Tamriel Foundry

"Sniper" Bow/Bow PvP Build [Summerset]


This is a build that I've been playing on for a couple of weeks now & I thought I'd share it here as well (and try to keep it updated).


Build Video


Gameplay (Dragon Bones):



  • A ranged stamina build with a very unique playstyle.
  • Suitable for: 1v1, 1vX, Group vs Group, Ganking.
  • Extremely high damage, but relatively squishy.



  • 5 Hawk's Eye
  • 5 Marksman
  • Main Bar: (Perfected) Asylum Bow
  • Off Bar: The Master's Bow


Hawk's Eye increases our bow  base damage (read: all damage, except Relentless Focus) by 5% and helps a lot with sustain by reducing the base cost of bow abilities by 5% (also reduces the ultimate cost of Ballista).

Marksman increases our base damage by 8% and gives us a lot of sustain.

Asylum Bow is the center piece of this build and drastically increases the burst damage of our Lethal Arrow.

Master's Bow is on Off Bar to provide us even more damage against the target hit, and also because running double bow makes it easier to maintain a high Hawk Eye (bow passive) uptime.


Traits & Enchants: 

I like running this build with 3-5 Well-Fitted, as sustain can be tricky otherwise. I still keep atleast two Impenetrable pieces. Jewelry should be Infused. All gear should have Max Stamina enchants & jewelry should have Weapon Damage enchants.

Asylum Bow should be Nirnhoned (use either Oblivion/Disease/Poison enchant, doesn't matter much or Poisons) and the off bar Master's Bow Infused with Weapon Damage enchant. 


Potions: [Essence of Speed] (Major Brutality, Major Expedition, Restore Stamina). Helps you maintain distance & be properly positioned at all times, which is highly important in order to land the combo.

Poisons: [Drain Health Poison IX] (Drain Health, Drain Magicka, Drain Stamina) or [Damage Health Poison IX] (Damage Health, Protection, Vitality).

Food: Artaeum Takeaway Broth.

Mundus: Warrior.




Main Bar

  1. Relentless Focus. Used to increase our base damage by 8%. The procs can also be used freely to pressure targets, or as part of the combo. Also increases our stamina recovery by a little with Minor Endurance. Also activates Hemorrhage Nightblade passive (+10% Crit Damage) on this bar.
  2. Channeled Acceleration. Gets you a low of damage by giving you Minor Force. Also used for 9 seconds of Major Expedition and doesn't break cloak/sneak when cast. Passively grants a damage shield (thanks to Concentrated Barrier Psijic passive) every 10 seconds when blocking, which helps against burst.
  3. Shadowy Disguise. We use this to avoid damage, reposition as well as to conceal our actions (e.g. a Lethal Arrow cast) from the opponent. Very useful for both offense and defense.
  4. Bombard.  Buffs up Lethal Arrow & helps you maintain distance. It can also be used to reveal invisible players and to deal damage to people with a Reflect ability (S&B ultimate, DK Scales, Warden Shield) up, or finish people off after bursting them with the Lethal Arrow. It's also undodgeable, very strong as spammable vs dodge rollers.
  5. Lethal Arrow. Our main damage dealing ability with this build, used to burst people down before they know what hit them. Also puts a healing debuff on the target, which can be useful against permablocking tanks. It also has a very long range, meaning you can use it to poke/kill targets that are far away.
  6. [Ultimate] Flawless Dawnbreaker. Mostly here to passively boost our damage even further, though it can also be used to finish off low health opponents (especially when they try to dodge roll your damage).

Off Bar

  1. Piercing Mark. Used to debuff target with Major Fracture, making them take on average 8% more damage. It is also used to see invisible targets, which is often very helpful (particularly against Nightblades).
  2. Resolving Vigor. Our main heal. This is not a tank build, so be aware that it won't outheal most of the incoming damage. This means we need to avoid as much damage as possible with Dark Cloak and by dodge rolling & kiting our opponents.
  3. [Flexible Slot] Shadow Image/Shuffle/Leeching Strikes/(Magnum Shot). On this slot you can use whatever utility/sustain skill you feel most comfortable with and change it up depending on the content you're doing (1v1, 1vX, Group vs Group, Cyrodiil, BGs etc).
  4. Shuffle. Very Important kiting/survivability tool, used to get rid of snares & sometimes roots so that you can maintain the right distance to land the combos.
  5. Poison Injection. A DoT that ticks very hard on this build with all the bow damage boosting sets & also buffs our damage significantly thanks to Master's Bow on this bar. It also provides some more undodgeable damage and very often finishes off a target that your burst combo didn't quite kill.
  6. [Ultimate] Ballista. Dodgeable, but can be used against targets that have already spent their stamina dodging your Lethal Arrow combos. It can also be used to drain opponent's stamina, or when they're about to step into your trap(s) and won't be able to dodge roll immediately. This ultimate is also good against damage shields, as it lets you overwhelm the damage shield using opponent and make sure that your Lethal Arrow combo gets through the shields and kills the target.


Champion Points


The Ritual: 64 Mighty | 72 Precise Strikes | 39 Piercing

The Atronach: 73 Master-at-Arms | 3 Physical Weapon Expert


The Shadow: 66 Tumbling | 18 Befoul

The Lover: 64 Mooncalf | 49 Arcanist | 7 Healthy

The Tower: 4 Siphoner | 34 Warlord | 8 Sprinter


The Lady: 37 Hardy | 43 Elemental Defender | 40 Thick Skinned

The Steed: 72 Ironclad | 40 Resistant | 8 Spell Shield

The Lord: 3 Expert Defender | 7 Quick Recovery


Which race?

  1. Wood Elf is the top choice for this build, thanks to the +21% Stamina Recovery. The extra 10% damage from stealth is also very helpful (it applies to attacks from Cloak as well), and the Poison/Disease Resistance passive is special, as it makes us immune to Poison/Disease status effects as well.
  2. As second choice, I'd go with either Argonian (good all around sustain with potions and also gets Poison/Disease Resistance) or Khajiit (basicly a more offensive version of Wood Elf with their higher Crit Chance).
  3. As third choice, I'd go with Orc. While they do have a passive which loses some of its value (+4% damage to melee attacks), the other portion of that passive is very useful for a bow build: 10% increased sprint speed & 12% reduced sprint cost. This helps in kiting and with sustain. Still, I wouldn't rate them higher than the abovementioned races.
  4. Nord is an acceptable choice, reduced damage taken can be very beneficial and the Cold Resistance also makes you immune to Chilled status effect (meaning there's one less snare to worry about and no Minor Maim debuff from taking frost damage).
  5. Avoid Imperial & Redguard: they have passives (Red Diamond & Adrenaline Rush respectively) which require you to deal melee damage to your target - these are a complete waste on this build.
  6. And of course, "magicka races" are bad for this build: Breton, Altmer, Dunmer.

+I'd recommend being atleast stage 2 Vampire for increased Stamina & Magicka Recovery. You can go up to Stage 4 for awesome mobility while sneaking (and faster restealthing) like I've done, but it's risky (Fire Damage & Dawnbreakers really hurt).


Lethal Arrow Combo

  1. Be between 10-20m from the target (doesn't work otherwise).
  2. Cast Lethal Arrow.
  3. As soon as Lethal Arrow cast finishes, hit target with Bombard.
  4. Bombard lands first (thanks to faster travel time) if you were at the right distance and buffs the Lethal Arrow by 50% before it lands.
  5. Big numbers.


So that covers pretty much everything (for now). I'll update this thread if changes are made, but so far I've been happy with this build.


I hope some of you find this build enjoyable/useful - let me know in the comments section below what you think :)

About Decimus:

Decimus hasn't shared anything about themselves.

17 Replies
  1. #1


    Moderator1301 Posts

    A very informative thread, formatting is very neat. The build looks pretty cool, thanks for sharing it.

    e pluribus unum

  2. #2


    Member71 Posts

    Minor error with the CPs, updated.



    Precise Strikes 51->48

    Piercing 47->50

  3. #3


    Member21 Posts

    i saw this build on the offi forum and came to the written guide now :)

    besides i love ur build and i definately would try it if miats is gone, i think bow/2h would be more beneficial.

    2h gives u mayor brutality and a nice heal

  4. #4


    Member13 Posts

    Will I loose much damage with an imperfect asylum bow?

  5. #5


    Member71 Posts
    Trash-s1 wrote on November 29, 2017

    i saw this build on the offi forum and came to the written guide now

    besides i love ur build and i definately would try it if miats is gone, i think bow/2h would be more beneficial.

    2h gives u mayor brutality and a nice heal


    2H is definitely worth experimenting with and would mean you don't need to use potions.

    It does come at a fairly noticeable cost however (430 buffed weapon damage from Master's Bow, which is worth around 5% dmg), and you'd probably want to swap Rearming Trap to make room for Poison Injection, which costs you another 100 weapon damage as the weapon dmg passive is now on the off bar.


    Flips wrote on November 30, 2017

    Will I loose much damage with an imperfect asylum bow?

    5%, or around 1-1,5k burst damage on average.

    It's noticeable, but not the end of the world if you don't have Perfected Asylum Bow as it very often is just overkill anyway.

  6. #6


    Member1 Posts
    Hi and thanks for the build ! I love it. ^^ Just one question, would it be useful to use 5 Sheer Venom instead of 5 Marksman or the loss of 8% of damage and 5% of cost reduction is just too big ?
  7. #7


    Member71 Posts

    No, I don't think Sheer Venom is worth it for this build - your damage would go down by around 4% and the hit on sustain would be very noticeable.


    I use that set on my other melee (DW/Bow) build though, it's quite nice as you can apply Poison Injection from off bar with only 3x Sheer Venom & then swap to main DW bar with 5x and it'll proc on the first PI DoT tick.

  8. #8


    Member5 Posts

    What are the areas in CP that can be lowered some for those that are not up to 690 yet?

  9. #9


    Member21 Posts

    so i tried now the combo with asylum bow and i have to say its verry dangerous be so close to the enemies.

    maybe ill try master/2h next time with empower from mage guilds.. less dmg ofc but alot safer...


    im fairly new to bow ganking and in short range i got cought alot

  10. #10


    Member5 Posts
    Trash-s1 wrote on January 28, 2018

    so i tried now the combo with asylum bow and i have to say its verry dangerous be so close to the enemies.

    maybe ill try master/2h next time with empower from mage guilds.. less dmg ofc but alot safer…

    im fairly new to bow ganking and in short range i got cought alot

    I have been using the Magnum Shot skill for when people get to close, gives a stun and knockback

  11. #11


    Member519 Posts
    Decimus wrote on November 30, 2017

    2H is definitely worth experimenting with and would mean you don’t need to use potions.

    with 2h, magnum shot and the 2h dash are a wicked combo for small scale fights

    Always down to chat in-game. IGN: Ghnami

  12. #12


    Member5 Posts

    What's the next best food? I've been using Dubious Camoran Throne because perfect roe is too expensive to run Orzorgas Bear Haunch all the time :(

  13. #13


    Member71 Posts
    AngelStar wrote on February 5, 2018

    What’s the next best food? I’ve been using Dubious Camoran Throne because perfect roe is too expensive to run Orzorgas Bear Haunch all the time

    Yeah, Dubious Camoran is the alternative, might even be better depending on the situation. Nothing wrong in running that (you'll even get more damage), but magicka sustain might get troublesome.

    <hr />


    Here's a small CP update for this upcoming update.


    More burst (less DoT damage though), much better stamina sustain & better defensive CP allocation (also unlocks 120p passive from Steed constellation, which helps surpisingly much).



    The Ritual: 56-><b>64</b> Mighty | 48-><b>66</b> Precise Strikes | 50-><b>44</b> Piercing | 20-><b>0</b> Thaumaturge

    The Atronach: 56-><b>66</b> Master-at-Arms


    The Shadow: 56-><b>66</b> Tumbling | 40-><b>27</b> Befoul

    The Lover: 56-><b>64</b> Mooncalf | 56 Arcanist | 11-><b>0</b> Tenacity

    The Tower: 4 Siphoner | 7-><b>23</b> Warlord


    The Lady: 49-><b>32</b> Hardy | 49-><b>32</b> Elemental Defender | 23-><b>56</b> Thick Skinned



    SynapticKaos wrote on January 24, 2018

    What are the areas in CP that can be lowered some for those that are not up to 690 yet?

    All of them. Try to spread them evenly, just make sure to hit a full round number when you raise a passive, since the game always rounds them down when it calculates how much damage/mitigation you get from a passive.

  14. #14


    Member71 Posts

    Alright, uploaded a PvP montage of this build in action: https://youtu.be/v1aqg6VJV54

    Also, there's been quite a few changes to the build:


    5x Morag Tong->5x Hawk's Eye. The damage is a tiny bit lower, but sustain gets a lot better.

    Food: Orzorga's Bear Haunch->Dubious Camoran Throne. Increases the damage significantly, but cloaking isn't as sustainable anymore.

    Potion: Essence of Weapon Damage->Essence of Speed (Major Brutality, Major Expedition, Restore Stamina). Helps with maintaining distance & being properly positioned at all times. Probably the most impactful change to the build.


    Rearming Trap->Evil Hunter. After playing quite a bit I realized the trap doesn't get used that often in open world/BGs, so it's better to get Major Savagery in order to crit with the combo more consistently now that we're no longer getting Major Savagery from the potion. Note: Rearming Trap is still better choice in duels.

    Acid Spray->Bombard. Acid Spray is no longer necessary since we aren't using Morag Tong set. Bombard helps you keep distance much better and doesn't put a DoT on random targets which would get you stuck in combat & prevent restealthing.

    Manifestation of Terror->Shuffle. Again, after playing quite a bit I came to the conclusion that Manifestation of Terror doesn't get used often enough to warrant a bar slot. Also, it's very hard to sustain magicka for cloaking when using the skill. Note: still worth using in duels.

    Champion Points

    • 56->73 Master-at-Arms
    • 56->64 Mighty
    • 47->52 Precise Strikes
    • 50->51 Piercing
    • 20->0 Thaumaturge
    • 56->66 Ironclad
    • 53->54 Resistant
    • 23->40 Thick Skinned
    • 49->37 Hardy
    • 49->43 Elemental Defender
    • 7->17 Warlord
    • 56->64 Mooncalf
    • 11->0 Tenacity
    • 40->33 Befoul
    • 56->66 Tumbling

    Some optimizations: more focus on burst damage (especially with Acid Spray changed to Bombard), more balanced defensive CP allocation, better sustain allocation (heavy attacks aren't connecting/used often with bow, so swapped out the few points from Tenacity).

  15. #15


    Member11 Posts

    Thanks for posting this! I've been doing something similar, but haven't spent much time in skill choices. Yours will do much better than what I've been using. 

  16. #16


    Member10 Posts

    Thanks for your build and update.

    Now that i got my Asylum Bow, i'll definatly try your build :p

  17. #17


    Member71 Posts

    Build updated for Summerset!

    New Build video:



    Food: Dubious Camoran Throne->Artaeum Takeaway Broth.  Basically just a better version of Dubious Camoran Throne, gets you more Stamina & Health and also gives 351 Health Regen on top of the 319 Stamina Regen.

    Potion: Essence of Speed->Essence of Weapon Damage (Major Brutality, Major Savagery, Restore Stamina). Back to the basic weapon damage potions since we get Major Expedition from Channeled Acceleration now.


    Evil Hunter->Channeled Acceleration. Gets us a lot more burst damage with Minor Force and can also be used to give Major Expedition for 9 seconds. Can be used while sneaking/cloaked without it revealing you.

    Champion Points

    • 73->72 Master-at-Arms. "Jump point" is actually at 72.
    • 0->3 Physical Weapon Expert. Light attacks were buffed a lot in Summerset and these 3 points also unlock "Butcher" Champion Passive for even more light attack damage to low health targets.
    • 52->72 Precise Strikes
    • 51->39 Piercing
    • 66->72 Ironclad
    • 0->8 Spell Shield. Magic damage is the biggest problem in this patch, this helps more than 8 more points in Resistant for example.
    • 54->40 Resistant
    • 0->Expert Defender.
    • 0->7 Quick Recovery
    • 17->34 Warlord
    • 0->8 Sprinter
    • 56->49 Arcanist
    • 0->7 Healthy.  Worth more than 7 points in Arcanist now that we get a lot of health recovery from food.
    • 33->18 Befoul

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