Cluster Bomb | ||||
---|---|---|---|---|
Level | Rarity | Carry | Sell | Buy |
1 | 2 | 3 | 6 | 30 |
2 | 3 | 3 | 6 | 60 |
3 | 4 | 3 | 10 | N/A |
Blast Damage is one of the six secondary elemental damage types, composed of Cold and Heat elements. The violent force of this damage is highly destructive to Grineer Machinery and brittle Fossilized Infested creatures, but performs poorly against the Ferrite Armor worn by many Grineer units. Blast damage's status effect is an explosive Knockdown (as opposed to Impact's knockback), forcing all.
Cluster Bomb is an Ammo type in Monster Hunter World (MHW); it comes in three levels.
When fired from a Bowgun, Cluster Bomb releases a single arcing projectile which splits into explosive shells on impact. Each shell deals True Damage to a target.
All levels of Cluster Bomb have the following basic properties:
- Damage of each explosive shell is affected by the Player's Attack Power. Damage is not directly affected by recoil or a Bowgun's level of Deviation.
- Damage is not affected by Affinity (critical hits,) distance to the target, or the Artillery Skill
- Cluster Bomb is fired mortar-style. Taking aim with it active will immobilize the Hunter and cause a reticle to appear on the ground, which can be panned with directional input.
- Explosions have the ability to knock a Monster off its feet.
The number of shells created by Cluster Bomb levels 1, 2, and 3 are 3, 4, and 5, respectively.
The Combo Move multipliers for Cluster Bomb levels 1, 2, and 3 are approximately 19, 22, and 28, respectively. See Attack Power for more information.
See the articles for Light Bowgun and Heavy Bowgun for more information on Spread and other ammo types.
See Bowgun Ammo for a quick list of Bowgun Ammo types.
Cluster Bomb 1 Description:
Ammo that fragments into three shells upon impact. Beware of friendly fire!
Cluster Bomb 2 Description:
Ammo that fragments into four shells upon impact. Beware of friendly fire!
Cluster Bomb 3 Description:
Ammo that fragments into five shells upon impact. Beware of friendly fire!
How to Acquire Cluster Bomb:
All three levels of Cluster Bomb can be crafted, while only levels 1 and 2 can be bought at the Provisions Stockpile in Astera. Additionally, Cluster Bomb 1 can be found in the Supply Box on some Special Arena Quests.
Crafting Cluster Bomb | |||
---|---|---|---|
Category | Recipe | Ingredient 1 | Ingredient 2 |
Coatings/Ammo | Cluster Bomb 1 | Bomberry | N/A |
Coatings/Ammo | Cluster Bomb 2 | Cluster Bomb 1 | Gunpowder Level 2 |
Coatings/Ammo | Cluster Bomb 3 | Cluster Bomb 1 | Gunpowder Level 3 |
The Heavy Bowgun (HBG) makes up for its smaller ammo selection with larger clips and greater firepower. Leveraging the HBG's Special Ammo gives it a momentous advantage against monsters while in combat.
- Customization
Strength & Weakness
Strength | Weakness |
---|---|
|
|
Customization
Like the LBG, the Heavy Bowgun can also use custom mods to improve its attributes. To customize the HBG, the player needs to talk to the Smithy. The following mods can be equipped:
Mod | Name | Effect(s) |
---|---|---|
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 HBGs without deviation. | |
Close Range Up | Increase attack power when firing at close range. | |
Range Attack Up | Increase attack power when firing at long range. | |
Shield | Automatically defend the player when the HBG is drawn. |
If a HBG'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 HBG's rarity determines how many mods it can equip.
Weapon Rarity | Numbers of mod |
---|---|
1 | 1 |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 3 |
Recoil
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 renders the player immobile during the recoil animation.
Reload
Reload refers to how fast ammo can be reloaded. Reload speed differs between ammo types.
Deviation
![Does close range up affect cluster bomb dmg 2017 Does close range up affect cluster bomb dmg 2017](http://www.gogofinder.com.tw/books/pida/6/s/1372218172asaje2Mt.jpg)
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 Distance (Critical Range) refers to the distance at which shots fired by the player will deal the most amount of damage.
Special Ammo
HBG can load Special Ammo, which does not consume any additional resources to use. Special ammo can be loaded () and used at the whim of the player. Once used, Special Ammo will recharge slowly.
Special Ammo | Name | Descriptions |
---|---|---|
Wyvernheart | Works like gatling gun. Unlike the other Special Ammo, Wyvernheart ammo doesn't require a full charge to use. Wyvernheart Ammo can be fired consecutively by just holding down R2. | |
Wyvern Snipe | A single-shot piercing round. This shot inflicts multiple hits as it pierces through the monster's body. Each hit leave a small explosive. All explosives will will explode shortly after. |
Combat Tips
- 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.
- While HBG cannot side-step like the LBG, the player can still roll () to move out of dangerous positions.
Movelist
Move | Button (+Condition) | Properties |
---|---|---|
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 level of Recoil, and stronger Recoil will cause the player to be pushed. |
Roll | Roll in the selected direction | |
Reload | Out of ammo > R2 | Reload the current ammo. Some kinds of ammo can be loaded while walking, while others force the player to stop to reload. |
Load/Unload Special Ammo | Load/Unload Special Ammo. When Special Ammo is loaded, the player cannot cycle to other ammo. Unloading Special Ammo will automatically happen when the Special Ammo is depleted. | |
Cycle through Ammo | L1 + / Dpad Up/Down | |
Melee Attack | + | |
While sliding down a slope with weapon sheathed | Combos into
| |
Jumping Reload | Midair Draw Attack > /R2 Midair > |
![Does Close Range Up Affect Cluster Bomb Dmg Does Close Range Up Affect Cluster Bomb Dmg](https://petrofilm.com/yahoo_site_admin/assets/images/lakenheath_close_up.63132218_std.jpg)
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 Distance (Critical Range) refers to the distance at which shots fired by the player will deal the most amount of damage.
Special Ammo
HBG can load Special Ammo, which does not consume any additional resources to use. Special ammo can be loaded () and used at the whim of the player. Once used, Special Ammo will recharge slowly.
Special Ammo | Name | Descriptions |
---|---|---|
Wyvernheart | Works like gatling gun. Unlike the other Special Ammo, Wyvernheart ammo doesn't require a full charge to use. Wyvernheart Ammo can be fired consecutively by just holding down R2. | |
Wyvern Snipe | A single-shot piercing round. This shot inflicts multiple hits as it pierces through the monster's body. Each hit leave a small explosive. All explosives will will explode shortly after. |
Combat Tips
- 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.
- While HBG cannot side-step like the LBG, the player can still roll () to move out of dangerous positions.
Movelist
Move | Button (+Condition) | Properties |
---|---|---|
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 level of Recoil, and stronger Recoil will cause the player to be pushed. |
Roll | Roll in the selected direction | |
Reload | Out of ammo > R2 | Reload the current ammo. Some kinds of ammo can be loaded while walking, while others force the player to stop to reload. |
Load/Unload Special Ammo | Load/Unload Special Ammo. When Special Ammo is loaded, the player cannot cycle to other ammo. Unloading Special Ammo will automatically happen when the Special Ammo is depleted. | |
Cycle through Ammo | L1 + / Dpad Up/Down | |
Melee Attack | + | |
While sliding down a slope with weapon sheathed | Combos into
| |
Jumping Reload | Midair Draw Attack > /R2 Midair > |
- Motion values are listed per hit.
- Wyvernheart becomes more powerful when fired at the same body part.
- Wyvernsnipe Explosion becomes more powerful the more hits the projectile made.
Move | Damage Type | Motion Value | Stun | Exhaust |
---|---|---|---|---|
Melee Attack | Blunt | 30 | 30 | 30 |
Jumping Reload | Blunt | 30 | 30 | 30 |
Wyvernheart | Shot | 9 | - | - |
Wyvernsnipe | Shot | 20 (multiple times) | - | - |
Wyvernsnipe Explosion (S) | Blunt | 38 (per Wyvernsnipe Hit) | 20 | - |
Wyvernsnipe Explosion (M) | Blunt | 49 (per Wyvernsnipe Hit) | 35 | - |
Wyvernsnipe Explosion (L) | Blunt | 81 (per Wyvernsnipe Hit) | 55 | - |
Ammo Motion Values
Does Close Range Up Affect Cluster Bomb Dmg 2017
Ammo | Motion Value | Stun | Exhaust |
---|---|---|---|
Normal 1 | 7 10 | - | - |
Normal 2 | 15 20 | - | - |
Normal 3 | 20 32 | - | - |
Pierce 1 | 6 7 | - | - |
Pierce 2 | 6 7 | - | - |
Pierce 3 | 7 8 | - | - |
Spread 1 | 6 | - | - |
Spread 2 | 7 | - | - |
Spread 3 | 8 | - | - |
Sticky 1 | 12 | 30 | - |
Sticky 2 | 16 | 50 | - |
Sticky 3 | 19 | 100 | - |
Sticky Projectile | 1 | - | - |
Cluster Bomb 1 | 19 | - | - |
Cluster Bomb 2 | 22 | - | - |
Cluster Bomb 3 | 28 | - | - |
Cluster Projectile | 1 | - | - |
Recover 1 | 0 | - | - |
Recover 2 | 0 | - | - |
Poison 1 | 1 | - | - |
Poison 2 | 1 | - | - |
Paralysis 1 | 1 | - | - |
Paralysis 2 | 1 | - | - |
Sleep 1 | 1 | - | - |
Sleep 2 | 1 | - | - |
Exhaust 1 | 1 | 20 | 50 |
Exhaust 2 | 1 | 30 | 100 |
Flaming | 5 | - | - |
Water | 5 | - | - |
Freeze | 5 | - | - |
Thunder | 5 | - | - |
Dragon | 2 | - | - |
Slicing Projectile | 1 | - | - |
Slicing | 7 6 | - | - |
Wyvern (Primary) | 70 | - | - |
Wyvern (Additional) | 15 16 | - | - |
Demon | 0 | - | - |
Armor | 0 | - | - |
Tranq | 0 | - | - |