Game covers the pieces you can wear from Base Level 200 to 249, and End Game covers 250 and up, which is also where the SS and SSS tier instances open.

Mid Game

Build Recommendations
Crescive Bolt
Single Target

Skills to main: (MT) Crescive Bolt Lv 10, Fragment Bolt Lv 5, Wind Sign Lv 5, (MT) Calamity Gale Lv 1

Gear to refine and grade: Poenitentia Nervus [2], Sky Crescent Bow [2], Radiant Bow [2], Thanos Bow-AD [2] and Furious Tornado Bow [2] are the Mid Game bows, all Refineable and Gradable. On the head side Radiant Rune Circlet (Windhawk) [1], Sky Rune Crown (Windhawk) [1] and Furious Crown (Windhawk) [1] are worth grading, because the combo lines below scale on headgear grade.

Damage cards: Glacier (Crescive Bolt), Ice Magic Orb (Breeze Shooting), Windhawk Soul (Crescive Bolt), Glacier (Fragment Bolt) and Windhawk Soul (Fragment Bolt)

Stats and traits: DEX for weapon attack and HIT, AGI for attack speed, then CON, because every 4th job Windhawk damage skill adds a flat term per point of CON. CRT (C.RATE) raises critical damage and LUK raises critical chance, and (MT) Crescive Bolt and Fragment Bolt both land critical hits.

Enchants and shadow: Windhawk Stone (Lower II) with Ranger Stone (Upper II), plus Crescive Shadow Armor and Crescive Shadow Shoes

Combos: Sky Crescent Bow [2] + Sky Rune Crown (Windhawk) [1], Radiant Rune Circlet (Windhawk) [1] + Radiant Bow [2], Furious Crown (Windhawk) [1] + Furious Tornado Bow [2], Heroic Token (Windhawk) [1] + Scarlet Leather Dragon Bow-LT [2], Helm of Faith II (Ranger) [1] + Vivatus Fides Aiming Bow [2], Crown of Good and Evil (Windhawk) [1] + Good Spell + Angel Wing Bow [2], Windhawk Stone (Lower II) + Ranger Stone (Upper II).

Consumables: Arrow, Iron Arrow and Arrow of Wind for the ammo line, plus Hawk Flute if you also run the hawk skills, and AP restoring items for (MT) Calamity Gale.

Rotation: mark the target with Wind Sign, refresh (MT) Calamity Gale on cooldown, then stand still and chain (MT) Crescive Bolt so the stack builds, dumping Fragment Bolt whenever a second target walks in.

Budget: Low to medium. One bow and one circlet carry the whole profile.

Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances.

Gale Storm
Area of Effect

Skills to main: (MT) Gale Storm Lv 10, Wind Sign Lv 5, (MT) Calamity Gale Lv 1, (MT) Crescive Bolt Lv 10

Gear to refine and grade: Poenitentia Attendo [2], Precision Bow [2], Furious Storm Bow [2], Scrap Bow [2] and Angel Wing Bow [2] are Refineable and Gradable, with Furious Crown (Windhawk) [1] as the crown to grade.

Damage cards: Glacier Magic Orb (Gale Storm), Gale Storm Tuning Device, Ice Magic Orb (Arrow Gale) and Windhawk Soul (Gale Storm)

Stats and traits: DEX and AGI first for clear speed, then CON for the flat skill term. (MT) Gale Storm can crit, so CRT (C.RATE) and LUK both add value once the bow is graded.

Enchants and shadow: Windhawk Stone (Lower II) with Ranger Stone (Lower), plus Gale Shadow Earring and Gale Shadow Pendant

Combos: Furious Crown (Windhawk) [1] + Furious Storm Bow [2], Furious Storm Bow [2] + Furious Boots [1], Windhawk Stone (Lower II) + Ranger Stone (Lower), Heroic Token (Windhawk) [1] + Royal Bow-LT [2] and Helm of Faith (Ranger) [1] + Vivatus Fides Ballista [2]

Consumables: Arrow in bulk, plus AP restoring items so (MT) Calamity Gale stays up across a farming session.

Rotation: hold Wind Sign on the pack, keep (MT) Calamity Gale running, then spam (MT) Gale Storm for the AoE, switching to (MT) Crescive Bolt whenever a single target survives.

Budget: Medium. The tuning device plus a graded crown are what make the AoE feel good.

Content: Base Level 200 to 249 AoE farming and mid tier dungeons.

Hawk
Companion

Skills to main: Hawk Mastery Lv 1, Hawk Rush Lv 5, Hawk Boomerang Lv 5, (MT) Nature Friendly Lv 5, Wild Walk Lv 5

Gear to refine and grade: Sky Crescent Bow [2] is the Mid Game bow, and Sky Rune Crown (Windhawk) [1] is the crown to grade, because the hawk skills pick up flat damage from it and the combo below scales on headgear grade.

Damage cards: Glacier Magic Orb (Hawk), Ice Magic Orb (Aimed Rush) and Windhawk Soul (Hawk Rush)

Stats and traits: CON first, because Hawk Rush, Hawk Boomerang and Wild Walk all add 5 to 10 x CON on top of the base ratio, then CRT (C.RATE) and LUK for the critical hits those skills roll. DEX still carries the bow auto-attacks between hawk casts.

Enchants and shadow: Windhawk Stone II (Lower II) with Ranger Stone II (Upper), plus Wild Hawk Shadow Earring and Wild Hawk Shadow Pendant

Combos: Sky Rune Crown (Windhawk) [1] + Sky Crescent Bow [2], Windhawk Stone II (Lower II) + Ranger Stone II (Upper) and Epesto Walther Megas Card + Yorscalp Crown of Execution [1]

Consumables: Hawk Flute to summon the hawk, Arrow for the bow, and AP restoring items for Wild Walk.

Rotation: summon the hawk, then alternate Hawk Rush and Hawk Boomerang while Wind Sign and (MT) Nature Friendly keep the hawk scaling up. Wild Walk is the burst and mobility button for repositioning.

Budget: Medium. The crown plus bow pair is the whole build.

Content: Base Level 200 to 249 bossing where you want the damage to come from off-screen.

Trap
Melee Physical

Skills to main: Advanced Trap Lv 5, (R) Solid Trap Lv 5, (R) Flame Trap Lv 5, (R) Deep Blind Trap Lv 5, (R) Swift Trap Lv 5, Primed Trap Lv 1

Gear to refine and grade: Underworld Knife [2] is the trap dagger to grade, with Overflame Dagger [2] as the entry option for the primed traps. Both are Refineable and Gradable.

Damage cards: Glacier (Advanced Trap), Glacier (Primed Trap), Windhawk Soul (Solid Trap), Windhawk Soul (Flame Trap), Windhawk Soul (Deep Blind Trap) and Windhawk Soul (Swift Trap)

Stats and traits: CON first, since every trap adds 5 x CON and scales on Base Level, then STR for the dagger auto-attacks that fill the gaps between placements. POW for P.ATK is the next best trait.

Enchants and shadow: Windhawk Stone II (Lower II) with Ranger Stone II (Upper II), plus Advanced Trap Shadow Armor and Advanced Trap Shadow Shoes

Combos: Crown of Good and Evil (Windhawk) [1] + Evil Spell + Underworld Knife [2], Evil Vigor (Windhawk) + Evil Spell, Windhawk Stone II (Lower II) + Ranger Stone II (Upper II) and Advanced Trap Shadow Armor + Advanced Trap Shadow Shoes

Consumables: Special Alloy Trap in bulk, plus Trap for the older trap skills.

Rotation: open with Primed Trap, stack (R) Solid Trap and (R) Flame Trap under the pack for the damage over time, then layer (R) Deep Blind Trap and (R) Swift Trap for the crowd control. Note that traps deal melee physical damage, so ranged damage % gear does nothing for this build.

Budget: Low to medium. The dagger is the only real cost.

Content: Base Level 200 to 249 farming, and the safest build to solo higher tier dungeon trash with.

End Game

Build Recommendations
Crescive Bolt
Single Target

Skills to main: (MT) Crescive Bolt Lv 10, Fragment Bolt Lv 5, Wind Sign Lv 5, (MT) Calamity Gale Lv 1

Gear to refine and grade: Frontier Wind Bow [3] and Demonic Wing Bow [3] are the two End Game bows, both Refineable and Gradable with 3 slots, with Frontier Crown (Windhawk) [1] to grade alongside them because the Frontier combo scales on headgear grade.

Damage cards: the same skill line as Mid Game, so Glacier (Crescive Bolt), Windhawk Soul (Crescive Bolt), Glacier (Fragment Bolt) and Windhawk Soul (Fragment Bolt).

Stats and traits: DEX, AGI and CON, then CRT (C.RATE) and LUK. Same spread as Mid Game, the gear just carries it further.

Enchants and shadow: identical to Mid Game, since the Crescive shadows and the Windhawk Stone (Lower II) + Ranger Stone (Upper II) pair stay best in slot at this tier.

Combos: Frontier Wind Bow [3] + Frontier Crown (Windhawk) [1], and Epesto Walther Megas Card + Yorscalp Crown of Execution [1]

Consumables: Arrow and AP restoring items.

Rotation: unchanged from Mid Game. Mark with Wind Sign, keep (MT) Calamity Gale up, stand still to stack (MT) Crescive Bolt, and dump Fragment Bolt on clusters.

Budget: High. The Frontier pair is the single biggest jump in the profile.

Content: SS tier instances at Base Level 250, SSS tier at 270.

Gale Storm
Area of Effect

Skills to main: (MT) Gale Storm Lv 10, Wind Sign Lv 5, (MT) Calamity Gale Lv 1, (MT) Crescive Bolt Lv 10

Gear to refine and grade: Frontier Wind Bow [3] is the top AoE bow and shares the crown with the Crescive Bolt build above, with Flush Bolt Shooter [2] as the cheaper End Game entry. Both take refine and grade.

Damage cards: Glacier Magic Orb (Gale Storm), Gale Storm Tuning Device and Windhawk Soul (Gale Storm)

Stats and traits: DEX, AGI and CON, then CRT (C.RATE) and LUK for the (MT) Gale Storm critical hits.

Enchants and shadow: identical to Mid Game, since the Gale shadows and the Windhawk Stone (Lower II) + Ranger Stone (Lower) pair stay best in slot at this tier.

Combos: Frontier Wind Bow [3] + Frontier Crown (Windhawk) [1], and Epesto Walther Megas Card + Yorscalp Crown of Execution [1]

Consumables: Arrow in bulk and AP restoring items.

Rotation: unchanged from Mid Game.

Budget: High.

Content: SS tier instances at Base Level 250, SSS tier at 270.

Hawk
Companion

Skills to main: Hawk Mastery Lv 1, Hawk Rush Lv 5, Hawk Boomerang Lv 5, (MT) Nature Friendly Lv 5, Wild Walk Lv 5

Gear to refine and grade: Dimensions Wind Bow [2] and Muqaddas Kahassu [2] are the two End Game hawk bows, grouped by which hawk skill they push, with Dimensions Crown (Windhawk) [1] to grade alongside them.

Damage cards: Glacier Magic Orb (Hawk), Ice Magic Orb (Aimed Rush) and Windhawk Soul (Hawk Rush)

Stats and traits: unchanged from Mid Game, CON, CRT (C.RATE) and LUK, because the hawk skills keep their 5 to 10 x CON term and keep rolling critical hits.

Enchants and shadow: identical to Mid Game, since the Wild Hawk shadows and the Windhawk Stone II (Lower II) + Ranger Stone II (Upper) pair stay best in slot at this tier.

Combos: Dimensions Wind Bow [2] + Dimensions Crown (Windhawk) [1], Windhawk Stone II (Lower II) + Ranger Stone II (Upper) and Epesto Walther Megas Card + Yorscalp Crown of Execution [1]

Consumables: Hawk Flute, Arrow and AP restoring items.

Rotation: unchanged from Mid Game.

Budget: High. The Dimensions bow and crown pair is the expensive part.

Content: SS and SSS tier bossing.

Trap
Melee Physical

Skills to main: Advanced Trap Lv 5, Primed Trap Lv 1, Primed Solid Trap Lv 5, Primed Flame Trap Lv 5, Primed Deep Blind Trap Lv 5, Primed Swift Trap Lv 5

Gear to refine and grade: Volcanic Wind Pick [2] is the End Game trap weapon and the only 265 dagger in the line, so it is what you grade first. No 250 plus dagger replaces Overflame Dagger [2] for the primed traps, so that carries over from Mid Game.

Damage cards: Glacier (Primed Trap), Windhawk Soul (Primed Solid Trap), Windhawk Soul (Primed Flame Trap), Windhawk Soul (Primed Deep Blind Trap) and Windhawk Soul (Primed Swift Trap)

Stats and traits: CON first, then STR for the dagger. POW for P.ATK is the next best trait. The primed traps keep the flat 5 x CON term, so CON never stops paying.

Enchants and shadow: identical to Mid Game, since the Advanced Trap shadows and the Windhawk Stone II (Lower II) + Ranger Stone II (Upper II) pair stay best in slot at this tier.

Combos: Dimension Volcano East Card + Dimension Volcano West Card + Volcanic Wind Pick [2]

Consumables: Special Alloy Trap, 50 of them for every Primed Trap cast, plus AP restoring items.

Rotation: open with Primed Trap and dump the primed traps on the highest value target, then fall back to the ground traps for anything that survives. Traps deal melee physical damage, so ranged damage % gear still does nothing here.

Budget: High, mostly because of the Special Alloy Trap upkeep.

Content: SS tier instances at Base Level 250, SSS tier at 270.

General Damage Gear & Cards

The tables above list items that boost one specific skill. The pieces below raise ranged physical damage in general, so they work with the bow and hawk builds and stack on top of the skill gear. Windhawk's traps deal melee physical damage instead, so the trap builds should treat every ranged damage % line below as dead weight and lean on ATK %, P.ATK and melee damage % only.

Mid Game

Base Level 200 to 249. All five armour slots have a mana or rune set that gives ATK % and physical damage % on top of whatever your build already uses.

Slot Recommended Main bonuses
Armor Blaze Mana Armor [1], Gaebolg Armor [1], Nebula Armor of Power [1] ATK %, ranged damage %, P.ATK
Garment Blaze Mana Manteau [1], Gaebolg Manteau [1], Azure Flame Mana Manteau [1] ATK %, ranged damage %, P.ATK
Shoes Blaze Mana Boots [1], Gaebolg Boots [1], Azure Flame Mana Boots [1] ATK %, ranged damage %, P.ATK
Accessory Blaze Mana Ring [1], Blaze Mana Brooch [1], Gaebolg Ring [1] ATK %, P.ATK
Head (Top) Crown of Beelzebub [1], Boitata Hat [1], Isgardian Warrior Crown [1] ATK %, ranged damage %, P.ATK, damage to all sizes and elements, crit damage %
Shadow set Full Power Shadow Armor, Full Power Shadow Shoes, Sword Master Shadow Armor, Sword Master Shadow Shoes, Sword Master Shadow Earring, Sword Master Shadow Pendant ATK %, ranged damage % (refine scaled), P.ATK

End Game

Base Level 250 and up. Shadow gear has no level gate, so the Mid Game shadow set carries over unchanged.

Slot Recommended Main bonuses
Armor Black Flame Armor of Power [1], Black Flame Suit of Critical [1], Black Flame Suit of Agility [1] ATK %, ranged damage %, crit damage %, damage to all elements
Garment Encroaching Mantle of Destruction [1], Unstoppable Mantle of Destruction [1], Ceaseless Mantle of Breath [1] ATK %, ranged damage %, crit damage %, P.ATK, damage to all elements
Shoes Dimensional Battle Greaves [1], Dimensional Executioner Boots [1], Fighter's Boots [1] P.ATK, ranged damage %, crit damage % (refine and grade scaled)
Accessory Black Dragon Ring of Power [1], Black Dragon Ring of Critical [1], Yorscalp Ring [1] ATK %, P.ATK, ranged damage %, crit damage %, damage to all elements
Head (Top) Scarlet Stardust Crown [1], Silver Stardust Crown [1], Yorscalp Crown of Execution [1] ATK %, ranged damage %, P.ATK, crit damage %, damage to all sizes

Damage Cards

Universal: these apply to every target, so they are the safe default when you do not know what you are fighting. Ranged damage % is what carries the bow and hawk skills; the melee physical damage % cards only pay off for the trap builds above.

Card Effect on ranged physical damage
(MvP) Reginleif Card ATK % (refine scaled where applicable)
(MvP) Chaos Baphomet Card ATK %, damage to Demon (refine scaled where applicable)
(MvP) Simulation Juncea Card P.ATK (refine scaled where applicable)
(MvP) Snowstorm Angel Card ranged damage %, damage to Boss (refine scaled where applicable)
Archer Skeleton Card ranged damage % (refine scaled where applicable)
(MvP) Yortus Arbiter Card crit damage % (refine scaled where applicable)
(MvP) Pyuriel Card crit damage % (refine scaled where applicable)
The Paper Card crit damage % (refine scaled where applicable)
(MvP) Guide of Dead Card melee damage % (refine scaled where applicable, trap builds only)
(MvP) Sanctuary Cleaning Chief Card melee damage %, damage to Boss (refine scaled where applicable, trap builds only)
Angel Slug Card melee damage % (refine scaled where applicable, trap builds only)

Target specific: swap these in once you know the race, size, element or class of what you are farming.

Card Effect on ranged physical damage
(MvP) Despair God Morocc Card ATK %, damage to Demi-Human, Angel, Player (refine scaled where applicable)
Seawind Card ATK %, damage to Brute (refine scaled where applicable)
Cliolima Card ATK %, damage to Demon (refine scaled where applicable)
Rockstriker Card ATK %, damage to Undead (refine scaled where applicable)
Yoster Cleaner Card ATK %, damage to Dragon (refine scaled where applicable)
Rebellion Lookie Card melee damage %, damage to Formless, Demi-Human, Player (refine scaled where applicable)
Jormungandr Sanctuary Guardian Card melee damage %, ranged damage %, damage to all sizes, Water, Earth, Fire, Wind, Poison, Holy, Dark, Ghost (refine scaled where applicable)
Hanom Card P.ATK, damage to Dark (refine scaled where applicable)
Rebellion Elena Volkova Card ranged damage %, damage to Small, Large (refine scaled where applicable)
(MvP) Encroached Tan Card ATK %, P.ATK, damage to Boss, Normal (refine scaled where applicable)

Related NPC

Arrow Merchant

Department Store in main town

Arrow Merchant

Arrow Iron Arrow Silver Arrow Fire Arrow Crystal Arrow Arrow of Wind

Stone Arrow Immaterial Arrow Arrow of Shadow Rusty Arrow Stun Arrow

Frozen Arrow Flash Arrow Cursed Arrow Poison Arrow Sharp Arrow

Oridecon Arrow Sleep Arrow Mute Arrow Holy Arrow Elven Arrow Hunting Arrow

Steel Arrow Siege Arrow S Siege Arrow A

Trap Special Alloy Trap

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