# Seren godbow (shadow)

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

The shadow-dyed Seren godbow is a Seren godbow that has been dyed with a shadow 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 (shadow).

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.

Making a shadow-dyed Seren godbow costs 3,364,699,332 coins.

## 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. The damage range of each arrow is shown in the following table.

Arrow Ability Damage Range
1 80%-200%
2 80%-240%
3 80%-213%
4 80%-186%
5 80%-160%

In most cases, only these 5 arrows are considered. However, there are circumstances where it is possible to land arrows after arrow 5, where the damage range changes up to arrow 8. Any arrows after arrow 8 are identical in damage range to arrow 8.

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 centre 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 centre of the NPC is chosen as the centre of the special attack. A 5x5 area centred 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 centre of the monster as the centre 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.

### Interaction with multiple sources

A demonstration of arrows 2 through 9 landing on a training dummy set to maximum hit mode. This was done by having each player cast Crystal Rain with the same setup of 1110 ability damage (using mechanised chinchompas) with no boosts, no perks, etc. on the same game tick. The remaining life points of the dummy is 86,680. This matches the expected damage by adding up the damage from arrows 2 through 9: 2664 + 2368 + 2072 + 1776 + 1480 + 1184 + 888 + 888 = 13,320. The damage from arrows 8 and 9, both 888, are not visible as there are a maximum of 6 hitsplats visible on a target at a time.

If a target receives multiple secondary arrows from Crystal Rain within 2 ticks of each other from multiple sources, then the arrows that land will continue with the pattern described by arrows 2 through 5. Sources in this context refers to arrows that are sourced by:

With this, the pattern continues on, up to arrow 8, where any secondary arrows that would land beyond this have the same damage range as arrow 8. Secondary arrows 6, 7, and 8 have the following pattern:

Arrow Ability Damage Range
6 80%-133%
7 80%-106%
8+ 80%-80%

### Expected number of arrows to land based on target size

The probability of a certain number of arrows (up to arrow 5) landing 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.

### Explanation of arrow damages

The range of damages from arrows 2 through 5 (and 6 through 8+ as mentioned in the multiple sources section) are really based on a specific amount of damage from arrow 1: the minimum hit of arrow 1. This matters for certain boosts and ammunution effects. The damage range of each arrow can be calculated in the following way.

• Let ${\displaystyle d_{i}^{\text{fixed}}}$ represent the fixed or minimum hit of arrow ${\displaystyle i}$ where ${\displaystyle i}$ can take on any positive integer.
• Let ${\displaystyle d_{i}^{\text{random}}}$ represent the amount of damage between the minimum and maximum hit of arrow ${\displaystyle i}$ where ${\displaystyle i}$ can take on any positive integer.

The maximum amount of damage of an arrow can be calculated by adding the two above terms: ${\displaystyle d_{i}^{\text{fixed}}+d_{i}^{\text{random}}}$. The damage that can be done will take on a random value between the minimum and maximum. This can be expressed as: ${\displaystyle d_{i}^{\text{fixed}}+r\cdot d_{i}^{\text{random}}}$ where ${\displaystyle r}$ is a real number randomly chosen between [0,1].

For arrow 1, these values are ${\displaystyle d_{1}^{\text{fixed}}=80\%}$ and ${\displaystyle d_{1}^{\text{random}}=120\%}$.

However for arrows 2 through 8+, they are calculated in the following way:

• ${\displaystyle d_{i}^{\text{fixed}}=d_{1}^{\text{fixed}}}$
• ${\displaystyle d_{i}^{\text{random}}=\left\lfloor {\frac {{\text{max}}(0,8-i)}{3}}\cdot d_{1}^{\text{fixed}}\right\rfloor }$

As shown above, arrows 2 through 8+ only depend on the minimum amount of damage from arrow 1. This matters for certain boosts the player may have as well as the effect of ammunition the player may be using.

For example, dragonbane arrows only affect the random portion of arrow 1 damage, ${\displaystyle d_{1}^{\text{random}}}$. Therefore, only arrow 1 will be boosted. However, Jas dragonbane arrows affect both the fixed and random portion of arrow 1, therefore, all arrows will be boosted.

This also holds for damage boosting effects from enchanted bolts if Crystal Rain is cast by using the Essence of Finality ability.

This applies to other boosts as well, such as the effect of the Genocidal perk. The perk only affects the random portion and therefore only arrow 1 will be affected.

As a result, the Precise perk is very impactful on the damage increase of this special attack.

### Additional ammunition slot effects

Aside from damage, the effect of ammunition slot is almost[note 1] completely ignored for all arrows aside from arrow 1. This means that black stone arrows will only apply one stack from arrow 1, Bik arrows will only apply one stack from arrow 1, dragonbane arrows ability to break through a rune dragon's armour will only happen for arrow 1, etc.

This also applies for non-damage boosting effects from enchanted bolts through the Essence of Finality ability. For example, if the player is using onyx bakriminel bolts (e) and a proc occurs while casting the special attack, the damage boost will apply to all 5 arrows, but the player will only receive one heal based on arrow 1.

### 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 if casting this while using Ranged and for bosses that are at least 5x5 if casting this off-style with Melee or Magic (usually with the Ingenuity of the Humans).

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, or in the case of the Chaos Elemental, is a risky item to bring to the Wilderness.

## Repair

This item costs at most 4,800,000 coins to repair completely. The repair cost is precisely calculated by the degradation percentage (i.e. with 75% charge remaining, a full repair would only cost 1,200,000 coins). It may be repaired through a variety of methods.

### NPCs

These methods cost more as they do not consider player's Smithing level for a repair discount.

### Improved methods

These methods provide a repair cost discount of 0.5% per Smithing level (including boosts).

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## Usage cost

Combat charges 60,000 Repair NPC, armour stand, whetstone 4,800,000 × Coins[uc 1] 4,800,000 144,000 288,000 480,000
1. ^ Cost at armour stand and whetstone is reduced by 0.5% per Smithing level; 50% at 100 Smithing.
2. ^ 1,800 charges per hour.
3. ^ 3,600 charges per hour.
4. ^ 6,000 charges per hour.

## Update history

This information has been compiled as part of the update history project. Some updates may not be included - see here for how to help out!
• patch 17 May 2021 (Update):
• Fixed an issue where the Seren Godbow's special attack debuff was cleared too quickly.

## Notes

1. ^ The exception for this are Deathspore arrows - for each arrow of Crystal Rain that lands a critical hit, the player will receive a stack of Feasting Spores.
2. ^ 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.
3. ^ Telos is 10x10 during phase 5.
4. ^ Vorago is blocked on phases 5, 10 and 11 and during "The End" special attack.
5. ^ Raksha is blocked on phase 4.
6. ^ TzKal-Zuk is blocked during the DPS checks while sitting on his throne.