Monster Hunter Walkthrough :
This walkthrough for Monster Hunter [Playstation 2] has been posted at 06 Apr 2010 by FoamingKnome08 and is called "Guns/Lances/Hammers Combat FAQ". If walkthrough is usable don't forgot thumbs up FoamingKnome08 and share this with your freinds. And most important we have 24 other walkthroughs for Monster Hunter, read them all!
Walkthrough - Guns/Lances/Hammers Combat FAQ
++++++++++++++++++++++++++++++++++++++++++++++ ++++ Monster Hunter Combat FAQ: +++++++ ++++++ Guns, Lances and Hammers ++++++++ ++++++++++++++ v1.10 +++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++ -------- Written by: Falchieyan ---------- -------- Last Updated: 10-15-05 ---------- -:Contents:- Introduction Updates pt.1 - The Basics 1a - Supplies 1a(1) - Recommended Supplies List 1a(2) - Optional Supplies List 1b - Unarmed Combat Survival 1c - The Camera 1d - Communication 1e - Traps pt.2 - Guns: Tactical Firepower 2a - Overview 2b - Weapon List 2c - Ammunition 2c(1) - Buying/Combining Chart 2c(2) - Item Locations 2c(3) - Ammunition Descriptions 2d - Gun Strategy 2d(1) - Supplies List 2d(2) - Gun Upgrades 2d(3) - Support 2d(4) - Control 2d(5) - Defense 2d(6) - Aiming pt.3 - Lances: Unwavering Defense 3a - Overview: Why Lancer? 3a(1) - Advantages 3a(2) - Disadvantages 3b - Attacks 3c - Strategies and Tips 3c(1) - Items and Traps 3c(2) - Equipment 3c(3) - Fighting Against Small Enemies 3c(4) - Fighting Against Dragons 3c(5) - Important Things to Remember pt.4 - Hammers 4a - Overview 4b - Hammer Basics 4c - Hammer Attacks 4d - The R1 Button 4e - Bounce Damage 4f - Recommended Pre-HR13 Hammer Paths 4f(1) - Bone Hammer Paths 4f(2) - Iron Hammer Paths Copyright/Permissions Acknowledgments ======================================= Introduction ------------ Monster Hunter has been a very enjoyable game thus far, though I noticed a dearth of FAQs. As the game lacks a story and much to think about outside of hunting monsters, that's not too surprising. I see a lot of questions in the forums about fighting this or that monster, or about the ups and downs of a certain weapon type. While some of the weapons can be picked up in a relatively small time frame, two in particular seemed to have a lot more depth than many people allowed: guns and lances. Seeing as nobody had specifically addressed combat or those weapons, I decided to put together this little FAQ. Later on, I've come across information on weapons that have also been looked over by some weapon users, and I've added it whenever possible. The purpose of this guide isn't necessarily to instantly make a reader a master fighter. Rather, it's meant to lay out some basics and suggestions for a first-time weapon user or someone that's considering a switch. Also, I believe that teamwork is very important, and that simply knowing everything about your weapon isn't necessarily a formula for success. Thus going through some of the tactics and at least getting a general grasp on the strengths and weaknesses of the weapons your allies are using will make for a better hunter. It probably should be pointed out that this is my first FAQ, and might suffer a bit in regards to organization and language. If anything that you read is -factually- incorrect or lacking in necessary detail, please let me know at email@example.com. If you ever run into me in game(Fenti), say hi! Updates ------- 10/15 - Tweaked the ammunition descriptions again. Added gun controls into the gun Overview. Added information on Recov S. Also added the Gravios/Khezu armor set to the armor combinations. 06/18 - Altered the ammunition descriptions and tactics in the gun section. Added a list of helpful armor combinations to the Defense section. 01/13 - Added a handful of HR13+ guns currently available to me. As I get more parts, more will be added. 01/07 - Updated a handful of the ammo descriptions, and divided the gunner supplies list into pre- and post-HR13. Will add post-HR13 guns soon. 11/20 - Updated the Hammer section, adding a Recommended Weapon Path section. 11/05 - Added a Hammer section! Special thanks to SilentKnight for allowing me to use his posts for this guide. 11/03 - Finished up the Lancer section! This brings the FAQ up to version 1.0. 11/01 - Gave Aiming its own section, and added a note to it about using the L1 button for guiding shots. Hope to have the Lance section ready soon! 10/29 - Corrected the Combination items for Crag S Lv3. 10/27 - Added gun descriptions, slightly modified a few ammo and checklist descriptions. 10/25 - Added a weapon list to the gun section. Added a Camera section to The Basics. Slightly altered a few of the ammo descriptions, as well as a few smaller things throughout the FAQ. 10/22 - First version posted. Still lacking Lance section, as I'm waiting to get some info from a friend. ======================================= pt.1 - The Basics ----------------- There are some universals to combat, such as "don't die" and "hit the big thing until it stops making noise." There is also the great, though sometimes neglected "be prepared." All of the following should be second nature to anyone with experience in taking down dragons, though I see some of these points overlooked enough to mention them here. 1a - Supplies ------------- Supplies are what keep you going. They are essential to taking on anything bigger than a squirrel, as there's always something to do in a mission that your bare hands and big weapon can't cover. Is the mission going to have a cold cave? Are you going to be trekking through the desert? Can anything poison you during the mission? Is anyone else bringing paintballs? Sometimes you slip up and have to end up borrowing potions or steaks from an ally. It's probably a good idea to offer to pay back that ally after the mission ends, especially if it was something like a MegaPotion or Cool Drink. Listed below are items that you should almost always carry into a mission, as well as items that aren't always so useful. 1a(1) - Recommended Supplies List --------------------------------- 10x Potion - Cures 20hp 10x MegaPotion - Cures 50hp 5x Pickaxe - Used for mining; often breaks 10x Well-done Steak - Replenishes 50 stamina 10x Paintball - Marks the wyvern 1x Pit Trap - Immobilizes the wyvern; wyvern takes double damage 10x Whetstone - Restores sharpness to dulled weapons The Potions and MegaPotions are mainly insurance. Not only for you, but in a few worst-case scenarios for your allies. That is, when someone takes a lot of damage and runs out early, or simply forgets to pick up a few before leaving town. It's helfpul to stay at least above half life at all times, as it's always possible that the wyvern will lag out and do something unexpected, or a teammate will accidentally knock you into an attack that you would normally be able to avoid. Pickaxes are useful on every single map in the game. While it might seem like a pretty good idea in a hunting mission to run off to find that one last Machalite that you need, that won't always make your buddies happy. Know when you can mine, and where to mine for the best results(see the miningFAQ for some pointers on that subject). Steaks need no explanation. If you're hungry, you can't run, roll, charge the hammer, or keep up the berserker stance with dual swords. Also, after HR13 Rations tend to not show up in the supply box. Paintballs are handy to keep around, as sometimes the group has to split up to find where that cowardly Rathalos is going to land next. A Pit Trap has never been useless to me. You don't have to carry a full load of explosives, or even enough equipment to make a new one, but I've never been in a battle in which one extra trap ever hurt the team. The exception, of course, is against 'Colossal' dragons that can't be trapped. Refer to section 0d for more about traps. Lastly, Whetstones keep your blade from bouncing or breaking. Not always necessary for someone with an Eager Cleaver, but crucial for someone with bone weapons(or for really long fights). There are far more blademasters than gunners out there, and it's always safe to assume that you won't be getting the Mini Whetstones at the beginning of a mission. Post-HR13, Whetstones no longer appear in the supply box. 1a(2) - Optional Supplies List ------------------------------ 10x Felvine 5x Power/Mega Juice 3x Hot/Cold Drink 5x Bugnet 10x Worm 10x Herb 10x Blue Mushroom 10x Herbal Medicine 1x BBQ Spit 1x Demon Drug 1x Health Flute I hate cats almost more than I hate fighting the Rathalos, and Felvine is extremely useful to make sure one of them doesn't run off with your Map, BBQ Spit or Crag S Lv3. I always make a point of going out of my way in a map with cats to take them out before anything else. Power Juice is something that I don't see used very often, though it's one of the most useful items in the game. Having infinite stamina can never be unnecessary for anyone(except maybe gunners), as you can roll and run to your heart's content without ever having to slow down. This is Especially useful for carry quests, as the default walk speed is never something that you want to use when there's a load of raptors nipping at your heels. To create Power Juice, first combine BitterBug and Honey to make Catalyst, then combine the Catalyst with a Rare Steak. Hot and Cold drinks are essential for keeping up your stamina and health. You start to really go through other supplies, like potions and steaks, when you don't have the benefits of coffee or iced tea. Bugnets, like Pickaxes, are mostly for 'off' time. Unlike pickaxes, they aren't required for any mission. Worms are only useful for fishing missions, and even then there are usually spots for finding an unlimited supply should you ever run out. Herbs and Blue Mushrooms of course make potions, and for especially long or dangerous missions they might help you pull through. Herbal Medicine clears up poison that you might receive from a Basarios, Gypceros, or Rathian tail flip. It also recovers about 10hp. Demon Drug makes you hit harder until you die, which is always nice. The Atk bonus of DemonDrug and Mega DemonDrug is a set amount for each weapon. Guns receive the lowest boost, while hammer receives the highest. A Health Flute can make you everyone's best friend for a while. It heals around the same amount of health as a regular Potion. That, of course, is for everyone in the same area as you. Health flutes sometimes have the side effect of taunting the dragon, so be sure the enemy is thoroughly distracted before playing one. 1b - Unarmed Combat Survival ---------------------------- "Unarmed combat?" you might ask. Unarmed combat, to me, is the time when you don't have your weapon drawn. You won't always have your weapon drawn, but you typically will always be considered in battle when a dragon's nearby. Rolling and running are your fastest means of getting out of harm's way. Never forget that you can roll! Some dragons are so large that simply rolling is no way to make sure you're safe. Running drains your stamina twice as fast when a dragon has you spotted, so rolling effectively makes you cover the same amount of distance with about the same bit of stamina. Also, when you sprint from a dragon and dive, you're effectively invincible. This brief bit of invincibility lasts from the moment you begin the dive to the point at which you hit the ground. Useful for dodging a wide charging dragon. Knowing when to use items is also very critical to survival. I can't recall the number of times someone was tagged by a Gravios' heat breath or a Khezu lightning orb because they only trotted off ten feet to sharpen their weapon or eat a steak. Learn when a dragon has its guard down. If it is roaring, or turning around, it's a very bad idea to chug an item. The best times to use an item are the moment that a dragon begins its charge(of course only if you're not in its path) or the moment that a dragon first flaps its wings to go airborne. Rathian and Rathalos tend to start making quick, 90-degree turns before they're going to charge, so that's your que to get that Whetstone ready. Larger dragons charge almost constantly, though their charges are slow and, once dodged, tend to provide ample time for a potion. If you're unsure, or very low on health or stamina, leave the map! 1c - The Camera --------------- Controlling the camera and knowing what's going on around you at all times is another valuable skill to learn. Being against a wall or near a corner is very bad news, no matter what weapon you're using. If you end up in such a location, the camera tends to want to show you the inside of your head or a nearby wall rather than the location of the nearby dragon. It's difficult to try to control the camera, as the digital pad is on the same side as the movement analog stick, but it's entirely possible if you know the proper timing. There are moments for every weapon user to give the camera a quick spin, as ever weapon has a delay in a combo or movement animation that allows ample time to take a look around. During a greatsword swing you can swing it around with the thumb normally on the movement analog stick. With some weapons I'll cross my hands over and use my right thumb to move it around as I run in a set direction away from things. 1d - Communication ------------------ Taking out big things takes teamwork. There's no way around that fact. Letting people know what you're going to do will make things run smoother. If you're going to set a trap, tell people, so they know to rush over to it and lure in the dragon. If you're going to use barrels, let everyone know, to avoid any premature explosions(and, usually, deaths). If you're out of healing items and you know where to get herbs, let everyone know that you're leaving to find them. Seeing an ally run off to some random point of the map while a dragon hammers you doesn't always make for the best of moods. 1e - Traps ---------- Traps make things easier to handle. Most people take traps for granted, and inexperienced people don't tend to care much for using traps. Lower-level dragons can sometimes be finished fairly quickly without the use of a single pit, though for larger dragons(Rathalos, Rathian) traps are essential to finishing within the allotted time. Here are some things to remember when deciding to use traps: Supplies - If you're carrying supplies to be a Great Trapper, you're going to have to leave other things behind. Being a Trapper is not really an option for a Gunner, as they'll have enough to worry about simply because of the amount of ammo typically taken into a fight. Going into a mission as the designated(or not) trapper, you should consider taking the following: 1x Pit Trap 2x Trap Tool 2x Net 1x Flute *X Book of Combo Lay down a trap, get a wyvern to fall into it, then have everyone hack at the thing until it escapes. The Flute tends to draw a dragon's attention, and typically causes it to take notice and charge. Or spit a fireball. The Books of Combo are useful for raising your chances of successfully making new traps. With the first four levels of combo books, your chance of successfully making a Pit Trap is 95%. Making two pieces of garbage instead of two new Pits is one of the more frustrating experiences to be had. It should probably also be noted that wearing the Steel armor on your arms, chest, and waist will further improve your success rate by 10%. The Steel+ armor set gives a 20% increase to combination success rate. Effects - A dragon caught in a trap takes more damage. One thing to remember, however, is that untrapped dragons typically take more damage when attacked in certain areas, and react differently to different attacks. Pegging a dragon in the face with a lance or greatsword tends to make it stagger and shake its head, and a lot of blows to the face make it Very Unhappy. However, while a dragon is in a snare its entire body seems to be tagged as a 'general damage' zone. It doesn't react to area-specific blows, it doesn't lose spikes or horns, and it obviously can't have its tail removed. Location - Against a canyon wall is a horrible spot for a snare. The middle of a map tends to be the best area, though dragons don't always charge through that exact spot. A crafty and well-prepared player can rush to a new area the moment a dragon lifts off, setting up a snare at the point that the dragon's shadow appears before it lands. That must be done before its wings push you away, and it might not always be best to snare a dragon before the rest of your team is around to add to the damage. Bombs - Bombing really hurts a monster, but is only especially useful it your team does not have a lot of damage output. That's typically the case when most or all of the team is below HR5 and doesn't yet have a high-level weapon. You can only set two large barrels at a time, but your allies are still allowed to set after you have reached your max for an area. So, if you want to go for a great bang, it is best to have you and another ally rush in as soon as a monster is snared and each set two large barrels, followed by one of you setting a small barrel to set them all off. Timing is extremely important in that case, as taking one or two lg barrels to the face is almost always instant death. Keeping your allies aware of the blast is important as well. Dying because of bad bomb communication is irritating, but killing two or three allies because of bad bomb communication is just plain destructive. ======================================= pt.2 - Guns: Tactical Firepower ------------------------------- 2a - Overview ------------- A dragon spreads its wings and lifts off, causing all of the blademasters to fluster and sheathe their weapons. After getting not twenty feet off the ground an explosion rocks the dragon, causing it to crash back down to hard ground and sharpened blades. * * * A lancer drives into a Khezu's side, nearly knocking it over. The creature shifts and kneels, blowing the lancer away with electrical current. The lancer, reduced to half of their life, gets up slowly, trying to decide whether to risk another charge or flee for healing, only to see their life bar suddenly filled. Their feet stomp against the ground, and again they charge in. * * * The path of a gunner is certainly one of the more complex in the art of hunting. Between choosing ammunition, keeping well-stocked, avoiding stray fireballs and keeping track of reloading, a lot of pressure can add up. Each different gunner can favor a particular gun, a particular type of shot, or a particular approach to fighting. Thus it is hard to give any sort of universal advice regarding which gun to pick or how to fight. I'll try to lay out some basics from what I've learned through using guns, though experimentation is the only way to find your niche in the gunner circle. It also should be noted that the bulk of what I say about ammo and tactics is geared towards online play. I guage the usefulness of ammunition and a particular manner of preparing for battle in the context of having allies to worry about and back you up. Gun Controls: R1 - Bring up Scope. L1 - While holding, red crosshairs appear. Use digital pad to aim. R3 - Fire. Right analog forward - Swing gun. Right analog back - Reload. 2b - Weapon List ---------------- Here is a listing and chart for all of the weapons available prior to HR13. Most aren't very hard to acquire, though they'll take a bit of work. The information provided includes a gun's name, some information about its functions, its attack power, the reload speed, ammunition options and the materials required to craft it. The costs listed include the initial creation cost, as well as Max, or, the amount to fully upgrade it to level 5. When selecting a gun, the most important factors will be ammunition available and attack power. Bowguns ------- Name: Crossbow Gun Atk: 96 Speed: Norm Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 1 - 1 - - Poison S Stun S Sleep S Recov S Antidote S 1 2 1 2 1 2 1 2 Y Paint S Dung S Tranq S Demon S Armor S Dragon S Y Y Y - - - Craft: 4x Iron Ore 2x Sm Monster Bone 900z ----------------------------- Name: Crossbow Gun + Atk: 102 Speed: Norm Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 1 1 1 1 Y Poison S Stun S Sleep S Recov S Antidote S 1 2 1 2 1 2 1 2 1 Paint S Dung S Tranq S Demon S Armor S Dragon S Y Y Y Y Y - Craft: 4x Machalite Ore 10x Iron Ore 1200z ----------------------------- Name: Shotgun (Azure) Atk: 108 Speed: Fast Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 - 1 2 1 1 Y Poison S Stun S Sleep S Recov S Antidote S - - 1 2 1 2 Y Paint S Dung S Tranq S Demon S Armor S Dragon S Y Y Y Y Y - Craft: 6x Iron Ore 3x Sm Monster Bone 6x Velociprey Scale 4x Velociprey Hide 1100z ------------------------------ Name: Shotgun (Emerald) Atk: 108 Speed: Fast Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 - 1 2 3 1 1 Y Poison S Stun S Sleep S Recov S Antidote S - 1 2 1 2 1 2 Y Paint S Dung S Tranq S Demon S Armor S Dragon S Y Y Y Y Y - Craft: 8x Iron Ore 4x Sm Monster Bone 8x Genprey Scale 6x Genprey Hide 1800z ------------------------------ Name: Shotgun (Blood) Atk: 114 Speed: Fast Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 - 1 2 3 1 1 Y Poison S Stun S Sleep S Recov S Antidote S 1 2 1 2 1 2 1 2 Y Paint S Dung S Tranq S Demon S Armor S Dragon S Y Y Y Y Y - Craft: 10x Iron Ore 5x Sm Monster Bone 10x Ioprey Scale 8x Ioprey Hide 2400z ------------------------------ Name: Sandstorm Atk: 120 Speed: Very Fast Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 3 1 1 1 1 Y Poison S Stun S Sleep S Recov S Antidote S 1 2 1 2 1 2 1 2 Y Paint S Dung S Tranq S Demon S Armor S Dragon S Y Y Y Y Y - Craft: 5x Cephalos Scale 4x Cephalos Fin 5x Machalite Ore 10x Iron Ore 2200z ------------------------------ Name: Valkyrie Fire Atk: 108 Speed: Fast Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 3 1 2 1 1 2 - - Poison S Stun S Sleep S Recov S Antidote S - - 1 2 1 2 - Paint S Dung S Tranq S Demon S Armor S Dragon S Y - Y - Y - Craft: 5x Rathian Scale 3x Rathian Shell 5x Machalite Ore 10x Gunpowder 2500z ------------------------------ Name: Spartacus Fire Atk: 120 Speed: Norm Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 3 1 2 3 - 1 2 - - Poison S Stun S Sleep S Recov S Antidote S 1 2 1 2 - 1 2 - Paint S Dung S Tranq S Demon S Armor S Dragon S Y - Y Y - - Craft: 3x Rathalos Shell 5x Rathalos Scale 3x Machalite Ore 10x Gunpowder 2600z ----------------------------- Name: Grenade Launcher Info: Good power, and can use most attack ammunition. Lacks the use of some status-inflicting shot, as well as recovery ammo. Atk: 132 Speed: Very Fast Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 1 2 1 2 1 2 1 2 Y Poison S Stun S Sleep S Recov S Antidote S 1 2 - - - - Paint S Dung S Tranq S Demon S Armor S Dragon S Y - Y - - - Craft: 10x Dragonite Ore(HR13+) 5x Union Ore(HR13+) 20x Machalite Ore 3200z ----------------------------- Name: Titan Launcher Info: Like the Grenade Launcher, a strong light bowgun. It can use all lv3 shot except Norm, at the cost of not having lv1 shot available for most. Atk: 132 Speed: Very Fast Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 2 3 2 3 2 3 2 3 Y Poison S Stun S Sleep S Recov S Antidote S 1 2 - - - - Paint S Dung S Tranq S Demon S Armor S Dragon S Y - Y - - - Craft: 3x Gravios Carapace(HR13+) 5x Dragonite Ore 3x Union Ore 10x Machalite Ore 3400z ----------------------------- Name: Demonlock Info: Rare gun acquired from a ruststone. Allows access to a variety of ammo types. Atk: 108 Speed: Slow Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 3 1 1 1 2 3 1 2 3 - Poison S Stun S Sleep S Recov S Antidote S 2 2 2 2 - Paint S Dung S Tranq S Demon S Armor S Dragon S Y - Y Y Y - Craft: 1x Ruststone 1000z ------------------------------ Name: Maelstorm Info: A very versatile gun that can use every ammo type except Dragon S and Norm S Lv3. Also has the lowest Atk of any gun. Atk: 84 Speed: Normal Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 1 2 3 1 2 3 1 2 3 1 2 3 Y Poison S Stun S Sleep S Recov S Antidote S 1 2 1 2 1 2 1 2 Y Paint S Dung S Tranq S Demon S Armor S Dragon S Y Y Y Y Y - Craft: 5x Machalite Ore 5x Plesioth Scale 4x Plesioth Fin 5x Union Ore(HR13+) Cost: 3000z Max: ======================================= Heavy Bowguns ------------- Name: Arbalest Atk: 156 Speed: Slow Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 1 1 1 1 Y Poison S Stun S Sleep S Recov S Antidote S - 1 2 - 1 2 - Paint S Dung S Tranq S Demon S Armor S Dragon S Y - Y - - - Craft: 10x Iron Ore 3x Sm Monster Bone 1400z -------------------------------- Name: Arbalest + Atk: 168 Speed: Slow Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 1 2 1 2 1 2 1 2 Y Poison S Stun S Sleep S Recov S Antidote S 1 2 - 1 2 - - Paint S Dung S Tranq S Demon S Armor S Dragon S Y - Y - - - Craft: 1x Machalite Ore 15x Iron Ore 10x Sm Monster Bone 7x Sm Bone Husk 2000z -------------------------------- Name: Tankmage Atk: 180 Speed: Slow Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 1 1 2 3 1 1 2 Y Poison S Stun S Sleep S Recov S Antidote S 1 2 1 2 1 2 - - Paint S Dung S Tranq S Demon S Armor S Dragon S Y - Y - - - Craft: 10x Rubbery Hide 10x Machalite Ore 2800z -------------------------------- Name: Rapidcaster Atk: 144 Speed: Very Fast Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 3 1 1 1 1 Y Poison S Stun S Sleep S Recov S Antidote S 1 1 1 1 Y Paint S Dung S Tranq S Demon S Armor S Dragon S Y Y Y Y Y - Craft: 5x Machalite Ore 2x Twisted Horn 15x Kelbi Hide 2x Kelbi Horn 2600z -------------------------------- Name: Quickcaster Info: Made using Kirin parts obtained during special event quests. Atk: 192 Speed: Fast Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 3 1 2 2 2 2 Y Poison S Stun S Sleep S Recov S Antidote S 1 1 1 1 Y Paint S Dung S Tranq S Demon S Armor S Dragon S Y Y Y Y Y - Craft: 8x Kirin Mane 2x Kirin Hide 10x Dragonite Ore(HR13) 2x Majestic Horn 3500z -------------------------------- Name: Injector Canon Info: One of the 'bug guns,' available post-HR13. Allows access to all ammo except Pierce and Clust. Atk: 192 Speed: Fast Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 3 - 1 2 3 1 2 3 - Y Poison S Stun S Sleep S Recov S Antidote S 1 2 1 2 1 2 1 2 Y Paint S Dung S Tranq S Demon S Armor S Dragon S Y Y Y Y Y Y Craft: 10x Dragonite Ore(HR13) 10x Machalite Ore 10x Vespoid Shell 20x Hornetaur Shell 6400z -------------------------------- Name: Flechette Gun Info: The harder-to-acquire bug gun. Requires a Vespoid Abdomen to create, which shows up as a reward for a 4-star and up Attack of the Giant Bugs mission. Atk: 204 Speed: Very Slow Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 1 2 1 2 1 2 1 2 Y Poison S Stun S Sleep S Recov S Antidote S 1 2 1 2 - - - Paint S Dung S Tranq S Demon S Armor S Dragon S Y - Y Y - Y Craft: 1x Vespoid Abdomen(HR13) 5x Hornetaur Shell 3x Dragonite Ore(HR13) 5x Machalite Ore -------------------------------- Name: Yian Kut-Ku Cannon Atk: 240 Speed: Very Slow Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 1 2 3 2 2 2 2 Y Poison S Stun S Sleep S Recov S Antidote S 2 - - - - Paint S Dung S Tranq S Demon S Armor S Dragon S Y - Y - - - Craft: 5x Dragonite Ore(HR13) 2x Kut-Ku Ear 5x Flabby Hide 20x Machalite Ore 8000z -------------------------------- Name: Lao-Shan Lung Cannon Info: Very powerful gun limited to only the most powerful ammo types. Makes a very cool 'clink' sound when assembled. Atk: 300 Speed: Very Slow Ammo: Norm S Pierce S Pellet S Crag S Clust S Disc S 2 3 3 3 3 3 Y Poison S Stun S Sleep S Recov S Antidote S 2 - - - - Paint S Dung S Tranq S Demon S Armor S Dragon S Y - Y - - - Craft: 4x Lao-Shan's Shell 1x Lao-Shan's Spine 3x Rathalos Plate(HR13) 20x Dragonite Ore(HR13) 12000z 2c - Ammunition & Upgrades -------------------------- Your gun shoots stuff out to kills the monster or heals the friends. Knowing your ammunition is knowing how useful you are to a team. Carrying as many types of ammo as possible isn't always the best way to approach a situation. Know what you're fighting, familiarize yourself with how a dragon behaves and what smaller monsters will show up on a map, and choose your shot appropriately. 2c(1) - Buying/Combining Chart ------------------------------ The following chart lists the various types of ammunition available to a gunner. Name: The name of the ammunition. Cost: The cost of the ammo from a shop. A number in [brackets] means that the ammo must be crafted, and the number is the cost to make one bullet by paying for the craft items. Combine Objects: The items needed to craft the ammo. An (H) denotes Huskberry, (SmB) is Sm Bone Husk, and (LgB) is Lg Bone Husk. Cost to Max: The cost to buy a full stack. The number in parenthesis is the max number in a full stack. For example, for Pierce S 1386z(60) means that it costs 1,368 zenny to buy the max 60 Pierce S. If the number is in [brackets], that means that a full set of ammunition cannot be store-bought, and must be crafted. The number in the brackets indicates the prices of maxing the ammunition by buying the appropriate components. Reserves: The amount of replacement ammo that you could make during a battle if you took the Combine Items. This is often much higher than a stack. For example, you can only carry 3 Clust S Lv2 into a battle, but you can take 99 Wyvern Claw and 99 Sm Bone Husk into battle. As a result, 99 is listed as the Reserves for that type of ammo. Name Cost Combine Objects Cost to Max Reserves Normal S Lv1 1z n/a 1z Infinite Normal S Lv2 3z Needleberry(H) 297z(99) 99 Normal S Lv3 [62z] Rumblefish(H) [6138z](99) 30 Pierce S Lv1 14z Velociprey Fang(H) 1386z(60) 99 Pierce S Lv2 32z Pin Tuna(H) 3168z(50) 30 Pierce S Lv3 [130z] Pin Tuna(SmB) [5200z](40) 30 Pellet S Lv1 14z Scatternut(H) 840z(60) 30 Pellet S Lv2 20z Wyvern Fang(H) 1200z(60) 99 Pellet S Lv3 [129z] Wyvern Fang(SmB) [7740z](60) 99 Crag S Lv1 41z Burst Arrowana(H) 396z(9) 30 Crag S Lv2 [140z] Burst Arrowana(SmB) [1260z](9) 30 Crag S Lv3 [360z] Bomb Arrowana(LgB) [3240z](9) 30 Clust S Lv1 38z Bomberry(H) 114z(3) 10 Clust S Lv2 [210z] Wyvern Claw(SmB) [630z](3) 99 Clust S Lv3 [330z] Scatterfish(LgB) [990z](3) 10 Disk S - Disk Stone(H) - (12) 20 Recov S Lv1 8z Herb(H) 96z(12) 10 Recov S Lv2 [68z] Potion(H) [816z](12) 10 Poison S Lv1 17z Toadstool(H) 204z(12) 10 Poison S Lv2 [80z] Ioprey Fang(SmB) [640z](8) 99 Stun S Lv1 26z Stunshroom(H) 312z(12) 10 Stun S Lv2 [110z] Genprey Fang(SmB) [880z](8) 99 Sleep S Lv1 17z Sleep Herb(H) 204z(12) 10 Sleep S Lv2 [120z] Sleepyfish(SmB) [960z](8) 10 Paint S [62z] Paintberry(H) [6138z](99) 99 Antidote S [22z] Antidote Herb(H) [264z](12) 10 Demon S [282z] Power Seed(H) [1410z](5) 10 Armor S [220z] Armor Seed(H) [1100z](5) 10 Dragon S - Dragon Seed(LgB) -(20) 2 Dung S - Dung(H) -(10) 10 2c(2) - Item Locations ---------------------- This section will cover the best way to acquire the various items needed for the creation of non-buyable ammunition. Overall, the easiest way to acquire the various ammunition parts is on the special online market days. During 'Claw Days' the material shop has things such as Wyvern Claws and Fangs, Sm Bone Husk, and the Armor and Power Seeds. They're expensive, but easier to acquire than digging. On 'Fish Days' the big lady in the red shirt sells the various fish needed for ammunition, such as the Arrowana line. Most of the items are Rare-3 or less, and can be traded between people. Most blademasters don't mind giving up things like Seeds or fish to needy Gunners, as they're certainly a lot more useful to us than they are to them. Begging for handouts is a bad idea, as everyone has to make money, and most times blademasters also have their own set of Gunner equipment. Talking to your allies between missions is a great