Marksman - Falconry is one of the classes available in Blue Protocol: Star Resonance. They fulfill the DPS role while wielding a Bow as their weapon of choice. Find their best build and how to play them properly in our guide. Difficulty:
Marksman has also access to a second spec - Wildpack - and if you're looking for a guide to that spec, check here.
Last guide update
24.01.2026
Overview
Best Skills
Talents
Gear
Rotation & How to Play
Spec Overview
Falconry gives up its wolf pet in favor of a bird that mostly attacks when you critically strike - without high Crit, they’ll mostly spend most of the battle just watching. Because of this, two things are vital for Falconry: using high hit rate abilities like Radiance Barrage (10-15 hits) and Arrow Rain (10 hits), and maximizing Crit Rate. Falconry also trades in the traditional Photon Reforge state for Quadraflare, which becomes available at max Photon Energy instead and deals high hits and damage.
Gameplay is using most abilities as they become available and spamming basic attacks in downtime. Even though we’ll be attacking a lot, a large part of our damage is still pet-related, making any bonuses to it hugely beneficial.Falconry is one of the easiest Specs to play, is auto-friendly, and also has decent skill flexibility, allowing it to drop abilities in favor of utility with minimal cost.
Pros
- Simple & easy to play.
- Semi and Full Auto viable.
- Can move while using Special Attack
- Pretty flexible regarding Skill slots.
Cons
- Rely on having a high Crit Rate.
Note
These recommendations assume you have Level 140/150 Set Gear and a Level 150 Relic Weapon.
Pieces marked in Orange will be your recommended stats if you use Set pieces. Purple lines are only applicable for non-set gear. Additionally, the Relic weapons will not have Purple Lines or Reforges.
Stat Tuning
Our goal is to balance Versatility and Mastery while prioritizing the maintenance of a high Crit Rate percentage.
Recommended Imagine Combo


More information on imagines in the Gear Section.
Optimal Season 1 Endgame Gear
Note
These suggestions assume you have level 80 Gear and a level 90 Weapon.
Pieces marked in Orange will be your recommended stats if you use Set pieces. Purple lines are only applicable for non-set gear. Additionally, the Relic weapons will not have Purple Lines or Reforges.
Stat Tuning
Our goal is to balance Versatility and Mastery while prioritizing the maintenance of a high Crit Rate percentage.
Recommended Imagine Combo


For alternative options, check the Gear tab.
Level 60/70 setup
For level 60/70 gear information, open the box below.
Note
These suggestions assume you have level 60 Gear and a level 70 Weapon.
Pieces marked in Orange will be your recommended stats if you use Set pieces. Purple lines are only applicable for non-set gear. Additionally, the Relic weapons will not have Purple Lines or Reforges.
Stat Tuning
Our goal is to balance Versatility and Mastery while prioritizing the maintenance of a high Crit Rate percentage.
Recommended Imagine Combo


For alternative options, check the Gear tab.
Best Skills
Basic ATK

Skill
Double Arrow
Ultimate

Slot 1 - Mandatory

Slot 2 - Mandatory

Slot 3 - Mandatory

Slot 4 - Flex



Photon Energy - Our main resource, which regenerates at a rate of 3 per second naturally, but can also be gained via many of our different attacks. Unlike the base Marksman, when Photon Energy reaches its maximum, our Special attack, Double Arrow, temporarily evolves into Quadraflare, and using it consumes all Photon Energy. Because of this, the lower our Photon Energy cap is, the better. Our goal is to use as many Quadraflares as possible.
Note
Some abilities also gain bonuses when at maximum Photon Energy, such as Powerdraw. If using them, cast before consuming energy with Quadraflare.
Fixed Skills
- - Our basic attack and filler ability we’ll use while waiting for cooldowns. Recovers 2 Photon energy per hit, is fast to use, and has a solid hit count, making it reasonable for triggering Falcon attacks through frequent Crits. Spamming basics gets us to our next Quadraflare faster.Bullseye
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- Double Arrow - Double Arrow replaces as our Special Attack and fires a 2-hit shot on use, dealing strong damage which has a boosted Crit Rate thanks to talents. Has three charges baseline and a cooldown of 7s, which is reduced by 1% for every 1% haste we have. Becomes Quadraflare when Photon Energy is at max.Storm Arrow
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- Holding down in a direction when using this ability will cause you to dash while firing.
- Quadraflare: Upgraded version of Double Arrow, which causes us to leap into the sky and fire 6 exploding arrows with double Crit Rate at the cost of consuming all Photon energy. One of our strongest abilities and the focus of our rotation.
- - Shoots a massive arrow that gathers enemies toward your target while deploying a gravity zone that continually deals damage and applies a 10% increased damage taken to enemies you and your party can benefit from.Luminary Bolt
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- The gravity zone damage cannot Lucky Strike.
Mandatory Skills
- - Our best Photon Energy generator, which hits targets 10 times each, making it a key ability for triggering our falcon and accessing Quadraflare faster.Arrow Rain
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- This ability cannot Lucky Strike.
- - Grants us a large %Haste buff alongside a Flat amount, providing us with increased ability frequency, which in turn means more Falcon Strikes. It can later be improved with talent tree nodes for even more buffing power. Also provides a 50% Special Attack cooldown rate.Focus
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- - Locks us in place with a long cast time in order to fire a barrage of arrows, which hit each target 10 times baseline, making it another strong choice for triggering Falcon attacks. When used while Photon Energy is maxed, it gains 50% increased hit count, resulting in 50% more damage. Save this ability until you have max photon energy.Radiance Barrage
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- This ability cannot Lucky Strike.
Flex Skills
- - A slow-to-charge high damaging piercing shot that gains 100% Crit Dmg for free, has 2 charges, and a 30-second cooldown. It is significantly faster to use while Photon Energy is maxed. And with the help of a specific talent, the faster charging time only requires having more than half of your Photon Energy to be effective.Powerdraw
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- - Our defensive cooldown deals a small amount of damage but grants us and up to 10 nearby allies full immunity to all attack damage for the next 5s. This ability is an incredibly powerful teamwide utility option that, if you’re ok giving up some damage, can be a useful tool for your group. Holds two charges and has a 25s cooldown.Deter Shot
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- While a damage loss to use, not a major one, as talent points dedicated to enhancing can be re-allocated to passive damage instead.Powerdraw
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Skill Priority
> Double Arrow >Bullseye>Focus(If Used) >=Powerdraw>Radiance Barrage=Arrow Rain>Luminary Bolt(If Used)Deter ShotEnsure all abilities you’re using are levelled to 30 - only advancement requires consideration.
Advance 



- Overclock Wave: Releases an energy wave, interrupting all targets within 5m.
- Provides us with an interrupt to stop elites from casting annoying skills and interrupt some raid and dungeon boss mechanics.
- Unyielding Spirit: Grants 35% additional Resistance for 5s. This skill can store 2 charges.
- A great defensive option to use when we know we will take a big hit.
- Master of Stealth: Conceals the caster's presence to prevent Aggro generation and cleanses all debuffs from the caster for 10s.
- A good tool to use when the tank is pulling enemies in a dungeon to avoid drawing aggro to yourself.
- Energy Reflux: Instantly recovers 50% Stamina and increases Movement Speed by 15% for 5s.
- A good tool for situations when you need to dodge often or chase after high movement enemies.
Talents
Important!
Embedded are two separate trees for Falconry, one for the Powerdraw playstyle and one for the Deter Shot playstyle. Choose the one you prefer.
Gameplay Altering Talents
Most of our talents just help us do what we’re already planning on doing better, but some have a drastic impact on our itemization and rotation. Below is an outline of all the gameplay-altering effects you need to be aware of in the Falconry spec and Base Marksman talents.
Base Marksman Tree
- Photon Limit and Meditation - These talents improve our base Photon Energy generation from 2 to 3 and also reduce the Photon Energy cap from 100 to 80, making Quadraflare far more accessible.
Falconry Tree
- Falconry Spec - Our first talent node grants us access to Double Arrow, Quadraflare, and our Falcon Pet while also granting us 1% cooldown reduction for Double Arrow per 1% haste we have. The Photon Reforge state will be replaced for an enhanced Special Attack ( Quadraflare) when reaching full Photon Energy.
- Falcon: The Falcon deals a large amount of our damage, it has a 23% chance to strike upon the hit of our Class Skills, but the Falcon Strike is guaranteed if the hit dealt is critical. The Falcon cannot Lucky Strike.
- Rule: If the Falcon’s registered strikes exceed 5, it will use all of the excess strikes to deal a singular high damaging hit, combining the damage of all the strikes used for it.
- Note: This is especially useful in AoE situations, all our hits against all the mobs will be noticed by our Falcon, greatly increasing its strike damage.
- Piercing Shot - Increases Crit Rate of Quadraflare and Double Arrow by +7%. This is especially potent on Quadraflare, which gains double Crit Rate, making this an effective +14%.
- Focused Concentration - Gives a gradually increasing boost of Crit and Crit DMG every 0.5 seconds for a maximum of 15 stacks throughout Focus duration. With its other talent Radiant Spirit, it further increases the duration, making Focus overall damage-boosting effect even more significant.
- Falcon Raid - Causes the Falcon to launch a hard-hitting Lightning Strike every 3 Crit Hits we deliver with Specials. The lightning Strike scales with other talents, making building Crit Rate even more important.
- Steel Beak - Causes us and our Falcon to apply Steel Beak to targets whenever we Crit. Steel beak is a stackable debuff on enemies that, when applied and has more than five stacks, has a 30% chance to cause an AoE implosion to trigger. It also makes it possible to trigger Lightning Strike, for every 10 stacks of Steel Beak applied on targets, at most once every 3s.
- Meteor - Every Falcon attack now has a 30% chance to add a stack of Weak Point Aim, with a max cap of 5. When using Quadraflare, the stacks will be used to launch Photon Arrows, one for each stack consumed. A visual indicator indicates the current number of Weak Point Aim stacks. This talent doesn’t perform as good as it could be, and is only taken for some additional passive damage in the Deter Shot tree.

- Eagle Eye - A quality of life talent, which makes Radiance Barrage needing us to have only half of our Photon Energy to trigger the Photon Reforge effect, contrary to previously needing our Photon Energy full.
- Swift - When Lightning Strike triggers, we gain 10% attack speed for 8s, which may stack up to 3 times for a total of 30%. Hard to maintain early, but maintains high uptime with endgame gear, marking an absurd stat increase.
- Falcon Break - Let our Falcon ignore a part of the target’s armor, 20% on a normal hit, and 40% on a critical hit. It goes well with the Falcon’s Heart Talent which simply a flat 30% ignore. With both talents, our Falcon will then ignore 50%, or up to 70% on a critical hit, of the target’s armor.
- Radiant Sharpshooter - Decrease Photon Energy limit from 80 to 60, making Quadraflare even more accessible.
- Lightfall - One of our strongest talents, which makes Crit stacking even stronger. Grants 0.3% Crit Dmg per 1% Crit Rate and also causes Double Arrow and Quadraflare to now generate 2 Photon Energy per Crit Hit they deal further boosting Quadraflare access.
Powerdraw Talents
When playing with the 

- Energy Gathering Power - Halved cooldown. Also makes the faster charging time only requiring us to have half of our Photon Energy, previously needing our energy to be full.Powerdraw
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- Steel Beak Strike - On hit, apply 2 stacks of Steel Beak. If it was a critical hit, apply 5 stacks instead.Powerdraw
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- Dual Arrow Mastery - Reduces the cooldown of by 1s when our Special attacks land any Crit HitsPowerdraw
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Recommended Blast Shot Build
Alternate Deter Shot Build
If you want to create your own Talent tree, check our tool:
Gear
Important!
All gear & talent related info is based on extensive in-game testing, parsing, theory crafting and simulations. If you want to learn more about how damage works to understand our decisions, check out our Damage Formula Guide.
Main Stats
- Crit Rate - By far our best stat, and it’s not remotely close. Without Crit Rate, our Falcon attack that much, we’ll miss out on a myriad of Crit Hit-based triggers and activation effects, Crit stat conversion, and Photon Energy refund. Continue stacking this stat even after hitting enough Crit Rate to cap out Quadraflare after its double crit chance; it is still our best.
- Mastery - 1% mastery grants 0.6% Light Damage, making it a good raw damage multiplier to stack alongside Versatility when Crit Rate isn’t an option.
- Versatility - This stat is always beneficial as it provides an extra multiplicative boost on top of all other DMG increases. Stats suffer diminishing returns, so a small amount of versatility is recommended. Stack it alongside mastery.
- Haste - Grants ATK SPD% and Cooldown Speed for Double Arrow. Unfortunately, we already gain a ton of free ATK SPD% from other sources. And the cooldown speed for Double Arrow also does not stack well with our Focus’s cooldown reduction diminishing Haste’s value a lil more. With all that said, Haste isn’t a bad stat, since it directly makes us deal hits faster and as such triggering more of our Falcon Strike, but we’ll be getting a lot of it on our set gear anyway, just chase other stats where you can.
- The Double Arrow cooldown reduction formula is. 7 / (1 + Haste%).
- Luck - Our highest hit count abilities and Falcon cannot Lucky Strike, making this stat incredibly underwhelming.
Bonus Stats
In gear slots you’re not using Set Gear in and which aren’t taken up by your class's signature Class weapon (if you have it), prioritize the following Purple Stats:
Helmet, Armour, Gloves, Boots
Agility%
Weapons & Accessories
Attack Speed% = Ranged DMG% = DMG% vs Bosses = ATK%
Set Gear
Falcon’s 2P and 4P set bonuses are both definitely worth equipping as soon as you’re able to complete Raids, and absolutely better than Purple Bonuses, with our 4P further increasing the damage boosting potential of Focus by a lot. Here is what they do:
2-piece SET
Each use of Special Attacks reduces the remaining CD on Radiance Barrage by 1s. Greatly increases the Casting SPD of Radiance Barrage.
4-Piece SET
While Focus is active, Crit DMG +50%.
Class weapon
Our Class weapon is also very strong and definitely an upgrade. Instead of a purple stat, it grants :
- 15% Crit DMG
- Increased stats.
Note!
The percentage value shows the impact of the module compared to not having any module equipped (each module is calculated based on it being +6).
Here are the best modules for Marksman - Falconry - listed in priority order:
Lvl 3: +1.03%
Lvl 6: +7.13%

A great module for damage, since we are often fighting at least one Elite or higher-level enemy. Not active outside of Elites/Bosses.
Lvl 3: +1.03%
Lvl 6: +6.67%

Providing both Agility and General Physical Damage, making it one of the strongest buffs.
Lvl 3: +0.72%
Lvl 6: +5.95%

Despite not needing Strength, the Def Ignore makes this a competitive choice.
Lvl 3: +0.96%
Lvl 6: +5.67%

ATK SPD% is a very important stat and pulls ahead with the help of our Falcon attacking more.
Lvl 3: +0.37%
Lvl 6: +5.42%

The extra Crit DMG is a solid bonus, but we're already highly saturated in that stat from our talents. This is usable but falls short of other options due to the absence of a second offensive stat.
Lvl 3: +1.03%
Lvl 6: +3.83%

It provides Adaptive attack and main stats while also providing Elemental Damage for our Special attacks, making it a fine choice.
Lvl 3: +0.37%
Lvl 6: +1.51%

It provides Luck DMG Multiplier, but since the majority of our abilities can’t Lucky Hit, it's not a good option.
Premium/F2P



F2P


Universal
- - This Imagine is overall the best DPS Imagine that we can ask for, providing a 10% unique multiplayer during his active and a stacking 1.2% bonus added to that multiplayer based on hits done up to 5 times. Those buffs last essentially for 35s due to the extension properties this Imagine has, providing essentially a 16% final multiplayer that is very strong and makes this Imagine the best overall on every DPS. Additionally this Imagine provides 1% lifesteal and has 2 Charge making it able to be used roughly every 60s instead of 120s as others, Making it having an almost perfect uptime on burst windows.Rorola
![Imagine]()
Top Gold Imagines
- - Providing ATK% on the Pets practically permanently up, that is our highest damage portion. With the active it provides even more of this ATK% to companions, also enhancing our burst window. Making this overall the Best Imagine in relation to Ascensions.Crimson Foxen
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- - Muku Chief provides passive +%CRIT DMG alongside a powerful active ability that grants even more +%CRIT DMG as well as +Flat Crit Rate. Furthermore, it has two charges, allowing superior uptime compared to other Imagines. Muku Chief is the best and only Gold Imagine worth using over Advancement 5 Purple Imagines before high-level Gold Advancements.Muku Chief
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- - Phantom Arachnocrab grants passive +Flat Mastery and additional +%Mastery on use. Mastery is one of our best stats but as we already have a lot of Generic DMG% and are likely to have a lot of mastery, oversaturation can become an issue. This all means that Arachnocrab at lower Advancements loses out to our top purple imagines at Advancement 5 in most cases.Phantom Arachnocrab
![Imagine]()
Top Purple Imagines
- - Muku Scout gives us a passive 15% ATK, provided we are consistently hitting attacks. Upon activation, it doubles the stacks, giving a very potent and uncommon 30% ATK buff. This is easy to maintain with Falconry Marksman.Muku Scout [A5]
![Imagine]()
- - Providing a large amount of Mastery flat with his passive and Mastery% when active, enchanting our mastery scaling making this Imagine stronger than the Arachnocrab till the second Advancement.Blackfire Foxen [A5]
![Imagine]()
- - Generic Light DMG% Imagine, granting 7.5% passive Light DMG% and a further 16% on use. We gain more Light DMG% than Agility or ATK% in our kit, putting the hog behind our other 2 options.Great Warhog [A5]
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- - Providing Crit damage that fluctuates, averaging it out at 15% CRIT DMG. With this active it provides additional CRIT DMG and Crit points based on the “Cabbage series” emblem embed we are using. Making this one of the best alternative due to the large uptime and strengthGloomy Cabbage [A5]
![Imagine]()
Class
| Name | Description (Lvl 10) | Note |
|---|---|---|
| 1 Falcon Strike | Falcon Strike Dream DMG +14.1% | Increase to our main source of damage. |
| 2 Radiance Barrage | Each 4% Haste increase Radiance Barrage hit count by 1; Radiance Barrage Dream DMG +20.6% | With this factor and the help of the 2P set bonus, Radiance Barrage damage gains quite a decent increase. And with it contributing to even more hits that triggers our Falcon, it really is very nice to have. |
| 3 Powerdraw | Powerdraw hit count +1 (total damage unchanged); Powerdraw Dream DMG +35% | Great increase to Powerdraw damage, with the little bonus effect of it dealing more hits, which helps triggering more Falcon Strikes. |
| 4 Lightning Break | Lightning Break Dream DMG +35.4% | Decent damage increases to our Lightning Strike. |
General Offensive
| Name | Description (Lvl 10) | Note |
|---|---|---|
| 1 Crit +, Mastery - | Crit gained in any way +10%, but Mastery gained in any way –6% | While it is sad that we lose some mastery in the trade, it is still important for us to gain more crit. |
| 3 Element | All Element +212 | A good addition to our kit. |
| 4 Agility | Agility +75; Agility +2% | Increase to our main stats which is nice. |
| 4 Versatility | For 6s after casting an Expertise Skill, Versatility +120, stacking up to 5 times | A decent increase to versatility, but need to be careful to not stop spamming skills to maintain its uptime |
Stasis (Defensive)
| Name | Description (Lvl 10) | Note |
|---|---|---|
| Class - Focus | During Focus, Dream Resistance +15% | An excellent defensive option that gives us damage reduction during our burst ability. |
| Class - Deter Shot | During Deter Shot, Magic Resistance +25%; Deter Shot CD -2.8s | If you end up needing to use Deter Shot, while not as good as directly making us immune, granting 25% magic resistance is still nice to have. Furthermore the cooldown reduction is also great to have. |
| 1 Damage Reduction | When incoming damage exceeds current HP, that damage is reduced by 35% (up to once every 30s) | Helps with survivability. |
| 2 Max HP | Max HP +6000; Max HP +1.5% | Contributes towards our small HP pool. |
| 3 Max HP Increase | If no damage is taken for 8s, Max HP +3.5% for the next 10s, stacking up to 3 times | This factor is a must have if you are using the Life Wave module, helping to maintain its uptime. |
Note
The numbers shown reflect the respective Factors at level 10. This is something to work towards as they unlock over time.
Mirage Dream: When Basic Attack or Special Attack deals 12 hits to the main target (melee skills count +1), triggers Mirage Dream for 8s, stacking up to 10 times.
- Mirage Dream: ATK +18 per stack (up to +50, scaling with season level).
- Split Nodes: Battlestart - Rare -> Cross the Mirage -> Class DEF -> Decimate -> Immortal Stance
This Psychoscope is one of our best options for Marksman, it is a little hard for us to gain stacks quickly, compared to our counterpart spec Wildpack. As such we opt for the node that lets us gain the max stacks instantly at the beginning of a fight. The best thing we are looking for, is when reaching the max stacks, our highest stat being Crit in our case gets a whole 5% flat increase.
Culinary
- Fresh Soup - Grants Elite/Boss DMG% as well as a strong amount of ATK, making it the superior choice.
- Golden Double-Meat Burger / Sizzling Salted Fish - More ATK than Fresh Soup, but without the Elite/Boss DMG%, it is less powerful.
Alchemy
- Radiant Lizard Spine Reagent - Usually the best choice for our Alchemy consumable when aiming for maximum damage.
- Starshine Oil - Provides a strong buff to our physical damage with roughly 10% Phys Boost, but this will often come just shy of beating the Light Damage bonus.
- Crit - Provides us with Crit Rate %, allowing us to gain more procs and Falcon attacks.
Rotation & How to Play
Falconry doesn’t have a traditional burst rotation outside of aligning Imagines and the bonus Haste it gains from 
- if AvailableLuminary Bolt
![Imagine]()
- Imagines if Available
- if AvailableFocus
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- if available and at or above 30 EnergyRadiance Barrage
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- if available and at or above 30 EnergyPowerdraw
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- Quadraflare at 60 Energy
- Use Double Arrow if it is currently at max charges
- if available, preferably used when having low Photon Energy, following by Quadraflare if the energy restored allow for it to be castedArrow Rain
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- Use remaining Double Arrow charges
- Basic Attack while waiting for cooldowns
Note
With the massive Crit DMG increase effect that our 4P set bonus provides, it is really recommended to align the use of your Imagines with
, to maximize the damage boosting potential.Focus
Can Falconry be played on auto?
As a ranged class with most abilities wanting to be used on cooldown, Falconry is one of the most auto-friendly specs in the game. The most optimal semi-auto way is to put your Basic Attack, Double Arrow and
on auto, where you’ll only need to manually useFocus,Arrow RainandRadiance Barragewhenever your Photon Energy makes it more favorable to.Powerdraw





















