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Amos' Bow
Genshin Impact · Weapon

Amos' Bow

Bow for a character whose damage comes substantially from Normal or Charged Attacks, especially when arrows can stay in flight longer before hitting.

Released Sep 28, 2020

Amos' Bow is a 5-star Bow with ATK as its secondary stat. At R1, it adds 12% Normal and Charged Attack damage, then increases the damage of each fired attack by another 8% for every 0.1 seconds its arrow remains in the air, up to five increments. It is most relevant to bow users who rely on those attack types and can benefit from the arrow-flight condition.

WeaponBowRarity5Base ATK46Secondary statATK
Amos' Bow GUIDE

Understand Amos' Bow

Useful when…

  • Consider it for a bow damage dealer whose Normal or Charged Attacks form a meaningful part of their damage.
  • The flight-time scaling is more relevant when the attack's arrow travels long enough to gain additional increments, up to five.

How does its attack effect work?

At R1, Amos' Bow provides an unconditional 12% increase to Normal and Charged Attack damage. After either attack is fired, its damage gains a further 8% for each 0.1 seconds that the arrow is in the air, up to five times. The extra component therefore depends on flight time, with a maximum of five increments; the provided effect does not specify a matching bonus for Skill or Burst damage. Its ATK secondary stat supports damage that scales with ATK, while the passive specifically names Normal and Charged Attacks.

When is it a practical fit?

Use it when the wielder deals a substantial share of damage through bow Normal or Charged Attacks. Attacks with longer arrow flight can collect more of the stated 0.1-second increments, while a fast hit gains fewer. A character relying mainly on Skill or Burst damage may still use the ATK secondary stat, but the weapon's explicit attack damage bonus will not cover those other damage sources by name.

How should it be invested in?

Ascension has six stages, with the listed examples showing Mora and material costs for stages one, four, and six. Refinement consumes another R1 copy and Mora. From R1 to R5, the Normal and Charged Attack bonus increases from 12% to 24%, and each 0.1 seconds of arrow flight adds 8% to 16%, still capped at five increments. Refinement is most relevant when the wielder regularly uses the supported attack types; keeping duplicate copies may be preferable if the incremental improvements do not suit the character using them.

How do the listed alternatives differ?

Alley Hunter's listed passive builds damage while its wielder is off-field and drains that bonus after the wielder spends more than 4 seconds on-field. It favors a different field-time pattern than Amos' Bow's Normal and Charged Attack focus. Aqua Simulacra grants HP and increases the wielder's damage while opponents are nearby, whether on-field or off-field, so its stated damage condition differs from arrow flight time. Astral Vulture's Crimson Plumage requires triggering Swirl or Stellar Swirl for its timed ATK increase and also checks the party's elemental types for Charged Attack and Burst bonuses. These options are conditional alternatives, not automatic replacements.

Limitations and tradeoffs

  • The named damage bonus applies to Normal and Charged Attacks, not explicitly to Skill or Burst damage.
  • The additional damage depends on arrow flight time and is capped at five increments.
  • Refinement requires duplicate copies and increases the stated bonuses without changing the five-increment cap.

Common mistakes to avoid

  • Assuming the flight-time component reaches five increments on every shot.
  • Counting the passive's Normal and Charged Attack bonuses as direct Skill or Burst damage bonuses.
  • Refining with a duplicate without weighing the increase against keeping another copy available.

Effects and reference details

Refinement effects

R1 Increases Normal and Charged Attack DMG by 12%. After a Normal or Charged Attack is fired, DMG dealt increases by a further 8% every 0.1s the arrow is in the air for up to 5 times.

R2 Increases Normal and Charged Attack DMG by 15%. After a Normal or Charged Attack is fired, DMG dealt increases by a further 10% every 0.1s the arrow is in the air for up to 5 times.

R3 Increases Normal and Charged Attack DMG by 18%. After a Normal or Charged Attack is fired, DMG dealt increases by a further 12% every 0.1s the arrow is in the air for up to 5 times.

R4 Increases Normal and Charged Attack DMG by 21%. After a Normal or Charged Attack is fired, DMG dealt increases by a further 14% every 0.1s the arrow is in the air for up to 5 times.

R5 Increases Normal and Charged Attack DMG by 24%. After a Normal or Charged Attack is fired, DMG dealt increases by a further 16% every 0.1s the arrow is in the air for up to 5 times.

References and version

Game data version: 7.1

Amos' Bow — Genshin Impact Wiki ↗
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