This weapon closely resembles the Submarine Shrine Boss's fire attack. Attaching a Guide's Card to this weapon will only affect the arrows and not the fire that is created after contact. The bow fires like the Triple Shot, but the arrows move much slower, and when hitting terrain or an enemy, the arrow will turn into fire that pierces terrain, does splash damage, and will continue to move the same way as the arrow was going for 2s upon magical activation. Note: It can be considered the fusion of the Triple Shot 1 and the Fire Arrow 2.
This weapon can be deadly if the range is high, with 25 MAG or higher, and equipped with an Emerald and a Peridot of high level. The arrows are as fast as the iron arrows. The poison damage is twice as much as Poison Arrow 1. Note: Shoots three arrows, each leaving a poison cloud. It has less AT than the Double Iron Arrow 3, but deals more damage if all three arrows hit. Note: Unlike other arrows with multiple projectiles, this bow shoots arrows in the same trajectory in succession rather than spreading all arrows out, making it look like it is a single arrow bow with low AGI.
It is equal to the Double Arrow with twice the AT. Note: Shoots two iron arrows that travel faster than the arrows shot by previous bows, so the arrow is more likely to hit the enemy. This weapon also has a higher base damage than any weapon before. Each fire lasts for 2s and does splash damage. Note: Shoots two arrows that turn into a fire when they hit the ground.
Due to the wider spread, arrows can hit the terrain easily, making this weapon less effective. Note: Essentially the same as a Triple Shot 1 with 2 more arrows, but twice as strong. It is recommended to add a Ruby or Garnet for more damage. Note: The magical attack creates a fire which drops to the ground which does splash damage and lasts for 2s. Each arrow has 4 times the damage as the Bow or Triple Shot 1. The color of this weapon is more green than most other poison bows. The poison damage is extremely useful during the early game, killing most enemies quickly. Note: The magical attack creates a small poison cloud on impact which lasts for 2s. Presumably to reflect this characteristic, it was renamed from the old name "Triple Arrow" in version 2.5, and the name was given to a newer weapon. Note: Shoots three arrows in an almost straight spread each shot due to their high velocity. The only bow to have "Bow" in their name. This card also works well with Faramir, Bearer of Quality and Ranger's Cloak in the later sets, as these cards can easily make a skirmishing minion roaming.Note: Starting weapon. Ranger's Bow can be combined with Blade of Gondor on a Ring-Bound Boromir ( Bearer of Council or Steward's Heir) to allow him to exert to wound any Orc, Uruk or Man he skirmishes. Ranger's Bow has strong synergy with the mounts, Brego and Horse of Rohan, as these exert the minions at the start of the skirmish and make them easy to pick off.
It is worth noting that while Bill Ferny, Swarthy Sneering Fellow prevents Nazgul from roaming and he himself has the lowest site number at 2, he is a Man and may be easily killed if the Shadow Player assigns him to a skirmish. To combat this, events such as War and Valor and Swordsman of the Northern Kingdom are often used as a fall back. Further, wound prevention such as Hides, Goblin Armory, and Southron Traveler may make skirmishes impossible to win with Ranger's Bow alone. Skirmish healing such as Scaling Ladder and Not Easily Destroyed can be used to heal minions between wounds, which can also catch a player unaware. Direct wounding cards like Whirling Strike may unexpectedly exhaust a companion and cause him to die if there is no backup available. Since the core of this wounding strategy is in skirmish abilities, Wargs are particularly devastating to decks which have no regular skirmish power. The exert cost may be offset with Banner of Westernesse and Citadel of Minas Tirith, leading to a highly reliable fellowship capable of winning every skirmish each turn. Because one or two wounds is not always enough to kill many minions, players often complement Ranger's Bow with Citadel of the Stars, Stone Tower, Henneth Annun, and Gondor Bowmen to lower the vitality of Uruk-hai, Nazgul, and other high vitality minions. Gondorian Ranger also makes a good bearer because of his low strength, leaving few other methods of winning skirmishes unlike Ranger of Ithilien or Faramir, Captain of Gondor. Mablung, Soldier of Gondor makes a particularly apt bearer, using his skirmish ability to exhaust a minion and the bow to finish it off. A staple of The Two Towers' Ring-bound Rangers, Ranger's Bow relies on Ancient Roads and Gondorian Ranger to ensure that a minion is always roaming and able to take a wound, and its primary text keeps Men from safety despite a naturally low site number.