# Seren godbow (ice)

For this item's augmented variant, see augmented seren godbow (ice).
For this item's (un)dyed variants, see blood, undyed, Shadow, Barrows, Third Age.

The ice-dyed Seren godbow is a Seren godbow that has been dyed with an ice dye - it is otherwise the same as the undyed variant. This process is irreversible. It can be augmented with an augmentor to make the augmented Seren godbow (Ice).

It has a special attack called Crystal Rain which costs 30% adrenaline and has a 30 second cooldown: five arrows are launched into the air in a 5x5 area centred randomly on any tile occupied by the player's target, with one arrow always in the centre. Each arrow does 50-200% ability damage if it hits, but if the target is hit multiple times, the maximum damage is reduced by 25% per arrow (larger targets are easier to hit multiple times).

The godbow has 60,000 charges of combat (a minimum of 10 hours) before degrading to a broken state. It can be recharged at a repair NPC for 4,800,000 coins, or less on an armour stand.

## Special attack

The Seren godbow's special attack, Crystal Rain.
 This article has a calculator here.Calculators determine experience and costs based on real-time prices from the Grand Exchange Market Watch.

Seren godbow has a special attack called Crystal Rain which costs 30% adrenaline. Five arrows are launched into the air with the first arrow always landing and dealing damage one tick before the remaining arrows. If the attack is successful, there is a 30 second cooldown before it may be used again. If the attack misses, then the remaining four arrows will also miss, but no cooldown penalty is incurred, allowing the player to use the special attack again.

The first arrow always has an opportunity to land; the others may not have this opportunity as they need to land on a game square occupied by the target.

Arrow Ability Damage Range
1 80%-200%
2 80%-240%
3 80%-213%
4 80%-186%
5 80%-160%
All 5 arrows of Crystal Rain (special attack of Seren godbow) hitting Araxxi.

Using the special attack against an NPC which takes up a lot of game squares will increase the likelihood that multiple arrows will hit, potentially dealing extremely high damage. The determination of the number of hits a monster receives is described as follows. First, if the special attack hits, the first arrow will always hit. Then, the remaining four arrows will be determined. The center of an NPC is chosen and the radius is calculated as the floor of half of the NPC size. A square within the radius from the center of the NPC is chosen as the center of the special attack. A 5x5 area centered at that square is where the remaining four arrows will be chosen. A random square is chosen from this area, and then random squares chosen, without duplicates, until there are four arrows, or when it fails to find a non-duplicate ten times. The number of squares chosen that also lie on the NPC squares are the number of arrows that hit. Targets that block the player from running through the game squares occupied by the target (such as Araxxi or Astellarn) always have the center of the monster as the center of the special attack. To add, there are targets such as Telos, the Warden on phase 5 and The Sanctum Guardian that are not classified as an NPC that blocks the player; instead, it is the environment (for these NPCs) that prevents the player from accessing the game squares occupied by the NPCs.

### Recommended bosses

The Seren godbow is recommended for the following boss fights as its special attack can deal very high damage per use, depending on the size of the target. In general, it is recommended for bosses that occupy at least 3x3 game squares.

The Seren godbow special attack does 50% more damage within Death's Swiftness.

### Not recommended bosses

The Seren godbow is not recommended for the following boss fights as its special attack does not deal high damage at all.

### Damage analysis

The probability of a certain number of arrows hitting given the monster size is shown in the table below.

Probability of number of arrows that land based on size of NPC
NPC Size in squares
Arrows that land 1x1 2x2 3x3 4x4 5x5 6x6 7x7 8x8 9x9 10x10 11x11
1 84.0% 47.3% 14.4% 14.1% 4.5% 8.3% 2.6% 5.7% 1.7% 4.3% 1.3%
2 16.0% 42.0% 39.8% 32.7% 19.3% 22.2% 12.4% 16.8% 9.1% 13.5% 7.1%
3 0.0% 10.0% 34.2% 32.4% 32.4% 28.1% 25.0% 24.0% 20.3% 20.8% 17.1%
4 0.0% 0.7% 10.6% 17.0% 28.2% 23.1% 27.7% 22.7% 24.7% 21.0% 21.9%
5 0.0% 0.0% 1.0% 3.8% 15.5% 18.2% 32.3% 30.8% 44.1% 40.4% 52.6%
Expected number of arrows 1.16 1.64 2.44 2.64 3.31 3.20 3.75 3.56 4.00 3.80 4.17

Probability of number of arrows that land based on size of NPC
NPC Size in squares
Arrows that land 1x1 2x2 3x3 4x4 5x5+
1 84.0% 47.3% 14.4% 1.0% 0.0%
2 16.0% 42.0% 39.8% 10.6% 0.0%
3 0.0% 10.0% 34.2% 34.2% 0.0%
4 0.0% 0.7% 10.6% 39.8% 0.0%
5 0.0% 0.0% 1.0% 14.4% 100.0%
Expected number of arrows 1.16 1.64 2.44 3.56 5.00

The expected number of arrows are the average amount of arrows that land on a target of a specific size if repated many times.

### Damage calculation

Consider a 5x5 (size 5) NPC that is non-blocking. Finding the average damage done by the Seren godbow special attack can be done as follows. Note that the following assumptions will be made for this example:

To find the average damage done on a 5x5 in this example, the individual probabilities for the chance of each arrow to land are needed.

${\displaystyle \sum \limits _{n=1}^{5}p_{n}\cdot d_{n}}$

• ${\displaystyle p_{n}}$ is the probability of ${\displaystyle n}$ arrows landing
• ${\displaystyle d_{n}}$ is the average damage associated with ${\displaystyle n}$ arrows landing (in this example, as each arrow's damage is assumed to be uniform throughout their respective range, the average of the ability damage range is used for each arrow).

{\displaystyle {\begin{aligned}\sum \limits _{n=1}^{5}p_{n}\cdot d_{n}&=p_{1}\cdot d_{1}+p_{2}\cdot d_{2}+p_{3}\cdot d_{3}+p_{4}\cdot d_{4}+p_{5}\cdot d_{5}\\&=0.045\cdot {\frac {1}{2}}\left[(80\%+200\%)\right]\\&\quad +0.193\cdot {\frac {1}{2}}\left[(80\%+200\%)+(80\%+240\%)\right]\\&\quad +0.324\cdot {\frac {1}{2}}\left[(80\%+200\%)+(80\%+240\%)+(80\%+213\%)\right]\\&\quad +0.282\cdot {\frac {1}{2}}\left[(80\%+200\%)+(80\%+240\%)+(80\%+213\%)+(80\%+186\%)\right]\\&\quad +0.155\cdot {\frac {1}{2}}\left[(80\%+200\%)+(80\%+240\%)+(80\%+213\%)+(80\%+186\%)+(80\%+160\%)\right]\\&=(0.045\cdot 140\%)+(0.193\cdot 300\%)+(0.324\cdot 446.5\%)+(0.282\cdot 579.5\%)+(0.155\cdot 699.5\%)\\&=481\%\end{aligned}}}

### Interaction with the Ammunition slot

Furthermore, the ammuntion slot is ignored for arrows 2 to 5. This means that if black stone arrows, dragonbane arrows, etc. are used, only the first arrow applies the effect from the ammunition slot and the damage and effect from arrows 2 to 5 are equivalent to having nothing in the ammuntion slot.

However, if the Seren godbow is stored inside the Essence of Finality amulet(or) and the Crystal Rain special attack is cast with a weapon able to make use of the enchanted bolt effects, all 5 arrows of Crystal Rain are affected.

## Repair cost

The base repair cost of the Seren godbow (ice) when completely degraded to 0.0% item charge is 4,800,000 coins. It can be repaired by:

Alternatively, it can be repaired on an armour stand in a player-owned house or on a whetstone device anywhere. This provides a discount of 0.5% per Smithing level (including boosts).

If it is only partially degraded the cost of a full repair is multiplied by the percentage of item charge that needs to be repaired to produce the current repair cost.

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## Update history

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## Notes

1. ^ a b c d Approximations for non-Death's Swiftness columns include:
For the Death's Swiftness column, values are obtained by taking the non-Death's Swiftness values and multiplying by 1.5. Damage caps are ignored for this part of the approximation. See calculator at top of section for more precise values.
2. ^ Telos is 10x10 during phase 5.
3. ^ Vorago is blocked on phases 5, 10 and 11 and during "The End" special attack.
4. ^ Raksha is blocked on phase 4.