- decaying winter arbiter long shot requires pressing F twice at the correct extension timing.
- Best timing is immediately after the shotshell begins firing, roughly 0.7 seconds.
- Main risk is self-damage when the blast detonates too close to Arbiter.
- Use longshot against distant groups, trapped enemies, or carefully grouped waves.
- Use shortshot for close targets, ration farming, and safer emergency control.
Decaying Winter Arbiter Long Shot Basics
The decaying winter arbiter long shot is the charged version of Arbiter’s Augmentation “Knuckleboom.” Press F to bring out the ability, wait for the arm to fully extend, then press F again to launch the projectile. The shot travels toward its maximum range or detonates when it hits a surface, creating a powerful explosion.
Arbiter is a front-line generalist, but the longshot is most effective when treated as a controlled ranged burst rather than a point-blank attack. It can eliminate or heavily weaken groups, yet the explosion can damage the Arbiter who fired it. Distance, timing, and positioning matter more than simply activating the ability as quickly as possible.
Video Highlights:
- Press F once to prepare the Knuckleboom and again to release the projectile.
- Watch for the arm to fully extend before triggering the second input.
- Delay slightly when standing near the target to reduce self-damage risk.
- Longshot can defeat several enemies at once when they are grouped together.
| Mechanic | What to do | Main result |
|---|---|---|
| First input | Press F to deploy the ability | Starts the firing animation |
| Release timing | Press F after the arm extends | Produces the longshot |
| Maximum range | Let the projectile reach its limit | Detonates without direct impact |
| Surface impact | Fire toward a surface near enemies | Explosion can reach around cover |
| Close-range use | Switch to the shortshot | Reduces self-damage risk |
The visual cue is more reliable than trying to count an exact number of frames. The arm’s full extension marks the moment to prepare the second input. Some players use a rhythm or metronome, but visual timing is easier to adapt to changing distance, latency, and combat pressure.
Do not release the longshot as soon as the ability appears. Let the arm extend, then trigger the second input with a small deliberate pause when the target is nearby.
Step-by-Step Longshot Technique
Follow this sequence in a safe area before attempting the technique during a crowded scavenging phase. The goal is to build a consistent rhythm while keeping enough space for the explosion.
Create Safe Distance
Move away from the target and check the ground around you. Avoid firing while standing directly beside an enemy, wall, ledge, or obstacle that could place the blast radius back on Arbiter.
Deploy Knuckleboom
Press F once to bring out the Augmentation “Knuckleboom.” Keep your aim on the enemy group and watch the arm animation instead of rushing the second input.
Wait for Full Extension
Allow the arm to fully extend. The longshot timing is visually close to the moment the shotshell begins firing, commonly described as approximately 0.7 seconds.
Release the Projectile
Press F again to fire. If the projectile reaches maximum range or strikes a surface, it detonates and damages enemies within the blast area.
Recover and Reposition
After the explosion, move immediately if enemies survived. Do not stand still expecting a second instant blast, and do not repeat the attack at point-blank range.
The most common mistake is releasing too early. Early activation can produce an unsafe close-range blast or fail to take advantage of the long-range trajectory. A slightly later release is usually easier to control when the target is near the edge of the explosion’s effective area.
| Situation | Recommended input | Reason |
|---|---|---|
| Distant enemy group | Full extension, then second F | Maximizes ranged burst potential |
| Enemy directly ahead | Use shortshot | Longshot may damage Arbiter |
| Group trapped in place | Longshot after confirming distance | Multiple targets are easier to hit |
| Unclear line of sight | Aim near a surface | The blast may reach enemies around cover |
| Escape under pressure | Jump, then use a safer blast | Knockback can create separation |
The longshot does not need direct enemy contact to detonate. It can also explode when it reaches its maximum range. However, it cannot simply pass through walls as a projectile. If it impacts a surface, the resulting explosion may still reach enemies on the opposite side if they are close enough to the blast radius.
A longshot fired directly into a nearby enemy can eliminate the target while also damaging Arbiter. If the enemy is within your immediate melee space, the shortshot is the safer choice.
Range, Safety, and Mobility Rules
Arbiter’s Knuckleboom has recoil that can propel the player. The shortshot is more practical for controlled knockback, while the longshot produces stronger movement and a much greater risk of losing control. Mobility techniques should be used only when the landing area is visible and the blast cannot place Arbiter outside the playable space.
A downward shot combined with a jump can launch Arbiter upward. This can help with certain elevation changes or reduce fall speed when timed before landing, but using the longshot for vertical movement is especially dangerous. A shallow angle creates less vertical travel, while a steeper angle creates more lift. The longshot’s enhanced propulsion can send the player out of bounds or into lethal fall damage.
Safe Range
- Keep enemies away from your position
- Confirm open space behind the target
- Use the full extension timing
Controlled Knockback
- Prefer the shortshot for repositioning
- Jump before firing when retreating
- Aim away from hazards and ledges
High-Risk Mobility
- Avoid firing at the ground beneath you
- Do not use it near out-of-bounds areas
- Check your landing path first
| Positioning check | Safe condition | Unsafe condition |
|---|---|---|
| Distance | Target is clearly beyond the blast danger zone | Target is within immediate melee range |
| Ground | Open floor with room to retreat | Wall, cliff, ledge, or restricted edge |
| Aim angle | Clear trajectory toward the target | Ground-level shot aimed back at Arbiter |
| Enemy formation | Several enemies are grouped | One enemy is isolated nearby |
| Performance | Stable frame rate and responsive input | Noticeable lag or inconsistent frame timing |
Performance also affects Arbiter’s consistency. A low frame rate or high ping can make the release window feel delayed or unreliable. When the timing is unstable, use the shortshot more often and avoid gambling a longshot during a close fight.
The longshot can be especially effective against enemies caught in traps, Crosslink’s Cross-Wires, or Hivemind’s HIVE Actuator. A HOLO Emitter can also help gather targets into a tighter cluster. These tools create a better target zone, but they do not remove the need to check your own distance.
Use longshot mobility only in open spaces where the explosion and recoil cannot reach a lethal edge. For ordinary repositioning, the shortshot provides a more manageable option.
Combat Applications and Loadout Choices
The longshot is strongest when it solves several problems at once: clearing a dangerous group, creating an escape window, or weakening a wave before melee combat begins. It is less useful as a default attack against every enemy because the blast removes the ration drops from enemies killed by the explosion.
Use the normal blast, or shortshot, when you need to preserve rations from scavenging targets. Use the longshot when survival and wave control are more important than collecting those drops. This distinction is important during resource-focused phases.
| Combat goal | Preferred shell | Why |
|---|---|---|
| Eliminate a distant cluster | Longshot | High burst against grouped enemies |
| Preserve ration drops | Shortshot | Longshot kills do not provide rations |
| Stun one close enemy | Shortshot | Safer and easier to control |
| Break through a trapped wave | Longshot | Explosive damage benefits from grouping |
| Retreat from melee pressure | Shortshot first | Knockback offers safer separation |
| Finish a weakened distant group | Longshot | Converts spacing into burst damage |
A practical Arbiter combat loop looks like this:
- Identify whether the target is close, distant, grouped, or trapped.
- Choose shortshot for safety and ration preservation.
- Choose longshot only when the target is far enough away.
- Fire after the arm reaches full extension.
- Move after detonation and reassess the remaining enemies.
Arbiter’s traits can support different approaches. Reliable is useful for players who want stronger consistency with shotguns and revolvers. Professional or Paranoid may be preferable when the build is designed around another weapon pattern or a more cautious combat style. These choices do not replace correct longshot timing, but they can make the overall loadout easier to manage.
Wave Clear
Longshot grouped enemies caught in traps or crowd-control effects.
Resource Play
Use shortshot when ration drops matter during scavenging.
Front-Lining
Stun nearby threats with shortshot before committing to melee.
Ranged Support
Fire longshot from a safe distance while another player holds attention.
The longshot is a high-impact tool, not an automatic replacement for the shortshot. Select the shell type based on distance, enemy grouping, ration needs, and your escape route.
Practice Checklist and FAQ
Use the checklist below to build reliable habits. Practice the visual release cue first, then add movement and enemy grouping once the input feels consistent.
Arbiter Longshot Checklist:
- Press F once and wait for the arm to fully extend
- Press F again near the shotshell firing cue
- Keep enough distance to avoid self-damage
- Use shortshot for close targets and ration farming
- Avoid longshot mobility near cliffs, walls, and out-of-bounds areas
| Practice stage | Focus | Success condition |
|---|---|---|
| Stage 1 | Input rhythm | Second F follows full arm extension |
| Stage 2 | Distance control | Blast does not damage Arbiter |
| Stage 3 | Target selection | Longshot is reserved for groups or distant enemies |
| Stage 4 | Movement | Reposition remains possible after firing |
| Stage 5 | Combat pressure | Shell choice stays deliberate during a wave |
For reference, the Arbiter page on the Decaying Winter Wiki covers the Knuckleboom, longshot behavior, knockback, ration effects, and additional safety notes.
Q: How do I perform the Decaying Winter Arbiter long shot?
Press F to deploy Knuckleboom, wait for the arm to fully extend, then press F again to release the longshot. The visual extension cue is more useful than rushing the input.
Q: How long should I wait before pressing F again?
The timing is commonly described as approximately 0.7 seconds, close to the point when the shotshell begins firing. Use the arm’s full extension as the primary cue because frame rate and ping can affect the feel.
Q: Why does the longshot damage Arbiter?
The longshot creates an explosive blast that can damage the player who activated it. Firing too close to an enemy, wall, or nearby surface can place Arbiter inside the danger area.
Q: Should I use longshot for movement?
Only with extreme caution in open spaces. The recoil can launch Arbiter into fall damage or out-of-bounds areas, so shortshot is generally easier to control for ordinary repositioning.
A consistent Arbiter player checks three things before every longshot: distance, target grouping, and the escape path after detonation.