The Ropecaster can be used to temporarily take enemies out of the fight so the player may focus on others, or immobilize a machine so that it is easier to target its weaknesses. It is most effective when used against larger machines, such as the Thunderjaw. Depending on the size of the target and the type of ammo used, it may take several shots before it is successfully pinned. The maximum immobilization duration of 90 seconds reduces for every instance the player or other NPCs attack the target.
What is most important of all, however, is that a fully immobilized machine can be Overridden even if it is fully combat alerted. Several machine types are much easier to override this way such as a Thunderjaw, and this is in fact the only known way to be able to hack a Stormbird since in their passive state they never stop patrolling through the air, out the player's reach. The binding will come off completely should the machine be successfully overridden.
Against humans, the Ropecaster is of very limited use. If a human is hit, they will take minor damage and be knocked down, though elite and heavy humans are immune to the knockdown effect.
The Lodge Ropecaster is a weapon earned as one of the 3 rewards from the Weapons of the Lodge quest, requiring players to earn at least a Full Sun mark on all 15 Hunting Grounds Trials in the base game. It uses heavy rope and has 3 slots like the Shadow Ropecaster, however it has a higher base Handling attribute of 70, giving it less delay between shots and faster aiming.
The pouch for the Ropecaster's wire can be upgraded to hold up to 30 ropes at a time. A missed shot wastes the ammo.
The numbered value of Tear damage are displayed following difficulty order from easiest to hardest. Tear damage are only altered in Story and Ultra Hard difficulties.
|Tie Rope Light||Basic||25/35||600-150-75||50|
|Tie Rope Medium||Carja||25/35||600-150-75||75|
|Tie Rope Heavy||Shadow / AdeptNG+
Lodge / Adept LodgeNG+
- Only against elite/regular humans
- Tear has no effect on machine components
|Machine Tiers||Machine Type||Anchor Strength Req||Damage Threshold|
It is likely that all new machines from Horizon Zero Dawn: The Frozen Wilds are in Tier 4, unless there is a new Tier 5.
Modification Slots by Variant
|Shadow / Lodge||3|
|Variant||Sources||Regular Cost||Ultra Hard Cost||Sell Value|
|Carja||Tier 3 & 4 Merchants|| 200
6 Echo Shell
12 Echo Shell
|Shadow||Tier 4 Merchants|| 500
1 Snapmaw Heart
2 Snapmaw Heart
|AdeptNG+||Tier 4 Merchants|| 1,000
1 Snapmaw Heart
1 Shell-Walker Heart
2 Snapmaw Heart
2 Shell-Walker Heart
|Lodge||Hunter's Lodge||15 Full Sun marks||15 Full Sun marks||100|
|Hunter's Lodge||15 Full Sun marks||15 Full Sun marks||100|
- The Ropecaster is the only type of weapon in the game where each Tier has an exclusive ammo type.
- Snapmaws have the uncanny capability to instantly break the bindings of Ropecaster ammo whilst in water by executing "death rolls".
- Deathbringers are the only machine immune to the effects of the Ropecaster.
- Fireclaws are able to rip off ropes attached to them if they aren't fully tied down.
- Game Informer #82: Woman vs. Machine
|Ranged Weapons||Blast Sling - ForgefireFW - Hunter Bow - IcerailFW - Rattler - Ropecaster - Sharpshot Bow - Sling - StormslingerFW - Tearblaster - War Bow|
|Melee Weapons||Spear - Sylens' Lance|
|Stealth Weapons||Traps - Tripcaster|
|Heavy Weapons||Deathbringer Gun - Disc Launcher - Firespitter - Firestriker - Mine LauncherFW - Oseram Cannon - Ravager Cannon|