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Armour Skills

Skill Mechanics
Basics
Basics
Typically Skills are activated by simply amassing enough points on armour pieces and decorations for them to trigger,
the default limit for activated skills is 10, at G Rank this can be increased to either 11 or 12 depending on the types of
armour you are utilising.
All Skills have an invisible priority value associated which dictates if they are activated or not, you can check what skills
a set will actually have in the MHSX2G Set Generator or by referencing this pastebin.
Priority is important late game as it is very easy to activate unwanted skills, this is especially true of sets making use of
Focus (Quick Charge) as it has the lowest priority of all skills and literally anything else will push it downwards.

Hybrid
Hybrid Skills
Skills
As with the latest mainline titles Frontier has a number of skills that are combinations of one or more other skills.
If you have one or more of the skills a combination skill grants this will be displayed as gray in your Guild Card. This
means the skill is disabled but is still taking up one of your 10-12 armour slots.
It's important to avoid having skills that are taking up slots but not activated when at G Rank, it's typical to have 11-12
skills active as standard at this point and one being wasted is a very bad thing.
Example Hybrid Skills

Sword God+2
Contains: Sharpness+1, Fencing+2, Razor Sharp+2
劍神+2

Gentle Shot+3
Contains: Load Up, Recoil Reduction+3
穏射+3

Contains: Adrenaline+2, Red Soul, Bombardier, Fire Res+30,


Blazing Majesty+2 Artillery God, Summer Person, Terrain Damage Decreased
紅焰的威光+2 (Large), Fire Attack Up (Large), Flame Sword+3 and Bomb
Sword+3

There are some cases where skills will be displayed as grey in town but will still be active on quests, this is due to
having the actual skill and having it boosted while also having it in a hybrid skill. For example if you have Sword God+1
and Fencing+1 at the same time Fencing+1 would shown as disabled while in town, in quest however Fencing would be
upgraded to+2 due to the Muscle Boost effect and as such it is still an active skill. Muscle Boost is detailed below.

Exotic
Exotic and
and Weapon
Weapon Skills
Skills

Exotic,
Exotic, Tower
Tower and
and Burst
Burst or
or Origin
Origin Skills
Skills are
are not
not currently
currently displayed
displayed on
on the
the Guild
Guild Card!
Card!
They
They are
are still
still however
however always
always active
active and
and will
will cause
cause their
their skills
skills to
to be
be greyed
greyed out
out on
on the
the skill
skill list!
list! They
They
are
are visible
visible from
from Z1
Z1 onwards
onwards in
in aa new
newsection
section inin hunter
hunter status!
status!

Exotic Armour Pieces are unique in that they always activate a certain skill while any number of pieces are equipped.
For example, equipping a Zinogre Helmet will always grant you Thunder Attack Up Large, this ignores all other factors
such as Skill Limits and any other piece such as the Waist or having all 5 pieces would still grant this skill.
Burst and Origin Weapons both have xed skills associated with them that work mechanically the same as the above,
these are xed versions of skills that will be replaced by higher versions and do not get buffed by having extra skill
points. For example a weapon that grants Issen+2 simply outright gives the skill rather than counting as 20 points, this
means you will still need to have 30 points total on your skills to activate Issen+3 while using one of these weapons.
You cannot simply add 10 points.
Tower Weapons can have Decorations inserted into them that outright add Armour Skills that work identically to
those on Burst or Origin weapons. The main difference is simply that you get to choose what skills to slot into the
Tower weapon rather than it being de ned by the base weapon used. Despite decorations being used, these skills still
do not add points and are instead xed. This means that even if you slotted in Good Luck you would still need 20
points in fate to trigger Great Luck.

Other
Other Skill
Skill Sources
Sources
There are two ways to get skills outside of equipment, these are Skill Fruits and Guild Cooking.
Skill Fruits are a premium item that activates a skill upon being consumed, this lasts for the entire duration of that
quest and expires after you either complete the quest or fail it. Retiring returns the item as with all others. Fruits are
available by spending Lottery G Coins at the Pink Shop NPC at a rate of 30 fruit to 3 coins. These fruits can also be
given out with events or other purchases but generally are not worth going out of your way to get unless you are a
speedrun oriented player at a completely maxed out endgame level looking to still improve your times.
Guild Cooking is available to guilds after they reach a certain level, this allows you to utilise a number of ingredients in
a cooking minigame in order to create food that grant whatever skill was cooked for on all quests taken within their
duration. Easy to acquire recipes include Wide-Area+3, Adrenaline+2, Goddess' Embrace and more.
More details on cooking can be found in the English Guild and Guild Hall section.

Muscle Boost
Gou armour pieces and their upgrades cause a Boost or Muscle effect. This 'boosts' a skill by one level, so for example
if you had Evasion+1 and were under the 'Boost' effect you would functionally have Evasion+2, saving 10 points in the
skill.
If you have the correct armour type equipped, skills will have a light blue arrow next to their names in your guild card,
this indicates that the skill will go up a level while in a quest and while satisfying the conditions of the armour, the skill
name itself will become blue if the skill is actively being boosted.

Martial Arts and Fencing being boosted. Fencing was greyed due to another skill providing +1 but becomes active in quest as +2 overwrites it.

The conditions to enable the 'Muscle' buff are simply Health and Stamina amounts that vary depending on the type of
armour you have equipped, this is detailed in the section below.

Gou Armour Types


Armour Type Boost Requirements Additional Effects
Also requires 26+ Stamina
(HR100) 1 Piece: 100% Health
EN: Gou Armour 2 Pieces: 90% Health
No additional effects
CN: 剛種防具 3 Pieces: 83% Health
JP: 剛種防具 4 Pieces: 76% Health
5 Pieces: 70% Health

Per Piece Equipped: Attack+15, Attribute+2%, HC Rarity Requirement-1


Blademaster weapons with 2+ pieces: While on Gou or Supremacy Rank quests the
(SR1) 1 Piece: 100% Health sharpness of Heavenly Storm Weapons and their higher upgrades goes up by one colour
EN: Heavenly Storm Armour 2 Pieces: 90% Health level (Green sharpness becomes Blue, etc.)
CN: 天嵐防具 3 Pieces: 83% Health Ranged Weapons with 2+ pieces: While on Gou or Supremacy Rank quests the Critical
4 Pieces: 76% Health Range Multipliers of Heavenly Storm Weapons and their higher upgrades are increased
JP: 天嵐防具 by +0.3x.
5 Pieces: 70% Health
Bows with 2+ pieces: While on Gou or Supremacy quests Heavenly Storm bows and
their higher upgrades have +0.1x multiplier on Power Coatings.

Per Piece Equipped: Attack+15, Attribute+2%, HC Rarity Requirement-1


(SR300) Blademaster weapons with 2+ pieces: While on Gou, Supremacy or G Rank quests the
1 Piece: 67% Health sharpness of Heavenly Storm Weapons and their higher upgrades goes up by one colour
EN: Supremacy Species 2 Pieces: 34% Health level (Green sharpness becomes Blue, etc.)
Armour 3 Pieces: 1% Health Ranged Weapons 2+ pieces: While on Gou, Supremacy or G Rank quests the Critical
CN: 霸種防具 4 Pieces: Always Boosted Range Multipliers of Heavenly Storm Weapons and their higher upgrades are increased
by +0.3x.
JP: 覇種防具 5 Pieces: Always Boosted
Bows with 2+ pieces: While on Gou, Supremacy or G Rank quests Heavenly Storm bows
and their higher upgrades have +0.1x multiplier on Power Coatings.

Per Piece Equipped: Attack+15, Attribute+2%, HC Rarity Requirement-1


(G Rank) Blademaster weapons with 2+ pieces: While on Gou, Supremacy or G Rank quests the
1 Piece: 67% Health sharpness of Heavenly Storm Weapons and their higher upgrades goes up by one colour
EN: G Supremacy Species 2 Pieces: 34% Health level (Green sharpness becomes Blue, etc.)
Armour 3 Pieces: 1% Health Ranged Weapons with 2+ pieces: While on Gou, Supremacy or G Rank quests the
CN: G級霸種防具 4 Pieces: Always Boosted Critical Range Multipliers of Heavenly Storm Weapons and their higher upgrades are
increased by +0.3x.
JP: G覇種防具 5 Pieces: Always Boosted
Bows with 2+ pieces: While on Gou, Supremacy or G Rank quests Heavenly Storm bows
and their higher upgrades have +0.1x multiplier on Power Coatings.

Per Piece Equipped: Attack+15, Attribute+2%, HC Rarity Requirement-1


Blademaster weapons with 2+ pieces: While on Gou, Supremacy or G Rank quests the
(G Rank) sharpness of Heavenly Storm Weapons and their higher upgrades goes up by one colour
EN: Burst Species Armour level (Green sharpness becomes Blue, etc.)
CN: 烈種防具 1 Piece+: Always Boosted Ranged Weapons with 2+ pieces: While on Gou, Supremacy or G Rank quests the
Critical Range Multipliers of Heavenly Storm Weapons and their higher upgrades are
JP: 烈種防具 increased by +0.3x.
Bows with 2+ pieces: While on Gou, Supremacy or G Rank quests Heavenly Storm bows
and their higher upgrades have +0.1x multiplier on Power Coatings.

Per Piece Equipped: Attack+20, Attribute+3%, HC Rarity Requirement-1


(G Rank) Blademaster weapons with 1 piece: While on Gou, Supremacy or G Rank quests the
EN: Origin Species Armour (G sharpness of Heavenly Storm Weapons and their higher upgrades goes up by one colour
Rank) level (Green sharpness becomes Blue, etc.)
1 Piece+: Always Boosted Ranged Weapons 1 piece: While on Gou, Supremacy or G Rank quests the Critical
CN: 始種防具 Range Multipliers are increased by +0.3x (with all G Rank and Gou Weapon types.)
JP: 始種防具 Bows with 1 piece: While on Gou, Supremacy or G Rank quests bows have +0.1x
multiplier on Power Coatings (any G Rank weapon type).

Armour Skills Index


Health and Stamina
Skill Tree Skill Name Pts Effect
Health+50
體力+50 40 Maximum Health +50
体力+50

Health+40
體力+40 30 Maximum Health +40
体力+40

Health+30
體力+30 20 Maximum Health +30
体力+30

Health+20
體力+20 15 Maximum Health +20
体力+20
EN: Health
CN: 體力 Health+10
JP: 体力 體力+10 10 Maximum Health +10
体力+10

Health-10
體力-10 -10 Maximum Health -10
体力-10

Health-20
體力-20 -15 Maximum Health -20
体力-20

Health-30
體力-30 -20 Maximum Health -30
体力-30

Recovery Speed+2
傷害回復速度+2 20 4x Health Recovery Speed
ダメージ回復速度+2

Recovery Speed+1
傷害回復速度+1 10 3x Health Recovery Speed
ダメージ回復速度+1
EN: Recovery Speed
CN: 回復速度 Recovery Speed-1
JP: 回復速度 傷害回復速度-1 -10 3x Slower Health Recovery Speed
ダメージ回復速度-1

Recovery Speed-2
傷害回復速度-2 -20 4x Slower Health Recovery Speed
ダメージ回復速度-2

Recovery Items Improved


體力回復道具強化 10 Recovery item effect boosted 1.25x
体力回復アイテム強化
EN: Recovery
CN: 回復 Recovery Items Weakened
JP: 回復 體力回復道具弱化 -10 Recovery item effect lowered to 0.75x
体力回復アイテム弱化

Around 80% of hits on monsters Recover HP and add Attack.


Health leeched is around 1.70x that of Vampirism+1 (less notable
than it sounds, e.g. 6 > 10 HP).
Increases attack relative to weapon type up to a maximum of +80
each time you leech. Attack buff is reset upon being damaged by
monsters, excepting small hits like vespoid stings and similar. All
hits of a motion can leech including those added by Fencing+2 and
all hits from single Pierce Shots, Pellet Shots, etc.
When you have maximum buff the leeching animation will be red
instead of green.
Health recovery is based upon true damage dealt on the hit and is
expected to be around 2~4% of the damage dealt with a minimum
Vampirism+2 of 1HP returned. Leeching is inversely proportional to motion
吸血+2 20 value, the bigger the hit, the less of the damage you will leech. As
吸血+2 leeching is based on true damage dealt, you will leech less health
back when ghting tankier content.
Vampirism+2 only increases the chance and health recovery of
leeching, it does not increase maximum attack or the amount of
attack added with each leech. Getting above Vampirism+1 is
purely optional if you are using it for attack buff purposes.
DS, Tonfa, LBG: +3 (27x)
SnS, LS, Lance, Gunlance, Swaxe, HBG, Bow: +4 (20x)
Hammer, Hunting Horn: +5 (16x)
Great Sword: +7 (12x)
Magnet Spike: +6 (14x)
※ Does not recover health or add attack while using Dual Swords
EN: Vampirism True or Extreme Demon Modes until Z2.2.
CN: 吸血
JP: 吸血 Around 60% of hits on monsters Recover HP and add Attack.
Increases attack relative to weapon type up to a maximum of +80
each time you leech. Attack buff is reset upon being damaged by
monsters, excepting small hits like vespoid stings and similar. All
hits of a motion can leech including those added by Fencing+2 and
all hits from single Pierce Shots, Pellet Shots, etc.
When you have maximum buff the leeching animation will be red
instead of green.
Health recovery is based upon true damage dealt on the hit and is
expected to be around 2~4% of the damage dealt with a minimum
Vampirism+1 of 1HP returned. Leeching is inversely proportional to motion
value, the bigger the hit, the less of the damage you will leech. As
吸血+1 10 leeching is based on true damage dealt, you will leech less health
吸血+1 back when ghting tankier content.
Attack is gained even if you don't leech any health. When at
150/150 you will still get the leeching animation and gain attack
each time it plays.
DS, Tonfa, LBG: +3 (27x)
SnS, LS, Lance, Gunlance, Swaxe, HBG, Bow: +4 (20x)
Hammer, Hunting Horn: +5 (16x)
Great Sword: +7 (11x)
Magnet Spike: +6 (14x)
※ Does not recover health or add attack while using Dual Swords
True or Extreme Demon Modes until Z2.2.

Instant recovery of any Red HP when using any healing item.


Additional effects if multiple party members have the skill:
2 Players: recovery items apply to the entire party.
EN: Herbal Science / Herbal Medical Sage 3 Players: recovery items apply to the entire party, +20 extra HP
recovery.
Medicine 藥仙人 10 4 Players: recovery items apply to the entire party, +50 extra HP
CN: 藥草學 薬仙人 recovery.
JP: 薬草学 -
※ Stacks with Recovery skill, only pure recovery items are party
wide (e.g. Max Potions are, Ancient Potions are not.)

Stamina Recovery Up (Large)


耐力急速回復【大】 20 200% Stamina Recovery
スタミナ急速回復【大】

Stamina Recovery Up (Small)


EN: Stamina Recovery 耐力急速回復【小】 10 150% Stamina Recovery
CN: 氣力回復
スタミナ急速回復【小】
JP: 気力回復
Stamina Recovery Down
耐力回復遲緩 -10 50% Stamina Recovery
スタミナ回復遅延

Hunger Negated
飢餓無效 15 Stamina bar length does not decrease in length over time.
はらへり無効

Hunger Halved
飢餓減半 10 Stamina bar length decreases at 0.5x the speed over time.
はらへり半減
EN: Hunger
CN: 飢餓 Hunger Up (Sm)
JP: はらへり 飢餓加倍【小】 -10 Stamina bar length decreases at 1.5x the speed over time
はらへり倍加【小】

Hunger Up (Lg)
飢餓加倍【大】 -15 Stamina bar length decreases at 2.0x the speed over time
はらへり倍加【大】

Peerless Stamina droprate 0.5x, stamina consumption on actions reduced


to 0.5x.
絕倫 20 ※ This also decreases the rate at which Combat Supremacy
絶倫 consumes stamina by the same 50% modi er.

Marathon Runner Stamina droprate 0.5x, stamina consumption on actions reduced


EN: Stamina 跑者 to 0.75x.
10 ※ This also decreases the rate at which Combat Supremacy
CN: 耐力
ランナー consumes stamina by the same 75% modi er.
JP: スタミナ
Short Sprinter Stamina droprate 1.33x, stamina consumption on other actions
increased to 1.2x.
龜速 -10 ※ This also increases the rate at which Combat Supremacy
鈍足 consumes stamina by the same 120% modi er.

Speed Eating
快吃 Item consumption speed greatly increased (affects potions, food,
10 seeds, etc.).
EN: Eating 早食い
CN: 用餐
JP: 食事 Slow Eating
散漫生活 Item consumption speed greatly reduced (affects potions, food,
-10 seeds, etc.).
スローライフ

Scavenger
撿食 15 Extra 25 stamina from consumable items.
EN: Gluttony 拾い食い
CN: 大胃王 / 貪吃鬼
JP: 食いしん坊 Gourmand
吃飽 10 Extra 25 stamina from eating meat.
まんぷく

Offensive
Skill Tree Skill Name Pts Effect
Strong Attack+6
剛擊+6 50 True Attack +200
剛撃+6

Strong Attack+5
剛擊+5 40 True Attack +150
剛撃+5

Strong Attack+4
剛擊+4 30 True Attack +80

EN: Strong Attack 剛撃+4


CN: 剛擊
Strong Attack+3
JP: 剛撃 剛擊+3 20 True Attack +50
剛撃+3

Strong Attack+2
剛擊+2 15 True Attack +35
剛撃+2

Strong Attack+1
剛擊+1 10 True Attack +20
剛撃+1

Attack Up (Absolute)
攻擊力UP【絕大】 80 True Attack+50
攻撃力UP【絶大】

Attack Up (Very Large)


攻擊力UP【特大】 50 True Attack+30
攻撃力UP【特大】

Attack Up (Large)
EN: Attack 攻擊力UP【大】 25 True Attack+20
CN: 攻擊
攻撃力UP【大】
JP: 攻撃
Attack Up (Medium)
攻擊力UP【中】 15 True Attack+10
攻撃力UP【中】

Attack Up (Small)
攻擊力UP【小】 10 True Attack+5
攻撃力UP【中】

True Attack+100 when there are no Hunters, Partners, Rastas or


Lone Wolf Partnyaas in the Area.
EN: Lone Wolf 一匹狼 ※ Halk do not count, other players may simply remain in other
10
CN: 一匹狼 zones. e.g. if 3 hunters are in areas 1 and 2 and you are in Area 6
一匹狼
JP: 一匹狼 with a monster present you will have+100 attack.

Issen+3
Af nity+20, Critical Hits modi er increased by +0.25x.
一閃+3 30 ※ Stacks with the effects of Starving Wolf+2.
一閃+3

Issen+2
EN: Issen 一閃+2 Af nity+10, Critical Hits modi er increased by +0.15x.
20 ※ Stacks with the effects of Starving Wolf+2.
CN: 一閃
一閃+2
JP: 一閃
Issen+1
Af nity+5, Critical Hits modi er increased by +0.10x.
一閃+1 10 ※ Stacks with the effects of Starving Wolf+2.
一閃+1

Critical Eye+5
看破+5 50 Af nity+50%
見切り+5

Critical Eye+4
看破+4 35 Af nity+40%
見切り+4

Critical Eye+3
EN: Expert 看破+3 20 Af nity+30%
CN: 達人
見切り+3
JP: 達人
Critical Eye+2
看破+2 15 Af nity+20%
見切り+2

Critical Eye+1
看破+1 10 Af nity+10%
見切り+1

Adds 30% af nity and converts any excess af nity past 100% into
extra attack power.
Critical Conversion ※ Conversion is: √(excess af nity) * 7 rounded down. (e.g. 126%
EN: Flash Conversion / Critical 閃轉 10 Af nity = √26 * 7 = 36.37 = 36 Additional Attack)
Conversion 閃転 ※ Graph to visualise returns, up to 149% is basically at least 1:1
CN: 閃轉 per point in af nity then it attens out to being around+1 to every
JP: 閃転 3~4% extra af nity.

Increases monsters' hitzones raw effectiveness value by +5 when


Exploit Weakness they are 35 or higher.
弱點特效 Stacks with Sniper/Precision, Thunderclad, Acid Shots, HH Sonic
15 Bomb Debuff and Point Breakthrough with the resulting value
弱点特効 being used for Exploit Weakness.
EN: Exploit Weakness ZZ Changes: Only requires a 30 hitbox for buff effect.
CN: 痛擊
Decreases monsters' hitzones raw effectiveness value by -5 when
JP: 痛撃 Reduce Weakness they are 35 or higher.
不擅弱點 -10 ※ If hitboxes are adjusted by other skills such as Thunder Clad or
弱点苦手 Crit Shot that value is used for the check (e.g. 30 with Thunder
Clad remains at 30 (30 + 5 = 35 - 5 = 30))

Evading through attacks increases attack by +100 true raw for a


Stylish Assault time period that varies based on weapon class.
EN: Stylish Assault 巧撃 15 SnS, DS, Tonfa: 15 Seconds
巧撃 Heavy Bowgun: 25 Seconds
CN: 巧擊
All Others: 20 Seconds
JP: 巧撃

Increases monsters' hitzones elemental effectiveness values by a


value that varies based on weapon class when they are 20 or
Elemental Exploit higher. Hits on adjusted hitboxes produce a different elemental
屬性特效 effect.
10 SnS, GS, LS, Hammer, Hunting Horn, Lance, Switch Axe F, Magnet
属性特効 Spike:+15
EN: Dissolver Dual Swords, Gunlance, Light Bowgun:+10
CN: 屬擊 Tonfas, Heavy Bowgun, Bow:+5

JP: 属撃 Elemental Diffusion


属性微効 Decreases monsters' hitzones elemental effectiveness values -5
-10 when they are 20 or higher.
属性微効

Dealing status damage to a monster already under the status


causes additional at damage to be dealt (Poison, Paralysis) or
EN: Status Assault Status Pursuit +10 Physical Weakness Values (Sleep).
※ Values depend on weapon class and the Status value. Having
CN: 變擊 狀態異常追擊 10 Drug Knowledge guarantees every hit adds at damage.
JP: 変撃 状態異常追撃 ※ Fist.moe's Damage Calculator can generate values for Poison
and Paralysis. On fast hitting high status weapons you should
expect increases of around 20% output depending on hitboxes.

Status damage is dealt on every hit, status value on weapon is set


Drug Knowledge to 0.38x with 25% of the true base status (divide by 10 for this)
value being converted to raw (i.e. if you had 800 status after skills
En: Drug Knowledge 危險品處理師 10 you would get 0.25 x 80 or 20 True Raw).
CN: 危險品的領會 劇物取扱皆伝 ※ Normal status application is on 33% of hits, this is a at
JP: 劇物の心得 upgrade on pure averages.

Status Attack Up / Abnormal


EN: Status / Abnormal Attack Poison, Paralysis and Sleep multiplied by 1.125x
Attack Up
CN: 特殊攻擊 10 ※ Stacks with both Status Sigil (1.1x) and Guild Status Pugi buff
狀態異常攻擊強化
JP: 特殊攻撃 (1.125x)
状態異常攻撃強化

Abnormality
EN: Abnormality 怪奇 15 Grants Status Attack Up, Status Pursuit and Drug Knowledge.
CN: 怪奇
怪奇
JP: 怪奇

Fire Attack (Large)


火屬性攻擊強化【大】 20 Fire Attack 1.2x
火属性攻撃強化【大】
EN: Fire Attack
CN: 火屬性攻擊 Fire Attack (Small)
JP: 火属性攻撃 火屬性攻擊強化【小】 10 Fire Attack 1.1x
火属性攻撃強化【小】

Water Attack (Large)


水屬性攻擊強化【大】 20 Water Attack 1.2x
水属性攻撃強化【大】
EN: Water Attack
CN: 水屬性攻擊 Water Attack (Small)
JP: 水属性攻撃 水屬性攻擊強化【小】 10 Water Attack 1.1x
水属性攻撃強化【小】

Thunder Attack (Large)


雷屬性攻擊強化【大】 20 Thunder Attack 1.2x
雷属性攻撃強化【大】
EN: Thunder Attack
CN: 雷屬性攻擊 Thunder Attack (Small)
JP: 雷属性攻撃 雷屬性攻擊強化【小】 10 Thunder Attack 1.1x
雷属性攻撃強化【小】

Ice Attack (Large)


冰屬性攻擊強化【大】 20 Ice Attack 1.2x
氷属性攻撃強化【大】
EN: Ice Attack
CN: 冰屬性攻擊 Ice Attack (Small)
JP: 氷属性攻撃 冰屬性攻擊強化【小】 10 Ice Attack 1.1x
氷属性攻撃強化【小】

Dragon Attack (Large)


龍屬性攻擊強化【大】 20 Dragon Attack 1.2x
龍属性攻撃強化【大】
EN: Dragon Attack
CN: 龍屬性攻擊 Dragon Attack (Small)
JP: 龍属性攻撃 龍屬性攻擊強化【小】 10 Dragon Attack 1.1x
龍属性攻撃強化【小】

Elemental Attack Up
屬性攻擊強化 10 All Elements 1.1x
属性攻撃強化
EN: Elemental Attack
CN: 屬性攻擊 Elemental Attack Down
JP: 属性攻撃 屬性攻擊弱化 -10 All Elements 0.9x
属性攻撃弱化

EN: Bomb Boost / Bomb


Bomber Bomb Strength 1.5x
Strength Up
炸彈客 10 Bombs Combination Rate 100%
CN: 爆彈強化 Blast Element Damage increased.
ボマー
JP: 爆弾強化

Ballista: Damage x1.3


Artillery God Tonfa: Ryuuki Detonation damage x1.6
砲術神 Gunlance: Shelling Raw Attribute x1.3, Wyvern Fire Raw Attribute
35 x1.4
砲術神 Bowguns: Crag/Clust S Raw Attribute x1.5, HBG Fire Beam
damage x1.3

Ballista: Damage x1.2


Artillery Expert Tonfa: Ryuuki Detonation damage x1.4
EN: Gunnery / Artillery 砲術王 Gunlance: Shelling Raw Attribute x1.2, Wyvern Fire Raw Attribute
20 x1.3
CN: 砲術師
砲術王 Bowguns: Crag/Clust S Raw Attribute x1.5, HBG Fire Beam
JP: 砲術師 damage x1.2

Ballista: Damage x1.1


Artillery Novice Tonfa: Ryuuki Detonation damage x1.25
砲術師 Gunlance: Shelling Raw Attribute x1.1, Wyvern Fire Raw Attribute
10 x1.2
砲術師 Bowguns: Crag/Clust S Raw Attribute x1.5, HBG Fire Beam
damage x1.1

Encourage+2 Horn Maestro. Party wide Evasion+2 and Stun Negate.


※ You do not need to be in the same area to share the abilities,
激勵+2 20
NPCs with this skill always share the abilities even if they are
激励+2 currently out of combat waiting to revive.
EN: Encourage
Encourage+1 Horn Maestro. Party wide Evasion+1 and Stun Halved.
CN: 鼓舞
※ You do not need to be in the same area to share the abilities,
JP: 鼓舞 激勵+1 10
NPCs with this skill always share the abilities even if they are
激励+1 currently out of combat waiting to revive.

EN: Flute Expert / Horn


Horn Maestro
Maestro 50% less chance of horns breaking. All horn duration 1.5x
吹笛名人 10
CN: 吹笛名人 (including Hunting Horn songs).
笛吹き名人
JP: 笛吹き名人

Kickboxing King Kick deals 15 damage and becomes a roundhouse kick while
格鬥王 standing or a drop kick while moving. Tonfa kick attacks deal
20 higher damage as well as adding more air time to all aerial
EN: Martial Arts / 格闘王 attacks.
Constitution
CN: 體術 Taijutsu
體術 Kick deals 15 damage. Tonfa kick attacks deal slightly higher
JP: 体術 10 damage.
体術

Attack and Defense increased for every cart on a quest (only


Tenacity works with quests with standard carting mechanics, no Raviente
不屈不撓 20 or Tower).
不撓不屈 1 Cart: Attack+15, Defense+100
EN: Survivor 2 Carts: Attack+20, Defense+150, True Guts
CN: 逆境 Attack and Defense increased for every cart on a quest (only
JP: 逆境 Fortify works with quests with standard carting mechanics, no Raviente
不屈 10 or Tower).
不屈 1 Cart: Attack+5, Defense+50
2 Carts: Attack+10, Defense+100, True Guts

Buchigire
怒氣衝天 20 True Guts and Adrenaline+2
ブチギレ
EN: Rage / Fury
CN: 怒 Wrath Awoken True Guts and Adrenaline+1
JP: 怒 逆鱗 15 ※ Adrenaline+1 will be replaced by +2 if it is granted elsewhere
逆鱗 such as with Blazing Majesty.

Worry
憂心 30
When Health is at Health is 40 or lower: Attack 0.7x, Defense-42.
or more
心配性

Adrenaline+1
火場怪力+1 21~29 When Health is at Health is 40 or lower: Defense+90.
火事場力+1

EN: Adrenaline Adrenaline+2


CN: 突發力 火場怪力+2 When Health is at Health is 40 or lower: Blademaster and Bow
15~20
Attack 1.5x, LBG and HBG Attack 1.3x, Defense+90
JP: 底力 火事場力+2

Adrenaline+1
火場怪力+1 10~14 When Health is at Health is 40 or lower: Defense+90.
火事場力+1

Worry
憂心 -15
When Health is at Health is 40 or lower: Attack 0.7x, Defense-42.
or less
心配性

Skilled
EN: Skilled 熟練 Grants the effects of Speed Eater, Movement Speed+2, True Guts
15 and Weapon Handling.
CN:熟練
腕利き
JP: 腕利き

Trained+2
Grants Focus+2 and Martial Arts+2. Stops hits interacting with
- 15 players and AI.
手練+2
EN: Trained
CN: - Trained+1
JP: 手練 - 10
Grants Focus+1 and Martial Arts+1. Stops hits interacting with
players and AI.
手練+1

While Starving (Stamina stamina at 25, minimum bar size):


Af nity+50%, Critical Hit Modi er +0.10x, Evasion+2.
+0.10x extra modi er stacks with other sources.
Starving Wolf+2 ※ Stamina bar cannot be higher than 25, 50 stamina reduced to 25
餓狼+2 20 will not count as starving.
餓狼+2 ※ Does not work while you have in nite stamina from any source
even with 25 Health (Hunting Horn buffs).
EN: Fasting ※ Superman dives are impossible while within the required
CN: 斷食 Stamina range.
JP: 断食 While Starving (Stamina stamina at 25, minimum bar size):
Af nity+50%, Evasion+1.
Starving Wolf+1 ※ Stamina bar cannot be higher than 25, 50 stamina reduced to 25
will not count as starving.
餓狼+1 10 ※ Does not work while you have in nite stamina from any source
餓狼+1 even with 25 Health (Hunting Horn buffs).
※ Superman dives are impossible while within the required
Stamina range.

0.8x Charge attack duration for GS, Hammer, Long Sword, HBG,
Focus+2 Lance, Tonfa and Switch Axe F where appropriate.
1.2x ll rate for gauges (LS Spirit and Blade, Swaxe Sword and
集中+2 20 Lightsword, Tonfa EX and Combo.)
集中+2 HBG Heat Beam meter lled an additional +2 units per shot. ※
Bow is unaffected, see Auto-Reload and Sniper.

0.9x Charge attack duration for GS, Hammer, Long Sword, HBG,
Focus+1 Lance, Tonfa and Switch Axe F where appropriate.
EN: Focus / Fast Charge 集中+1 1.1x ll rate for gauges (LS Spirit and Blade, Swaxe Sword and
10 Lightsword, Tonfa EX and Combo.)
CN: 蓄力縮短 / 縮短蓄力
集中+1 HBG Heat Beam meter lled an additional +1 units per shot.
JP: 溜め短縮 ※ Bow is unaffected, see Auto-Reload and Sniper.

1.2x Charge duration for GS, Hammer, Long Sword, HBG, Lance,
Distraction Tonfa and Switch Axe F where appropriate.
0.8x ll rate for gauges (LS Spirit and Blade, Swaxe Sword and
雜念 -10 Lightsword, Tonfa EX and Combo.)
雑念 HBG Heat Beam meter loses 1 unit per shot.
※ Bow is unaffected, see Auto-Reload and Sniper.

Greatly increases motion value for charged attacks (and GS


Shining Sword), generally around a 1.20x increase to raw values
minimum.
Charge Attack Up+2 Great Sword charge attacks get 1.30x Elemental while the charge
蓄力威力UP+2 20 attacks of all other weapons except Magnet Spike get 1.10x.
溜め威力UP+2 Unlike the other weapons, Magnet spike does not get any
elemental multiplier.
※ Affects charges with Great Sword, Hammer, Long Sword, Lance,
EN: Charge Attack Up Tonfa and Switch Axe F. ※ Does not affect HBG or Bow charges.
CN: 蓄力威力
Notably increases motion value for charged attacks (and GS
JP: 溜め威力 Shining Sword), generally around a 1.10x increase to raw values
Charge Attack Up+1 minimum.
Great Sword charge attacks get 1.20x Elemental while all other
蓄力威力UP+1 10 affected weapons' charge attacks get 1.05x.
溜め威力UP+1 ※ Only works with melee weapons that have charge attacks
(Great Sword, Hammer, Long Sword, Lance, Tonfa and Switch Axe
F.) ※ Does not affect HBG or Bow charges.

EN: Weapon Handling Weapon Handling 20% quicker weapon sheathing and unsheathing, does not stack
CN: 武器技術 武器技術 10 with a Master Mark (親方印) or G Finesse Weapons (G級技巧)
JP: 武器捌き 武器捌き innate effect.

Increases attack with quest duration:


1 Minutes:+20
Shiriagari 3 Minutes:+50
EN: Shiriagari 得意 15 5 Minutes:+80
CN: 得意 / 漸入佳境 10 Minutes:+130
尻上がり
JP: 尻上がり 15 Minutes:+180
20 Minutes:+200

When at 100 Health or higher all attacks will check all three types
of hitboxes and compare their values using a set multiplier (0.81x
for Melee or 0.72x for Ranged) and should any of the multiplied
hitboxes come out higher than the weapons original damage type,
that multiplied hitbox value will be used and the type of damage
will change to the type that had the best results. This being
triggered is indicated by a purple effect similar to that of a critical
hit. Attacks that use other types of damage (Shield Bash, Stun
Pellet Shots, etc. dealing Impact) will use their adapted types for
these calculations.
※ For example a G Yian Garuga has values of 50/10/10 on its Tail
for Cutting/Impact/Shot, for Impact 40 (0.81 x 50) is greater than
Adaptation+2 10 and for Shot Weapons 36 (0.72 x 50) is greater than the 10 for
適應擊+2 each of their respective damage types, this means it will use the
20 40 or 36 hitboxes respectively and cause Cutting damage to the
適応撃+2 tail - allowing non-cutting damage types to sever it.
※ Adaptation causes the skills Sniper and Precision+2 to have
their +5 hitbox adjustment moved to the end of the processing
order. This means if the +5 from sniper is required to trigger
Exploit Weakness adaptation may use a weaker hitbox. For
example, with Adaptation+1, Precision+2 and Exploit Weakness if
you red at G Rank Gurenzeburu's back it would compare 50
Cutting (45 + 5 from EW) and 30 Shot (EW can't apply without
Sniper) it would use the 32 Cutting hitbox (50 x 0.64) as it is higher
than the 30 Shot hitbox. This would actually cause you to deal
lower damage because Sniper on the shot hitbox would end up at
40 for shots but it is instead applied to the cutting hitbox resulting
EN: Adaptation in the 37 for cutting being used.
CN: 適應擊 When at 100 Health or higher all attacks will check all three types
JP: 適応撃 of hitboxes and compare their values using a set multiplier (0.72x
for Melee or 0.64x for Ranged) and should any of the multiplied
hitboxes come out higher than the weapons original damage type,
that multiplied hitbox value will be used and the type of damage
will change to the type that had the best results. This being
triggered is indicated by a purple effect similar to that of a critical
hit. Attacks that use other types of damage (Shield Bash, Stun
Pellet Shots, etc. dealing Impact) will use their adapted types for
these calculations.
※ For example a G Yian Garuga has values of 50/10/10 on its Tail
for Cutting/Impact/Shot, for Impact 36 (0.72 x 50) is greater than
Adaptation+1 10 and for Shot Weapons 32 (0.64 x 50) is greater than the 10 for
適應擊+1 each of their respective damage types, this means it will use the
10 36 or 32 hitboxes respectively and cause Cutting damage to the
適応撃+1 tail - allowing non-cutting damage types to sever it.
※ Adaptation causes the skills Sniper and Precision+2 to have
their +5 hitbox adjustment moved to the end of the processing
order. This means if the +5 from sniper is required to trigger
Exploit Weakness adaptation may use a weaker hitbox. For
example, with Adaptation+1, Precision+2 and Exploit Weakness if
you red at G Rank Gurenzeburu's back it would compare 50
Cutting (45 + 5 from EW) and 30 Shot (EW can't apply without
Sniper) it would use the 32 Cutting hitbox (50 x 0.64) as it is higher
than the 30 Shot hitbox. This would actually cause you to deal
lower damage because Sniper on the shot hitbox would end up at
40 for shots but it is instead applied to the cutting hitbox resulting
in the 37 for cutting being used.

While having a weapon unsheathed stamina will be constantly


drained and attack will be increased to 1.2x.
Base stamina reduction is 150 in ~20 seconds. The Stamina skills
Peerless or Marathon Runner double this duration to ~40
EN: Combat Supremacy Combat Supremacy Seconds. Mega and Power Juices have a duration of mere seconds
CN: 鬥霸 闘覇 10 while a weapon is unsheathed if using this skill.
JP: 闘覇 闘覇 Guild Pugi Buffs can also aid in using this skill, but do not actually
decrease the rate at which stamina is drained.
Attack is only increased while the weapon is actually unsheathed
so checking Guild Card Attack while sheathed will give a lower
number than your actual attack used during combat.

Vigorous
EN: Vigorous 血氣活性 10 When above 100 Health attack is boosted 1.15x
CN: 血氣活性
血気活性
JP: 血気活性

A bar will appear below a player's name and be slowly lled by


actions (Movement, Attacking and Evasions, in order of bar
increase rate from slow to fast) when the bar is completely lled
the hunter will be granted +5 to all Raw Weakness Values,
Movement Speed+2, Evade Distance Up, Weapon Handling and
Status Immunity.
※ Stacks with other skills such as Determination, Exploit
Thunder Clad Weakness and Critical Shot.
EN: Thunder Clad 纏雷 10 ※ This skills Movement Speed works while your weapon is
纏雷 unsheathed, this means every weapon gets a huge mobility boost.
CN: 纏雷
※ Evading roars even while using earplugs counts as a full
JP: 纏雷 evasion for lling meter
※ Taking a hit that launches you will immediately empty the bar if
lled, this includes hits from other players such as Tonfa Ryuuki or
Upswings.
※ All actions, even those while your weapon is sheathed, ll the
initial bar

Attack+100 at the cost of additional sharpness loss per hit with


Blademaster weapons. Additional +0.2x mutliplier on Coatings
(excluding Bomb Coatings) at cost of double consumption per
shot. No effects while using Bowguns.
SnS, DS: 2 Sharpness Loss
GS: 6 Sharpness Loss
LS, Swaxe, Lance, Gunlance, Tonfa, Magnet Spike: 3 Sharpness
Consumption Slayer Loss
EN: Lavish Attack 消費特效 Hammer, HH: 4 Sharpness Loss
10 ※ Standard sharpness loss is 1 a hit. Sharpness loss is not
CN: 贅擊
消費特効 mitigated by Sharp Sword +1 while Sharp Sword +2 has a 50%
JP: 贅撃
chance to reduce loss by a single point (i.e. 6 sharpness loss with
GS will become 5 sharpness loss 50% of the time.)
Sword Crystals consume an extra 3 sharpness with no Sharp
Sword or an extra 1 with any level of Sharp Sword (i.e. Great
Sword's 6 sharpness loss becomes 9 without sharp sword or 7 with
sharp sword.) while crystals are loaded Sharp Sword+2 does not
reduce sharpness loss by 1 extra point.

Your attack will increase by a set value every time you block an
incoming attack. You can stack the buff up to 10 times with values
varying by weapon type. The skill resets on being properly
knocked down or on being launched with some exceptions for
things like certain types of wind pressure.
Obscurity SnS, Lance, Gunlance, Tonfa: 1-5 Blocked Attacks +40, 6-10
Blocked Attacks +20, Max Buff +300.
EN: Obscurity 雌伏 10 Switch Axe F, GS, Magnet Spike: 1-5 Blocked Attacks +30, 6-10
CN: 雌伏 雌伏 Blocked Attacks +15, Max Buff +225
JP: 雌伏 Long Sword: 1-5 Blocked Attacks +20, 6-10 Blocked Attacks +10,
Max Buff +150
※ Does not process multiple buffs for blocking multiple times for
a single attack (e.g. Pariapuria stones would only add 1 buff level
despite blocking multiple times).

Successful attacks and guard actions gradually increase an


invisible meter that has two stages.
Upon activating Stage One the hunter's chest ashes and gains a
purple effect which adds +50 attack. Upon activating Stage Two
the ash repeats and you gain +130 attack total and running with
weapons no longer consumes stamina (All Tonfa styles and all
Extreme Styles).
The effect is completely reset when you use any items or sheathe
your weapon and needs to be built up to Stage Two from the start
again.
For attacks the meter builds based on the motion value of the
attacks used. The effect is still built up even if you are attacking
the corpse of an already slain large monster.
Melee weapons gain stages based purely on the total motion
value in icted on a monster (or monster corpse):
SnS: 16 motion / 800 motion
Rush DS: 17 motion / 850 motion
EN: Rush 猛進 GS: 34 motion / 1700 motion
10 LS: 23 motion / 1150 motion
CN:猛進
猛進 Hammer: 16 motion / 800 motion
JP: 猛進 HH: 16 motion / 800 motion
Lance: 27 motion / 1350 motion
Gunlance: 25 motion / 1250 motion
Tonfa: 23 motion / 1150 motion
Swaxe F: 27 motion / 1350 motion
Magnet Spike: ?? motion / ?? motion
Ranged: 400 value / 20,000 value
Guarding: 1 time / 10 times
Ranged weapons take into account all multipliers (Critical, Crit
Distance, Bullet, Charge) and Attack Value for stages.
For example with 1,140 Attack on a LBG, ring a Normal Lv1 shot
with a set using an Origin Piece, Steady Hand and Issen+3 you
would get Stage 1 in a single shot and Stage 2 in around 46 (0.12 x
1.5 x 1.8 x 1.1 x 1140 = 400).
※ With stage 2 active you can run with Starving Wolf levels of
stamina but not if you literally have 0 stamina.

Increases af nity and critical multiplier as you land attacks.


Disappears if you stop attacking for a number of seconds.
First Phase:+35% Af nity, +0.1x Critical Multiplier.
Second Phase:+50% Af nity, +0.15x Critical Multiplier.
Each weapon requires a different number of hits to progress in
stages.
SnS: 10s, 20 hits, 46 hits
DS: 11s, 16 hits, 38 hits
GS: 15s, 7 hits, 21 hits
LS: 12s, 14 hits, 38 hits
Ceaseless Hammer: 15s, 8 hits, 28 hits
EN: Ceaseless 幕無 10 HH: 14s, 11 hits, 32 hits
CN:幕無 Lance, Gunlance, Swaxe: 12s, 13 hits, 36 hits
幕無
JP: 幕無 Tonfa: 11s, 15 hits, 36 hits
LBG: 11s, 36 hits, 98 hits
HBG: 13s, 28 hits, 76 hits
Bow: 12s, 16 hits, 48 hits
Magnet Spike: 12s, 11 hits, 30 hits
Re ect and Stylish Up count towards these hit totals but
Fencing+2's extra hit does not.
※ Both af nity and multiplier stack with similar buffs (e.g. Issen+3
and second phase Ceaseless gives +70% Af nity and a multiplier
of 1.65x).

Increases the Raw Weakness Value of a part that has been hit
repeatedly by +5. The effect has a time limit and may only be
applied on a single part at a time.
Effect is indicated by blood splashes changing colour animation
(Normal red blood becomes brighter, Carapaceons get purple
blood, Akuras get variable colours). Attacking a part which has had
the effect expire has lower activation requirements than the rst
time. Fencing+2 and the Gunlance Heatblade lowers the total hit
requirements.
After the effect expires all parts will be at zero build up with only
the previously activated part having a lower tolerance (e.g. if you
activate the effect on head with hammer and then hit nothing but
the legs, the legs would still need 6 hits after the head's debuff
ended while the head would only need 4).
The end of the debuff effect is indicated by a green ash
animation which is pretty much identical to that of healing.
Weapon: Duration / First Activation (Fencing) / Repeat
Activations (Fencing)
SnS: 30s / 15 (12) / 9 (8)
DS: 30s / 20 (17) / 12 (10)
GS: 55s / 6 (5) / 3 (3)
LS: 30s / 10 (8) / 6 (5)
Hammer: 50s / 6 (5) / 4 (3)
HH: 40s / 7 (6) / 4 (4)
Point Breakthrough Lance: 35s / 10 (8) / 6 (5)
EN: Point Breakthrough 一點突破 Gunlance: 40s / 10 (8) / 6 (5)
10
CN:一點突破 Gunlance HB: 40s / 6 (5) / 4 (3)
一点突破
JP: 一点突破 Tonfa: 30s / 16 (13) / 10 (8)
Swaxe F: 40s / 8 (7) / 5 (4)
Magnet Spike: 40s / ?? / ??
LBG (Norm S.): 30s / 20 / 12
HBG (Norm S.): 45s / 8 / 5
Bow (Rapid S.): 35s / 17 / 10
※ The hit build up decays over time like a status so hitting less
consistently will require more hits.
※ Hitting the wrong part will not reset build up, all parts build up
separately.
※ Repeatedly attacking a part already under the effect of the
skill does not extend its duration.
※ Attacking different parts cannot overwrite an already active
debuff.
※ Attacks that hit lots of times (Pierce Shots, LS Piercing Stab
etc.) require additional hits.
※ Effect only applies to the user, it is not shared with party.
※ Does not affect either Lao Shan and only grants +2 to raw
hitboxes on Raviente.
※ Stacks with and enables Determination, Exploit Weakness,
Thunder Clad, Sniper, Hunting Horn Debuff and Acid Shots where
appropriate.
※ Re ect is counted for part build up but Stylish Up is not.

Increases Attack, Af nity, Elemental and Status across 3 stages


(indicated by an intensifying aura around one hand, then two and
then the entire body) as you perform Attacks and Evasions or
Guards (Both Attacks and Evasions or Guards must be carried out
to progress stages).
Stage 1: Attack +70, Elemental 1.05x, Status 1.05x, Af nity +10%
Stage 2: Attack +100, Elemental 1.10x, Status 1.10x, Af nity +25%
Stage 3: Attack +180, Elemental 1.20x, Status 1.20x, Af nity +40%
Lowers a stage if you take a hit from a monster (excludes small
hits).
EN: Furious Furious Evasions for levels:
CN:- - 10 Lance, Gunlance: 1 / 2 / 5
JP: 獅子奮迅 獅子奮迅 GS: 1 / 2 / 5
Hammer, HH, LBG, HBG, Bow: 1 / 2 / 5
LS, Swaxe, Magnet Spike: 1 / 3 / 6
SnS, Tonfa: 2 / 3 / 7
DS: 2 / 3 / 7
Guards for levels:
Lance, Gunlance: 1 / 2 / 5
GS: 1 / 3 / 6 ※
LS, Swaxe, Magnet Spike: 1 / 3 / 6 ※
SnS, Tonfa: 1 / 2 / 5
※ progresses through levels faster with perfect guards.

Completely disables Guts, Great Guts, True Guts, Absolute


Defense, Guts Ticket, Mega Guts Ticket and Soul Revival.
Grants Attack+100, Af nity+100%, Critical Multiplier +0.25x,
Adrenaline+2, and Exploit Weakness and Elemental Exploiter
without any hitbox requirements.
EN: Determination Blademasters are granted Sharpness+1 and Gunners gain +5 to
CN: 不退 raw hitbox values while within Critical Distance.
Solid Determination ※ For example even if an element weakness value is 0 or -5. it will
JP: 不退 不退之勢 10 gain the appropriate weapon speci c addition (+5, +10, +15)
An end of endgame skill only found on 不退ノ構 likewise raw will always have +5 even if the value is 34 or lower.
G Raviente equipment, decorations This skill does not stack with Exploit Weakness, Elemental
and a handful of incredibly overpriced Exploiter, Issen, Expert, Critical Shot, Sniper or Precision+2
themselves.
lottery pieces.
Strong Attack+5 does work with this skill but lower will not stack
and be replaced by the +100.
In general you can assume this skill with a set built for it will result
in 20% to 30% more damage output.

Defensive
Skill Tree Skill Name Pts Effect
Vitality+3 Defense+90, Damage Recovery Speed+2, Recovery Items Up,
生命力+3 30 100% Combination success-rate for Potions, Mega Potions and
生命力+3 Max Potions.

Vitality+2 Defense+45, Damage Recovery Speed+1, Recovery Items Up,


生命力+2 15 100% Combination success-rate for Potions, Mega Potions and
生命力+2 Max Potions.
EN: Vitality
CN: 生命力 Vitality+1 Defense+15, Damage Recovery Speed+1, Recovery Items Up,
JP: 生命力 生命力+1 10 100% Combination success-rate for Potions, Mega Potions and
生命力+1 Max Potions.

Vitality-1
生命力-1 Health-10, Damage Recovery Speed-1, Recovery Items
-10 Weakened.
生命力-1

Blocking an attack causes a special motion to trigger from the


point of guarding with an impact based Motion Value of 48. The hit
uses your current attack and sharpness values. Re ect motions
Re ect+3 cannot deal critical hits, in ict status damage or deal elemental
反射+3 20 damage. Consumes 1 sharpness on re ection hitting a monster.
反射+3 Does not bene t from Fencing+2 or utilise sword crystals if
loaded.
This skill can trigger on every part of any attacks which hit
multiple times without any cooldown period.

Blocking an attack causes a special motion to trigger from the


point of guarding with an impact based Motion Value of 36. The hit
uses your current attack and sharpness values. Re ect motions
Re ect+2 cannot deal critical hits, in ict status damage or deal elemental
EN: Re ect 反射+2 15 damage. Consumes 1 sharpness on re ection hitting a monster.
CN: 反射 反射+2 Does not bene t from Fencing+2 or utilise sword crystals if
loaded.
JP: 反射 This skill can trigger on every part of any attacks which hit
multiple times without any cooldown period.

Blocking an attack causes a special motion to trigger from the


point of guarding with an impact based Motion Value of 24. The hit
uses your current attack and sharpness values. Re ect motions
Re ect+1 cannot deal critical hits, in ict status damage or deal elemental
反射+1 10 damage. Consumes 1 sharpness on re ection hitting a monster.
反射+1 Does not bene t from Fencing+2 or utilise sword crystals if
loaded.
This skill can trigger on every part of any attacks which hit
multiple times without any cooldown period.

Defense+120
防禦+120 45 Defense Increased+120
防御+120

Defense+90
防禦+90 35 Defense Increased+90
防御+90

Defense+60
防禦+60 25 Defense Increased+60
防御+60

Defense+30
防禦+30 15 Defense Increased+30
防御+30
EN: Defense
CN: 防禦 Defense+20
JP: 防御 防禦+20 10 Defense Increased+20
防御+20

Defense-20
防禦-20 -10 Defense Increased-20
防御-20

Defense-30
防禦-30 -15 Defense Increased-30
防御-30

Defense-40
防禦-40 -20 Defense Increased-40
防御-40

Forti cation+2
要塞+2 15 Hybrid skill containing Guard+2, Peerless and Weapon Handling.
要塞+2
EN: Forti cation
CN: 要塞 Forti cation+1 Hybrid skill containing Guard+1, Marathon Runner and Weapon
JP: 要塞 Handling.
要塞+1 10 ※ Higher versions of Guard or Runner replace the components of
要塞+1 this skill.

Maximum blocking damage reduction. Further decreases knock-


back and stamina consumption for blocking. Allows for blocking of
some previously unblockable attacks (Rukodiora Beam, Unknown
Guard+2 Nukes, etc.)
防禦性能+2 20 Increases Lance's shield aura hit limit to 6.
ガード性能+2 Increases the Guarding Frames in Storm or Extreme Switch Axe F
and Extreme Great Sword or Long Sword.
※ Has no effects while using a Heavy Bowguns with a shield
attached.

Increases blocking damage reduction. Decreases knock-back and


stamina consumption for blocking.
Guard+1 Increases Lance's shield aura hit limit to 4.
EN: Guard 防禦性能+1 10 Slightly increases the Guarding Frames in Storm or Extreme
ガード性能+1 Switch Axe F and Extreme Great Sword or Long Sword.
CN: 防禦性能 ※ Has no effects while using a Heavy Bowguns with a shield
JP: ガード性能 attached.

Guard-1 Increases damage taken, knockback and stamina consumption


while blocking.
防禦性能-1 -10 ※ Only activates on weapons which can natively block, does not
ガード性能-1 affect a HBG shield.

Guard-2 Greatly increases damage taken, knockback and stamina


consumption while blocking.
防禦性能-2 -15 ※ Only activates on weapons which can natively block, does not
ガード性能-2 affect a HBG shield.

EN: Auto-Guard Auto-Guard Automatically blocks any incoming attacks which can be blocked
CN: 自動防禦 自動防禦 while a weapon is unsheathed.
10 ZZ Changes: No longer activates Re ect, Obscurity or Rush. Does
JP: 自動防御 オートガード not ll lance guard gauge.

EN: Breakout Breakout


CN: 遁逃 遁逃 10 Panic run speed is increased when below 20% health.
JP: とんずら とんずら

Blademaster
Skill Tree Skill Name Pts Effect
Sharpening Artisan Sharpen at 4x original speed, gain 30 seconds of in nite sharpness
砥匠 20 and Sharpness+1 after sharpening (does not stack with
砥匠 Sharpness+1).

Speed Sharpening
EN: Sharpening 砥石使用高速化 10 Sharpen with a single stroke of a whetstone.
CN: 研磨師
砥石使用高速化
JP: 研ぎ師
Sharpening Speed Down
砥石性能減半 -10 Sharpening duration is doubled.
砥石性能半減

Razor Sharp+2 / Sharp


Sword+2 Sharpness loss is halved where applicable with a 50% chance of
利刃+2 20 any sharpness loss being completely negated.
業物+2

Razor Sharp+1 / Sharp


EN: Sharpness Sword+1 Sharpness loss is halved where applicable (Bouncing, Guarding,
CN: 銳利度 利刃+1 10 Shelling, etc.)
JP: 斬れ味 業物+1

Blunt Edge
鈍化 -10 Sharpness loss is doubled.
なまくら

Recover some sharpness when evading through attacks. Amount


recovered varies per weapon type.
Dual Swords: 12 Units.
Gunlance: 10 Units.
Sword and Shield: 8 Units.
Hunting Horn / Switch Axe F / Great Sword / Lance: 5 Units.
Stylish Long Sword: 5 Units (Blink: 7 Units).
EN: Stylish 巧流 15 Hammer: 3 Units.
巧流 Tonfa: 4 Units
CN: 巧流
Tonfa Jump: 3 Units
JP: 巧流 Tonfa EX, Emergency: 10 Units
Tonfa Dash Kick: 6 Units
Magnet Spike: 10 Units (Magnetism Evade: 9)
※ Attacks need to actually be evaded, you cannot spam rolls as
with Seregios weapons in 4 or X.

Honed Blade+3 Attack Up (Absolute) and Sharpness+1


真打+3 20 ※ Having a stronger Attack Up or Strong Attack Up skill activated
真打+3 replaces the Attack component of this skill.

Honed Blade+2 Attack Up (Very Large) and Sharpness+1


EN: Edgemaster 真打+2 15 Having a stronger Attack Up or Strong Attack Up skill activated
CN: 刀匠 replaces the Attack component of this skill.
真打+2
JP: 刀匠
Honed Blade+1 Attack Up (Large) and Sharpness+1
真打+1 10 Having a stronger Attack Up or Strong Attack Up skill activated
真打+1 replaces the Attack component of this skill.

EN: Artisan / Handicraft Sharpness+1


CN: 匠 銳利度等級+1 10 Maximum weapon sharpness increased by +1 level if possible.
JP: 匠 斬れ味レベル+1

Bomb Sword+3 Allows the use of associated sword crystals. Sharpness is


爆擊劍+3 consumed at 3x original rate while crystals are loaded. Bomb
20 damage values vary by weapon but is not high enough to be useful
爆撃剣+3 at G Rank.

Bomb Sword+2 Allows the use of associated sword crystals. Sharpness is


EN: Bomb Sword 爆擊劍+2 consumed at 3x original rate while crystals are loaded. Bomb
15 damage values vary by weapon but is not high enough to be useful
CN: 爆擊劍
爆撃剣+2 at G Rank.
JP: 爆撃剣
Bomb Sword+1 Allows the use of associated sword crystals. Sharpness is
爆擊劍+1 consumed at 3x original rate while crystals are loaded. Bomb
10 damage values vary by weapon but is not high enough to be useful
爆撃剣+1 at G Rank.

Poison Sword+3 Allows the use of associated sword crystals. Sharpness is


猛毒劍+3 20 consumed at 3x original rate while crystals are loaded. Status
猛毒剣+3 values vary by weapon type.

Poison Sword+2 Allows the use of associated sword crystals. Sharpness is


EN: Poison Sword 猛毒劍+2 15 consumed at 3x original rate while crystals are loaded. Status
CN: 猛毒劍 values vary by weapon type.
猛毒剣+2
JP: 猛毒剣
Poison Sword+1 Allows the use of associated sword crystals. Sharpness is
猛毒劍+1 10 consumed at 3x original rate while crystals are loaded. Status
猛毒剣+1 values vary by weapon type.

Paralysis Sword+3 Allows the use of associated sword crystals. Sharpness is


麻痺劍+3 20 consumed at 3x original rate while crystals are loaded. Status
麻痺剣+3 values vary by weapon type.

Paralysis Sword+2 Allows the use of associated sword crystals. Sharpness is


EN: Paralysis Sword 麻痺劍+2 15 consumed at 3x original rate while crystals are loaded. Status
CN: 麻痺劍 values vary by weapon type.
麻痺剣+2
JP: 麻痺剣
Paralysis Sword+1 Allows the use of associated sword crystals. Sharpness is
麻痺劍+1 10 consumed at 3x original rate while crystals are loaded. Status
麻痺剣+1 values vary by weapon type.

Sleep Sword+3 Allows the use of associated sword crystals. Sharpness is


睡眠劍+3 20 consumed at 3x original rate while crystals are loaded. Status
睡眠剣+3 values vary by weapon type.

Sleep Sword+2 Allows the use of associated sword crystals. Sharpness is


EN: Sleep Sword 睡眠劍+2 15 consumed at 3x original rate while crystals are loaded. Status
CN: 睡眠劍 values vary by weapon type.
睡眠剣+2
JP: 睡眠剣
Sleep Sword+1 Allows the use of associated sword crystals. Sharpness is
睡眠劍+1 10 consumed at 3x original rate while crystals are loaded. Status
睡眠剣+1 values vary by weapon type.

Fire Sword+3 Allows the use of associated sword crystals. Sharpness is


火炎劍+3 20 consumed at 3x original rate while crystals are loaded. Damage
火炎剣+3 values vary by weapon.

Fire Sword+2 Allows the use of associated sword crystals. Sharpness is


EN: Fire Sword 火炎劍+2 15 consumed at 3x original rate while crystals are loaded. Damage
CN: 火炎劍 values vary by weapon.
火炎剣+2
JP: 火炎剣
Fire Sword+1 Allows the use of associated sword crystals. Sharpness is
火炎劍+1 10 consumed at 3x original rate while crystals are loaded. Damage
火炎剣+1 values vary by weapon.

Water Sword+3 Allows the use of associated sword crystals. Sharpness is


水激劍+3 20 consumed at 3x original rate while crystals are loaded. Damage
水激剣+3 values vary by weapon.

Water Sword+2 Allows the use of associated sword crystals. Sharpness is


EN: Water Sword 水激劍+2 15 consumed at 3x original rate while crystals are loaded. Damage
CN: 水激劍 values vary by weapon.
水激剣+2
JP: 水激剣
Water Sword+1 Allows the use of associated sword crystals. Sharpness is
水激劍+1 10 consumed at 3x original rate while crystals are loaded. Damage
水激剣+1 values vary by weapon.

Thunder Sword+3 Allows the use of associated sword crystals. Sharpness is


雷神劍+3 20 consumed at 3x original rate while crystals are loaded. Damage
雷神剣+3 values vary by weapon.

Thunder Sword+2 Allows the use of associated sword crystals. Sharpness is


EN: Thunder Sword 雷神劍+2 15 consumed at 3x original rate while crystals are loaded. Damage
CN: 雷神劍 values vary by weapon.
雷神剣+2
JP: 雷神剣
Thunder Sword+1 Allows the use of associated sword crystals. Sharpness is
雷神劍+1 10 consumed at 3x original rate while crystals are loaded. Damage
雷神剣+1 values vary by weapon.

Ice Sword+3 Allows the use of associated sword crystals. Sharpness is


冰結劍+3 20 consumed at 3x original rate while crystals are loaded. Damage
氷結剣+3 values vary by weapon.

Ice Sword+2 Allows the use of associated sword crystals. Sharpness is


EN: Ice Sword 冰結劍+2 15 consumed at 3x original rate while crystals are loaded. Damage
CN: 冰結劍 values vary by weapon.
氷結剣+2
JP: 氷結剣
Ice Sword+1 Allows the use of associated sword crystals. Sharpness is
冰結劍+1 10 consumed at 3x original rate while crystals are loaded. Damage
氷結剣+1 values vary by weapon.

Dragon Sword+3 Allows the use of associated sword crystals. Sharpness is


龍王劍+3 20 consumed at 3x original rate while crystals are loaded. Damage
龍王剣+3 values vary by weapon.

Dragon Sword+2 Allows the use of associated sword crystals. Sharpness is


EN: Dragon Sword 龍王劍+2 15 consumed at 3x original rate while crystals are loaded. Damage
CN: 龍王劍 values vary by weapon.
龍王剣+2
JP: 龍王剣
Dragon Sword+1 Allows the use of associated sword crystals. Sharpness is
龍王劍+1 10 consumed at 3x original rate while crystals are loaded. Damage
龍王剣+1 values vary by weapon.

Grants ESP (no bouncing) as well as a 2nd hit for each attack. The
2nd hit has has 20% the value of the rst and this includes Raw,
Fencing+2 Element, Status and Sword Crystals.
劍術+2 20 Even if you hit twice Sharpness and Sword Crystals will only be
剣術+2 decreased as if you had hit once.
EN: Fencing Criticals are only rolled for once, both hits will either crit or not
CN: 劍術 crit.
JP: 剣術
Fencing+1 Grants ESP (no bouncing) when attacking Monsters or
劍術+1 10 environmental objects such as Boulders, Explosive Volcanic Rocks
剣術+1 and Pillars within the Sky Corridor.

Sword God+3
Sharpness+1, Razor Sharp+2, Fencing+2 and Sharpening Artisan in
劍神+3 20 one skill.
剣神+3

Sword God+1
EN: Sword God
劍神+1 20 Sharpness+1, Razor Sharp+2, Fencing+2 in one skill.
CN: 劍神
剣神+1
JP: 剣神
Sword God+1 Sharpness+1, Razor Sharp+1, Fencing+1 in one skill.
劍神+1 10 Fencing+2 and Razor Sharp+2 have higher priority and will
剣神+1 override the versions within this skill.

Gunner

Skill Tree Skill Name Pts Effect


Steady Hand+2 Normal/Rapid Up, Pierce/Pierce Up, Pellet/Spread Up and +5 to
weakness value with critical distance.
剛彈+2 20 Does not stack with the individual up skills, determination,
EN: Steady Hand 剛弾+2 precision, sniper or critical shot.
CN: 射手
Steady Hand+1
JP: 射手 剛彈+1 Normal/Rapid Up, Pierce/Pierce Up and Pellet/Spread Up.
15 Does not stack with the individual skill versions.
剛弾+1

EN: Normal Shot Up Normal/Rapid Up


CN: 通常彈強化 通常彈•連射矢威力UP 10 Normal S and Rapid Bow Arrows do x1.1 damage.
JP: 通常弾強化 通常弾・連射矢威力UP

EN: Pierce Shot Up Pierce/Pierce Up


CN: 貫通彈強化 貫通彈•貫通矢威力UP 10 Pierce Shots and Pierce Bow Arrows do x1.1 damage.
JP: 貫通弾強化 貫通弾・貫通矢威力UP

EN: Pellet Shot Up Pellet/Spread Up


CN: 散彈強化 散彈•拡散矢威力UP 10 Pellet Shots and Scatter Bow Arrows do x1.3 damage.
JP: 散弾強化 散弾・拡散矢威力UP

EN: Normal Shot Add Normal S All Add


CN: 通常彈追加 通常彈全等級追加 15 Grants the ability to use all Normal S ammo.
JP: 通常弾追加 通常弾全レベル追加

Pierce S All Add


貫通彈全等級追加 20 Grants the ability to use all Pierce S ammo.
貫通弾全レベル追加

EN: Pierce Shot Add Pierce S Lv1&2 Add


CN: 貫通彈追加 貫通彈LV1&2追加 15 Grants the ability to use Pierce S Lv1 and Lv2 ammo.
JP: 貫通弾追加 貫通弾LV1&2追加

Pierce S Lv1 Add


貫通彈LV1追加 10 Grants the ability to use Pierce S Lv1 ammo.
貫通弾LV1追加

Pellet Shot All Add


散彈全等級追加 20 Grants the ability to use all Pellet S ammo.
散弾全レベル追加

EN: Pellet Shot Add Pellet S LV1&2 Add


CN: 散彈追加 散彈LV1&2追加 15 Grants the ability to use Pellet S Lv1 and Lv2 ammo.
JP: 散弾追加 散弾LV1&2追加

Pellet S LV1 Add


散彈LV1追加 10 Grants the ability to use Pellet S Lv1 ammo.
散弾LV1追加

Crag S All Add


徹甲榴彈全等級追加 20 Grants the ability to use all Crag S ammo.
徹甲榴弾全レベル追加

EN: Crag Shot Add Crag S Lv1&Lv2 Add


CN: 榴彈追加 徹甲榴彈LV1&2追加 15 Grants the ability to use Crag S Lv1 and Lv2 ammo.
JP: 榴弾追加 徹甲榴弾LV1&2追加

Crag S Lv1 Add


徹甲榴彈LV1追加 10 Grants the ability to use Lv1 Crag S ammo.
徹甲榴弾LV1追加

Cluster S All Add


擴散彈全等級追加 20 Grants the ability to use all Cluster S ammo.
拡散弾全レベル追加

EN: Cluster Shot Add Cluster S Lv1&Lv2 Add


CN: 擴散彈追加 拡散彈LV1&2追加 15 Grants the ability to use Lv1 and Lv2 Cluster S ammo.
JP: 拡散弾追加 拡散弾LV1&2追加

Cluster S Lv1 Add


拡散彈LV1追加 10 Grants the ability to use Lv1 Cluster S ammo.
拡散弾LV1追加

EN: Poison Coating Add Enable Poison Coatings


CN: 毒瓶追加 毒瓶追加 10 Grants the ability to use Poison Coatings
JP: 毒瓶追加 毒ビン追加

EN: Paralysis Coating Add Enable Paralysis Coatings


CN: 麻痺瓶追加 麻痺瓶追加 10 Grants the ability to use Paralysis Coatings
JP: 麻痺瓶追加 麻痺ビン追加

EN: Sleep Coating Add Enable Sleep Coatings


CN: 睡眠瓶追加 睡眠瓶追加 10 Grants the ability to use Sleep Coatings
JP: 睡眠瓶追加 睡眠ビン追加

Mounting+3
裝著+3 30 (20 in Load Up & Reload Speed+3.
ZZ) Recoil and Reload calculator
装着+3

Mounting+2
EN: Mounting 裝著+2 20 (15 in Load Up & Reload Speed+2.
CN: 裝著 ZZ) Recoil and Reload calculator
装着+2
JP: 装着
Mounting+1
裝著+1 Load Up & Reload Speed+1.
10 Recoil and Reload calculator
装着+1

Gentle Shot+3
穩射+3 30 (20 in Load Up & Recoil Reduction+3.
ZZ) Recoil and Reload calculator
穏射+3

Gentle Shot+2
EN: Gentle Shot 穩射+2 Load Up & Recoil Reduction+2.
15 Recoil and Reload calculator
CN: 穏射
穏射+2
JP: 穩射
Gentle Shot+1
穩射+1 Load Up & Recoil Reduction+1.
10 Recoil and Reload calculator
穏射+1

EN: Loading Load UP


CN: 裝填數 装填数UP +1 capacity for Bowgun and Gunlance ammo. Extra charge level
10 for Bows.
JP: 装填数 装填数UP

Rapid Fire Rapid Fire volleys re one extra round, when loading bullets that
EN: Rapid Fire 速射 15 can be rapid red you will load all bullets. (Doesn't apply to Ultra
CN: 速射 Rapid Fire).
速射
JP: 速射

Bowguns: Can shoot without having to reload but receive high


EN: Auto-Reload Auto-Reload recoil for all shots.
Bows: Charging time is reduced to 85% of the default speed.
CN: 連射 連射 10 ※ Incredibly good with bows
JP: 連射 連射 ※ Brick skill when used with bowguns, the downside is hugely
negative and can't be countered by levels in Recoil.

Reload Speed+3 Bowguns: Reload Speed increases by 3 levels.


裝填速度+3 20 Bows: Coatings are automatically loaded when they are selected.
装填速度+3 Recoil and Reload calculator

Reload Speed+2 Bowguns: Reload Speed increases by 2 levels.


裝填速度+2 15 Bows: Coating loading time is 75% of default time.
装填速度+2 Recoil and Reload calculator
EN: Reload
CN: 裝填 Reload Speed+1 Bowguns: Reload Speed increases by 1 level.
JP: 装填 裝填速度+1 10 Bows: Coating loading time is 85% of default time.
装填速度+1 Recoil and Reload calculator

Reload Speed-1 Bowguns: Reload Speed decreases by 1 level.


裝填速度-1 -10 Bows: Coating loading time is 110% of default time.
装填速度-1 Recoil and Reload calculator

Recoil Reduction+3 Bowguns: Recoil is reduced by 6 levels.


反動軽減+3 30 (20 in Gunlance: Can evade after Shelling and Recoil from Wyvern Fire
ZZ) is reduced by 30 frames.
反動軽減+3 Recoil and Reload calculator

Recoil Reduction+2 Bowguns: Recoil is reduced by 4 levels.


EN: Recoil 反動軽減+2 Gunlance: Can evade after Shelling and Recoil from Wyvern Fire
15 is reduced by 30 frames.
CN: 反動
反動軽減+2 Recoil and Reload calculator
JP: 反動
Recoil Reduction+1 Bowguns: Recoil is reduced by 2 levels.
反動軽減+1 10 Gunlance: Can evade after Shelling.
反動軽減+1 Recoil and Reload calculator

Attack Up (Absolute) (True Raw+50) and Sniper (+5 to a body part's


weakness when hit by a Normal/Pierce/Crag Shot or Bow Attacks
at a properly spaced critical distance).
Critical Shot+3 Does not stack with other Attack skills or Sniper (e.g. Attack Up
扇射+3 20 portion would be overwritten by Strong Attack+4).
扇射+3
Stacks with Thunderclad, Acid Shots, HH Sonic Bomb Debuff and
Point Breakthrough with the resulting value being used for Exploit
Weakness.

Attack Up (Very Large) (True Raw+30) and Sniper (Less shot


deviation, +5 to a body part's weakness when hit by a
Normal/Pierce/Crag Shot or Bow Attacks at a properly spaced
Critical Shot+2 critical distance).
EN: Critical Shot 扇射+2 15 Does not stack with other Attack skills or Sniper (e.g. Attack Up
CN: 扇射 portion would be overwritten by Strong Attack+4).
扇射+2
JP: 扇射 Stacks with Thunderclad, Acid Shots, HH Sonic Bomb Debuff and
Point Breakthrough with the resulting value being used for Exploit
Weakness.

Attack Up (Large) (True Raw+20) and Sniper (Less shot deviation,


+5 to a body part's weakness when hit by a Normal/Pierce/Crag
Shot or Bow Attacks at a properly spaced critical distance).
Critical Shot+1 Does not stack with other Attack skills or Sniper (e.g. Attack Up
扇射+1 10 portion would be overwritten by Strong Attack+4).
扇射+1
Stacks with Thunderclad, Acid Shots, HH Sonic Bomb Debuff and
Point Breakthrough with the resulting value being used for Exploit
Weakness.

Shot deviation (bullet drift) is decreased. and adds +5 to a body


part's weakness (i.e. 35 > 40) when shooting with
Precision+2 (Sniping) Normal/Pierce/Crag Shot or Bow Attacks within Critical Distance.
Stacks with Thunderclad, Acid Shots, HH Sonic Bomb Debuff and
準確射擊 20 Point Breakthrough with the resulting value being used for Exploit
狙い撃ち Weakness.
※ Precision's +5 to Weakness Values does not apply to bows see
Sniper or Critical Shot instead.
EN: Precision
CN: 精密射擊 Deviation Down
JP: 精密射撃 偏移量DOWN 10 Shot deviation (bullet drift) is decreased.
ぶれ幅DOWN

Deviation Up
偏移量UP -10 Shot deviation (bullet drift) is decreased.
ぶれ幅UP

EN: Ammo Combiner / Bullet


Maximum Bullets
Combiner When combining bullets or coatings you will always get the
最大值子彈生產 10
CN: 子彈調合 maximum possible back.
最大数弾生産
JP: 弾調合

When you re a shot there is a 11/32 (34.3%) chance that it will not
Saving Expert consume a shot or coating. Processes all bullets individually on
節約達人 20 compression shots (HBG only, any number from zero to all loaded
節約達人 shots can be saved.) but does not work with Ultra Rapid Fire (LBG)
EN: Bullet Saver / Bullet or Heat Beams (HBG).
Saving Tech
CN: 子彈節約術 Saving Master When you re a shot there is a 7/32 (21.8%) chance that it will not
節約名人 10 consume a shot or coating. Also works with compression (HBG).
JP: 弾丸節約術
節約名人 Does not work with Ultra Rapid Fire (LBG) and Heat Beam (HBG).

Sniper
EN: Sniper 狙擊 Auto-Reload and +5 to weakness value within critical distance.
10 Should only be used with Bows.
CN: 狙擊
狙撃
JP: 狙撃

Alters critical distance for Normal, Pierce, Pellet and Blunt shots
to be lower and further increases damage at critical distance.
If you consistently attack within this critical distance you gain
Movement Speed+2 and Evade Distance Up.
LBG and HBG get increased perfect shot (3 Segments) and
compression windows (2 segments). Bow gets lowered charge
Spacing times that stack with Auto-Reload.
EN: Spacing 空隙 10 Does not buff attacks without Critical Distance, is added to the
CN: 空隙 空隙 buff for the rst half of HBG's Critical Distance. Buff builds an
internal meter that lls in much the same way as Thunder Clad
JP: 空隙 and total hits needed will vary with Attack, Af nity, Shot Type, etc.
but meter build up is not reset on being launched etc.
LBG: +0.10x, 35s
HBG: +0.15x, 40s
Bow: +0.10x, 30s

Hiden Skills
Skill Tree Skill Name Pts Effect
Super High-Grade Earplugs, Attack x1.3 when wielding a One-
SnS Tech (Sword Saint) handed Sword., All Elemental Sword Stone Skills+3, All Status
單手劍技【劍聖】 Sword Stone Skills+2, Bomb Sword+2, Faster Movement with SnS
30 unsheathed and Fencing.
片手剣技【剣聖】 The +3 versions of the Crystal skills will overwrite the +2 versions
included in this skill if active.

SnS Tech (Kaiden)


EN: SnS Tech 單手劍技【皆傳】 20 Fencing and Attack 1.1x while wielding a Sword and Shield.
CN: 單手劍技 片手剣技【皆伝】
JP: 片手剣技
SnS Tech (Expert)
單手劍技【達人】 10 Fencing while wielding a Sword and Shield.
片手剣技【達人】

SnS Tech (Novice)


單手劍技【未熟】 -10 Attack 0.8x while wielding a Sword and Shield.
片手剣技【未熟】

Dual Sword Tech (Dual Super High-Grade Earplugs, Attack x1.2 when wielding Dual
Dragon) Blades, Fencing, Recover 3 units of Stamina per hit while attacking
雙劍技【雙龍】 30 in either Demon Mode. Faster activation of Demon Modes.
※ Stamina recovery applies even when using Combat Supremacy.
双剣技【双龍】

Dual Sword Tech (Kaiden)


雙劍技【皆傳】 20 Fencing and Attack 1.1x while wielding Dual Swords.
EN: DS Tech
CN: 雙劍技 双剣技【皆伝】
JP: 双剣技 Dual Sword Tech (Expert)
雙劍技【達人】 10 Fencing while wielding Dual Swords.
双剣技【達人】

Dual Sword Tech (Novice)


雙劍技【未熟】 -10 Attack 0.8x while wielding Dual Swords.
双剣技【未熟】

Super HG Earplugs, Attack 1.2x when wielding a Great Sword,


Fencing+1. Guard slash counter block recovers half of the
sharpness that would be lost, faster charging (stacks with Focus),
Great Sword Tech (Sword King) charge remains at level 4 longer before dropping to level 2 charge
大劍技【劍王】 30 (Storm Style). Perfectly timed blocks cause no knockback, can be
大剣技【剣王】 evaded out of, drain no stamina and cause you to recover half of
the sharpness that would be lost.
Sharpness recovery effect works while using Sharp Sword and
allows you to recover sharpness with Sharp Sword+2.

EN: GS Tech Great Sword Tech (Kaiden)


CN: 大劍技 大劍技【皆傳】 20 Attack x1.1 and Fencing when wielding a Great Sword.
JP: 大剣技 大剣技【皆伝】

Great Sword Tech (Expert)


大劍技【達人】 10 Fencing while wielding Great Swords.
大剣技【達人】

Great Sword Tech (Novice)


大劍技【未熟】 -10 A 0.8x while wielding Great Swords.
大剣技【未熟】

Long Sword Tech (Katana God) Super High-Grade Earplugs, Attack x1.2 when wielding a Long
太刀技【刀神】 Sword, Fencing, Spirit Bar Consumption Halved, Sharp Sword+2
30 while Spirit Bar is full and Attack x1.25 (originally x1.15) while the
太刀技【刀神】 Spirit Bar is glowing (after being lled completely).

Long Sword Tech (Kaiden)


太刀技【皆傳】 20 Attack x1.1 and Fencing when wielding a Long Sword.
EN: LS Tech 太刀技【皆伝】
CN: 太刀技
JP: 太刀技 Long Sword Tech (Expert)
太刀技【達人】 10 Fencing when wielding a Long Sword.
太刀技【達人】

Long Sword Tech (Novice)


太刀技【未熟】 -10 Attack x0.8 when wielding a Long Sword.
太刀技【未熟】

Hammer Tech (Blunt Beast) Super High-Grade Earplugs, Attack x1.2 when wielding a Hammer,
大錘技【鈍器獸】 30 Fencing and Attack x1.3 when releasing a perfectly timed charge
鎚技【鈍器獣】 attack for that entire combo (includes in nite).

Tsuchi Waza (Kaiden)


大錘技【皆傳】 20 Attack x1.1 and Fencing when wielding a Hammer.
EN: Hammer Tech 鎚技【皆伝】
CN: 大錘技
JP: 鎚技 Hammer Tech (Expert)
大錘技【達人】 10 Fencing (no bouncing) when wielding a Hammer.
鎚技【達人】

Hammer Tech (Novice)


大錘技【未熟】 -10 Attack x0.8 when wielding a Hammer.
鎚技【未熟】

Hunting Horn Tech


(Flamboyant Emperor) Super High-Grade Earplugs, Attack x1.2 when wielding a Hunting
狩獵笛技【奏帝】 30 Horn, Fencing, Performance mode Note Colour decision is made
34% faster.
狩猟笛技【奏帝】

Hunting Horn Tech (Kaiden)


狩獵笛技【皆傳】 20 Attack x1.1 and Fencing when wielding a Hunting Horn.
EN: HH Tech
CN: 狩獵笛技 狩猟笛技【皆伝】
JP: 狩猟笛技 Hunting Horn Tech (Expert)
狩獵笛技【達人】 10 Fencing (no bouncing) when wielding a Hunting Horn.
狩猟笛技【達人】

Hunting Horn Tech (Novice)


狩獵笛技【未熟】 -10 Attack x0.8 when wielding a Hunting Horn.
狩猟笛技【未熟】

Lance Tech (Heavenly Spear) Super High-Grade Earplugs, Attack x1.2 when wielding a Lance,
槍技【天槍】 Fencing, 0 Damage when blocking against all attacks, Perform 4
30 hops instead of 3 and Motion value +10 for nal (3rd or 4th)
槍技【天槍】 Normal, Diagonal and Sky-Stabs.

Lance Tech (Kaiden)


槍技【皆傳】 20 Attack x1.1 and Fencing when wielding a Lance.
EN: Lance Tech 槍技【皆伝】
CN: 槍技
JP: 槍技 Lance Tech (Expert)
槍技【達人】 10 Fencing (no bouncing) when wielding a Lance.
槍技【達人】

Lance Tech (Novice)


槍技【未熟】 -10 Attack x0.8 when wielding a Lance.
槍技【未熟】

Gunlance Tech (Cannon Super High-Grade Earplugs, Attack x1.2 when wielding a
Emperor) Gunlance, Fencing, Wyvern Fire and Heat Blade Cooldown-time is
銃槍技【砲皇】 30 halved, Heat Blade Activation Time reduced to 3 seconds. Normal
Shells +2 Long Shells +1 and Wide Shells +1, stackable with Load
銃槍技【砲皇】 Up (or Gentle Shot or Mounting).

Gunlance Tech (Kaiden)


銃槍技【皆傳】 20 Attack x1.1 and Fencing when wielding a Gunlance.
EN: GL Tech
CN: 銃槍技 銃槍技【皆伝】
JP: 銃槍技 Gunlance Tech (Expert)
銃槍技【達人】 10 Fencing (no bouncing) when wielding a Gunlance.
銃槍技【達人】

Gunlance Tech (Novice)


銃槍技【未熟】 -10 Attack x0.8 when wielding a Gunlance.
銃槍技【未熟】

Super High-Grade Earplugs, Attack x1.2 when wielding a Switch


Axe and Fencing.
Switch Axe Tech (Edge Successfully using certain actions successfully increases attack
Marshal) by 1.05x for a short time (Morphing in Earth Style, Sword Attacks
劍斧技【斬將】 30 in Heaven Style and Guarding in Storm Style.)
剣斧技【斬将】 Stamina consumption for in nite swing combo is halved, attacking
in axe mode increases phial gauge and attacks utilising the phial
consume less meter.

EN: Switch Axe Tech Switch Axe Tech (Kaiden)


CN: 劍斧技 劍斧技【皆傳】 20 Attack x1.1 and Fencing when wielding a Switch Axe.

JP: 剣斧技 剣斧技【皆伝】

Switch Axe Tech (Expert)


劍斧技【達人】 10 Fencing (no bouncing) when wielding Tonfa.
剣斧技【達人】

Switch Axe Tech (Novice)


劍斧技【未熟】 -10 Attack x0.8 when wielding a Switch Axe.
剣斧技【未熟】

Tonfa Tech (Piercing Phoenix) Super High-Grade Earplugs, Attack x1.2 when wielding Tonfa,
穿龍棍技【穿凰】 30 Fencing, and an additional 6th Combo / EX Meter segment is
穿龍棍技【穿凰】 added.

Tonfa Tech (Kaiden)


穿龍棍技【皆傳】 20 Attack x1.1 and Fencing when wielding Tonfa.
EN: Tonfa Tech 穿龍棍技【皆伝】
CN: 穿龍棍技
JP: 穿龍棍技 Tonfa Tech (Expert)
穿龍棍技【達人】 10 Fencing (no bouncing) when wielding Tonfa.
穿龍棍技【達人】

Tonfa Tech (Novice)


穿龍棍技【未熟】 -10 Attack x0.8 when wielding Tonfa.
穿龍棍技【未熟】

Magnet Spike Tech (Magnetic Super High-Grade Earplugs, Attack x1.2 when wielding a Magnet
Star) Spike, Fencing, Successful evasive motions boost attack (1.03x)
30
- and gauge recovery (1.5x) for 30 seconds. Movement speed up
磁斬鎚技【磁星】 (1.2x). Magnetic target marker doesn't disappear.

Magnet Spike Tech (Kaiden)


- 20 Attack x1.1 and Fencing when wielding a Magnet Spike.
EN: Magnet Spike Tech
磁斬鎚技【皆伝】
CN: -
JP: 磁斬鎚技
Magnet Spike Tech (Expert)
- 10 Fencing (no bouncing) when wielding a Magnet Spike.
磁斬鎚技【達人】

Magnet Spike Tech (Novice)


- -10 Attack x0.8 when wielding a Magnet Spike.
磁斬鎚技【未熟】

Heavy Bowgun Tech (Gun Super HG Earplugs, Attack x1.3 when wielding a Heavy Bowgun,
Sage) Power (value) of Element/Status Ammo x1.2, Evade Distance Up,
重銃技【銃仙】 30 Melee Attacks and Crag/Clust Shots all do 15 KO Damage, Heat
Beam does x1.2 damage and Perfectly-Timed Compression will
重銃技【銃仙】 result in more Attack Power for that 1 salvo.

Heavy Bowgun Tech (Kaiden)


重銃技【皆傳】 20 Attack x1.1 and Evade Extender when wielding a Heavy Bowgun.
EN: HBG Tech
CN: 重銃技 重銃技【皆伝】
JP: 重銃技 Heavy Bowgun Tech (Expert)
重銃技【達人】 10 Evade Extender when wielding a Heavy Bowgun.
重銃技【達人】

Heavy Bowgun Tech (Novice)


重銃技【未熟】 -10 Attack power x0.8 when wielding a Heavy Bowgun.
重銃技【未熟】

Light Bowgun Tech (Gun Super HG Earplugs, Attack 1.3 when wielding a Light Bowgun,
Prodigy) Probability of Ammo bouncing off Monsters is reduced, can
輕銃技【銃傑】 30 consume items while the weapon is unsheathed, Perfect Shot
軽銃技【銃傑】 added to Just Shot meter that deals additional damage.

Light Bowgun Tech (Kaiden)


輕銃技【皆傳】 Attack x1.1 and the probability of Ammo bouncing off Monsters is
EN: LBG Tech 20 reduced when wielding a Light Bowgun.
CN: 輕弩技 軽銃技【皆伝】
JP: 軽銃技 Light Bowgun Tech (Expert)
輕銃技【達人】 The probability of Ammo bouncing off Monsters is reduced when
10 wielding a Light Bowgun.
軽銃技【達人】

Light Bowgun Tech (Novice)


輕銃技【未熟】 -10 Attack 0.8x while wielding a Light Bowgun.
軽銃技【未熟】

Super HG Earplugs, Attack x1.3 when wielding a Bow, Arrows


Bow Tech (Bow Demon) cannot be de ected, Power Coating Modi er increases to x1.6 for
弓技【弓鬼】 30 normal Bows and to x1.7 for Gou (and upgrades), Evolution
弓技【弓鬼】 (Raviente) and G-Rank Bows and the Arc-Shot can be executed at
Charge Lv2.

Bow Tech (Kaiden)


弓技【皆傳】 Attack x1.1 and arrows are no longer de ected when wielding a
20
EN: Bow Tech Bow.
弓技【皆伝】
CN: 弓技
JP: 弓技 Bow Tech (Expert) Arrows are no longer de ected (Elder Dragon Aura, Gou
弓技【達人】 10 Yamatsukami, Black Rathian Rage Mode Entry Fire Aura) when
弓技【達人】 wielding a Bow.

Bow Tech (Novice)


弓技【未熟】 -10 Attack 0.8x while wielding a Bow.
弓技【未熟】

Resistances
Skill Tree Skill Name Pts Effect
All Res Up+20 All Res+20
20 各耐性+20
各耐性+20

All Res Up+10 All Res+10


15 各耐性+10
各耐性+10

All Res Up+5 All Res+5


10 各耐性+5
各耐性+5
EN: All Res Up All Res-5
CN: 全耐性UP 各耐性-5 -10 All Res-5
JP: 全耐性UP 各耐性-5

All Res-10
各耐性-10 -15 All Res-10
各耐性-10

All Res-20
各耐性-20 -20 All Res-20
各耐性-20

Fire Res+30
火耐性+30 20 Fire Res+30
火耐性+30

Fire Res+20
火耐性+20 15 Fire Res+20
火耐性20

Fire Res+10
火耐性+10 10 Fire Res+10
火耐性+10
EN: Fire Res
CN: 火耐性 Fire Res-10
JP: 火耐性 火耐性-10 -10 Fire Res-10
火耐性-10

Fire Res-20
火耐性-20 -15 Fire Res-20
火耐性-20

Fire Res-30
火耐性-30 -20 Fire Res-30
火耐性-30

Water Res+30
水耐性+30 20 Water Res+30
水耐性+30

Water Res+20
水耐性+20 15 Water Res+20
水耐性+20

Water Res+10
水耐性+10 10 Water Res+10
水耐性+10
EN: Water Res
CN: 水耐性 Water Res-10
JP: 水耐性 水耐性-10 -10 Water Res-10
水耐性-10

Water Res-20
水耐性-20 -15 Water Res-20
水耐性-20

Water Res-30
水耐性-30 -20 Water Res-30
水耐性-30

Ice Res+30
冰耐性+30 20 Ice Res+30
氷耐性+30

Ice Res+20
冰耐性+20 15 Ice Res+20
氷耐性+20

Ice Res+10
冰耐性+10 10 Ice Res+10
氷耐性+10
EN: Ice Res
CN: 冰耐性 Ice Res-10
JP: 氷耐性 冰耐性-10 -10 Ice Res-10
氷耐性+10

Ice Res-20
冰耐性-20 -15 Ice Res-20
氷耐性-20

Ice Res-30
冰耐性-30 -20 Ice Res-30
氷耐性-30

Thunder Res+30
雷耐性+30 20 Thunder Res+30
雷耐性+30

Thunder Res+20
雷耐性+20 15 Thunder Res+20
雷耐性+20

Thunder Res+10
雷耐性+10 10 Thunder Res+10
雷耐性+10
EN: Thunder Res
CN: 雷耐性 Thunder Res-10
JP: 雷耐性 雷耐性-10 -10 Thunder Res-10
雷耐性-10

Thunder Res-20
雷耐性-20 -15 Thunder Res-20
雷耐性-20

Thunder Res-30
雷耐性-30 -20 Thunder Res-30
雷耐性-30

Dragon Res+30
龍耐性+30 20 Dragon Res+30
龍耐性+30

Dragon Res+20
龍耐性+20 15 Dragon Res+20
龍耐性+20

Dragon Res+10
龍耐性+10 10 Dragon Res+10
龍耐性+10
EN: Dragon Res
CN: 龍耐性 Dragon Res-10
JP: 龍耐性 龍耐性-10 -10 Dragon Res-10
龍耐性-10

Dragon Res-20
龍耐性-20 -15 Dragon Res-20
龍耐性-20

Dragon Res-30
龍耐性-30 -20 Dragon Res-30
龍耐性-30

Statuses
Skill Tree Skill Name Pts Effect
Negate Poison
中毒無效 20 Immunity to Poison.
毒無効

Poison Halved
EN: Poison Res 中毒減半 10 Poison duration is halved.
CN: 抗毒 / 毒 毒半減
JP: 毒
Double Poison
中毒加倍 -10 Poison duration is doubled.
毒倍加

Negate Paralysis
麻痺無效 20 Immunity to Paralysis
麻痺無効

Paralysis Halved
EN: Paralysis Res 麻痺減半 10 Paralysis duration is halved.
CN: 抗麻痺 / 麻痺 麻痺半減
JP: 麻痺
Paralysis Doubled
麻痺加倍 -10 Paralysis duration is doubled.
麻痺倍加

Negate Sleep
睡眠無效 20 Immunity to Sleep.
睡眠無効

Sleep Halved
EN: Sleep Res 睡眠減半 10 Sleep duration is halved.
CN: 抗睡眠 / 睡眠 睡眠半減
JP: 睡眠
Sleep Doubled
睡眠加倍 -10 Sleep duration is doubled.
睡眠倍加

Status Immunity (Myriad) Grants immunity to Poison, Paralysis, Sleep, Stench, Snowman,
狀態異常無效【多種】 30 Chat Disabled, Defense Down, Drunk, Magnetism, Crystallization
状態異常無効【多種】 and Blast.

Status Immunity
狀態異常無效 20 Grants immunity to Poison, Paralysis and Sleep.
状態異常無効
EN: Status Res
CN: 耐狀態異常 Status Halved
JP: 耐状態異常 狀態異常減半 10 Halves Poison, Paralysis and Sleep duration.
状態異常半減

Status Doubled
狀態異常加倍 -10 Doubles Poison, Paralysis and Sleep duration.
状態異常倍加

Negate Stun
暈眩無效 20 Immunity to Stun.
気絶無効

Stun Halved
EN: Stun Res 暈眩機率減半 10 Stun duration is halved.
CN: 抗暈眩 / 暈眩
気絶確率半減
JP: 気絶
Stun Doubled
暈眩加倍 -10 Stun duration is doubled.
気絶倍加

EN: Deoderant Antiseptic


CN: 除臭 除臭 10 Prevents Stench (Pariapuria, Congalala, Chameleos, etc.)
JP: 脱臭 脱臭

EN: Snowball Res / Negate


Negate Snow
Snow
耐雪 10 Grants immunity to Snowman.
CN: 耐雪
耐雪
JP: 耐雪

Vocal Chord Immunity


聲帶麻痺毒無效 Grants immunity to Chat Disable and Fatigue. Exclusive to
15 Chameleos.
声帯麻痺毒無効
EN: Vocal Chords
CN: 聲帶 Vocal Chord Duration Halved
JP: 声帯 聲帶麻痺毒減半 10
Halves chat Disable and Fatigue duration. Exclusive to
Chameleos.
声帯麻痺毒半減

EN: Def Lock / Anti-Def Down Def Lock


CN: 對防禦DOWN 厚皮 10 Grants immunity to Defense Down (Chameleos, Unknown, etc.)
JP: 対防御DOWN 鉄面皮

Heavy Drinker
酒豪 10 Grants immunity to Drunk status (G Rank Pariapuria etc.)
EN: Drunk 酒豪
CN: 耐醉
JP: 耐酔 Drunkard
醉鬼 -10 Doubles Drunk duration (G Rank Pariapuria etc.)
酔っ払い

EN: Blast Resistance Blast Resistance


CN: 爆破耐性 爆破耐性 10 Grants immunity to Blastblight.
JP: 爆破耐性 爆破耐性

Magnet Resistance
磁力耐性 Grants immunity to Magnetism (Rukodiora, Rebidiora, Lolo
EN: Magnetic Res / Magnet 10 Gougarf and Ray Gougarf.)
Res 磁力耐性
CN: 磁力耐性
Magnet Vulnerability
JP: 磁力耐性 磁力弱點 -10 Doubles Magnetism duration
磁力弱点

Crystal Resistance
結晶耐性 Grants immunity to Crystallization (Garuba Daora, Akura Jebia,
10 Akura Vashimu, Mi Ru.)
EN: Crystal Res 結晶耐性
CN: 結晶耐性
JP: 結晶耐性 Crystal Vulnerability
結晶弱點 -10 Doubles Crystallization Duration
結晶弱点

EN: Freeze Res Freeze Resistance


CN: 凍結耐性 凍結耐性 10 Grants immunity to Freezing (Toa Tesukatora.)
JP: 凍結耐性 凍結耐性

Protection
Skill Tree Skill Name Pts Effect
Unaffected+3
豪放+3 Super High-Grade Earplugs, Violent Wind Breaker and Quake
20 Resistance+2.
豪放+3

Unaffected+2 High-Grade Earplugs, Dragon Wind Breaker and Quake


EN: Three Worlds Protection 豪放+2 Resistance+1.
15 Lower or higher rank versions of the component skill will be
CN: 三界的守護
豪放+2 disabled or will overwrite its equivalent in this skill respectively.
JP: 三界の護り
Unaffected+1 Earplugs, Wind Resistance (Large) and Quake Resistance+1.
豪放+1 10 Lower or higher rank versions of the component skill will be
豪放+1 disabled or will overwrite its equivalent in this skill respectively.

Super High-Grade Earplugs


超高級耳塞 25 Protects against all Monster roars (Hardcore, Raviente)
超高級耳栓

High-Grade Earplugs
EN: Hearing Protection 高級耳塞 15 Protects against second tier monster roars (Diablos)
CN: 聴覚保護 / 聽覺保護 高級耳栓
JP: 聴覚保護
Earplugs Protects against rst tier monster roars (Rathalos)
耳塞 10 Lowers the length of the inching duration for second tier roars
耳栓 that aren't blocked.

Quake Res+2
耐震+2 25 Protects against large quakes (HC monsters).
耐震+2
EN: Quake Res / Tremor Res
CN: 耐震 Quake Res+1
JP: 耐震 耐震+1 15 Protects against small quakes.
耐震+1

Violent Wind Breaker


暴風壓無效 30 Protects against Violent Wind (Raviente, Unknown)
暴風圧無効

Dragon Wind Breaker


龍風壓無效 20 Protects against Dragon Wind (HC Monsters, Elder Dragons)
龍風圧無効
EN: Wind Pressure
CN: 風壓 Wind Res (Large)
JP: 風圧 風壓【大】無效 15 Protects against Large Wind (Rathalos, Tigrex)
風圧【大】無効

Wind Res (Small)


風壓【小】無效 10 Protects against Small Wind (Gypceros, Kut-Ku)
風圧【小】無効

EN: Anti-Theft Anti-Theft


CN: 偷竊無效 偷竊無效 10 Prevents items being stolen.
JP: 盗み無効 盗み無効

Summer Person
夏男夏女 25 Heat Cancel and Damage Recovery Speed+1 in Hot areas.
夏男夏女

Heat Cancel
炎暑無效 15 Grants immunity to heat (Health loss in Hot areas).
暑さ無効

Heat Halved
EN: Heat Res 炎暑減半 The speed at which Health is lost in Hot areas (Volcano and
10 Desert) is halved.
CN: 耐暑
暑さ半減
JP: 耐暑
Heat Surge (Small) Health loss is increased to 1 unit per 1.3 seconds in the Volcano
炎暑加倍【小】 -10 and 1 unit per 2 seconds in the Desert (Default speed is 1 unit per 3
暑さ倍加【小】 seconds.)

Heat Surge (Large) Health loss is increased to 1 unit per second in the Volcano and 1
炎暑加倍【大】 -20 unit per 1.5 seconds in the Desert (Default speed is 1 unit per 3
暑さ倍加【大】 seconds.).

Winter General
冬將軍 Cold Cancel, Frostbite Immunity and Marathon Runner effect
25 while in cold areas.
冬将軍

Cold Cancel
寒冷無效 15 Grants immunity to cold (faster stamina loss).
寒さ無効

Cold Halved
EN: Cold Res 寒冷減半 10 The speed at which stamina is lost (hunger) in Cold areas is halved.
CN: 耐寒
寒さ半減
JP: 耐寒
Cold Surge (Small)
寒冷加倍【小】 The speed at which stamina is lost (hunger) in Cold areas is
-10 increased x1.5 (Default rate is-25 Stamina per 6 minutes.)
寒さ倍加【小】

Cold Surge (Large)


寒冷加倍【大】 The speed at which stamina is lost (hunger) in Cold areas is
-20 increased x2 (Default rate is-25 Stamina per 6 minutes.)
寒さ倍加【大】

EN: Light Tread / Vigilance Vigilance


CN: 警戒 警戒 Immunity to monster's Pitfall Traps. (HC Gurenzeburu, HC Blue
10 Yian Kut-Ku, Pokaradon.)
JP: 警戒 警戒

Terrain Damage Decreased


(Large) Health Loss from Terrain Damage (Lava) and Heat Auras is
地形傷害減【大】 15 reduced to 1/3 speed. (Default speed is 8/30 second.)
地形ダメージ減【大】

Terrain Damage Decreased


(Small) Health Loss from Terrain Damage (Lava) and Heat Auras is
地形傷害減【小】 10 reduced to 2/3 speed. (Default speed is 8/30 second.)
地形ダメージ減【小】
EN: Terrain
CN: 地形 Terrain Damage Increased
JP: 地形 (Small) Health Loss from Terrain Damage (Lava) and Heat Auras is
地形傷害增【小】 -10 increased to x1.5 speed. (Default speed is 8/30 second.)
地形ダメージ増【小】

Terrain Damage Increased


(Large) Health Loss from Terrain Damage (Lava) and Heat Auras is
地形傷害增【大】 -15 increased to x2 speed. (Default speed is 8/30 second.)
地形ダメージ増【大】

EN: Evasion Boost Evasion Boost


CN:超迴避 超迴避 15 Grants the effects of Evasion+2 and Evade Extender.
JP: 超回避 超回避

Increases evasion iframes to 12/30th a second (Default is 6/30th a


second)
Evasion+2 ※ Longsword Evade Slash gets around 9 iframes with this skill (up
from 6)
迴避性能+2 20 ※ Sword and Shield Slide gets around 9 iframes with this skill (up
回避性能+2 from 6)
※ Most other evasions exclusive to extreme style have standard
EN: Evasion roll iframes or higher.
CN: 迴避性能 Increases evasion iframes to 10/30th a second (Default is 6/30th a
JP: 回避性能 second)
Evasion+1 ※ Longsword Evade Slash gets around 7 iframes with this skill (up
from 6)
迴避性能+1 10 ※ Sword and Shield Slide gets around 8 iframes with this skill (up
回避性能+ from 6)
※ Most other evasions exclusive to extreme style have standard
roll iframes or higher.

EN: Evade Distance / Evade Evade Distance Up The distance covered by evasive movements is increased
Extender 迴避距離UP 10 signi cantly. (Disabled if using Heavy Bowgun Tech as the skills
CN: 迴避距離 回避距離UP provides the same effect.)
JP: 回避距離

EN: Passive Passive


CN: 守勢 守勢 10 Invincibility time after getting up from an attack is lengthened 3x.
JP: 受け身 受け身

Goddess' Embrace
女神的擁抱 20 1/4 chance to receive 0 damage from any attack.
女神の抱擁

Divine Protection
女神的寬恕 10 1/8 chance to receive 0 damage from any attack.
女神の赦し
EN: Protection
CN: 審判 Demonic Protection 1/16 chance to die instantly from any attack. ※ Demonic
死神的制裁 Protection can be triggered on things that you might not expect
JP: 審判 -10
such as your own re ected arrows and bombs as well as things
死神の裁き such as vespoid stings and ice or spike covered ground.

1/8 chance to die instantly from damage taken. ※ Death God's


Death God's Embrace Embrace can be triggered on things that you might not expect
死神的擁抱 -20 such as your own re ected arrows and bombs as well as things
死神の抱擁 such as vespoid stings and ice or spike covered ground. It does not
trigger from guarding damage.

True Guts When Health and Stamina are 50 or higher, an otherwise lethal
超強毅力 30 attack will be survived with 1 Health Point left.
真根性 ※ Does not work if you are paralysed while taking a hit.

Great Guts When Health is 70 and Stamina is 50 or higher, an otherwise lethal


EN: Guts 堅毅力 attack will be survived with 1 Health Point left.
20 ※ Does not work if you are paralysed while taking a hit. Does not
CN: 毅力
ド根性 trigger in G Rank quests.
JP: 根性
Guts When Health is 90 and Stamina is 50 or higher, an otherwise lethal
attack will be survived with 1 Health Point left.
毅力 10 ※ Does not work if you are paralysed while taking a hit. Does not
根性 trigger in G Rank quests.

Adds a shield aura that completely negates hits, including all


damage and status effects that the hit would cause. Shield
vanishes for a set duration after each hit blocked, with the
duration before recharging taking longer with each hit taken.
EN: Absolute Defense Absolute Defense Preparation Reduces physical damage to around 0.8x while the shield is down
CN: 絕對防禦 絕對防禦態勢 20 (e.g. 80 Physical and 30 Dragon would become 64 Physical and 30
JP: 絶対防御 絶対防御態勢 Dragon.)
Duration Formula: (15 + (Trigger Count x 5.1)) seconds or 460
Frames extended by 153 Frames each trigger.
Impossible to use with things such as Re ect or Parries as
Absolute Defense has priority.

Items and Combination


Skill Tree Skill Name Pts Effect
Combination Expert+3
調合師+3 Combo Rate +30% and the effects of Bullet Combination Expert
20 and Health Recovery Items Improved.
調合師+3

Combination Expert+2
調合師+2 15 Combo Rate +20% and the effect of Bullet Combination Expert
調合師+2
EN: Combination Expert
CN: 調合師 Combination Expert+1
JP: 調合師 調合師+1 10 Combo Rate +10% and the effect of Bullet Combination Expert
調合師+1

Combination Expert-1
調合師-1 -10 Combo Rate -5%
調合師-1

Item Duration Extended


道具使用強化 Item effect duration is increased to x1.5 (for example: Hot Drinks,
EN: Everlasting / Lasting 10 Cool Drinks, Armor Seeds, etc).
Power アイテム使用強化
CN: 效果持續 / 効果持續
Item Duration Reduced
JP: 効果持続 道具使用弱化 -10 Item effect duration is decreased x0.67.
アイテム使用弱化

Wide-Area+3 Mega Potions, Blight Cure Fruits, Zenith Espinas Antitoxin and
廣域化+3 30 Crimson Raviente Blood affect allies in the same area as well as
広域化+3 the items covered in Wide-Area+2.

Wide-Area+2
廣域化+2 Herbs, Potions, Antidotes, Cool Drinks, Hot Drinks, Armor Seed
20 and Power Seed affects allies in the same area.
広域化+2
EN: Wide-Area / Wide Range
CN: 廣域 Wide-Area+1 Herbs, Potions, Antidotes, Cool Drinks, Hot Drinks, Armor Seed
JP: 広域 廣域化+1 10 and Power Seed affects allies in the same area with 50%
広域化+1 effectiveness.

Wide-Area-1
廣域化-1 The Player cannot be healed through Wide-Range Recovery such
-10 as Lifepoweders or Players who have the skill active.
広域化-1

Divine Whim
神的反覆無常 Decreases chance of breaking Pickaxes, Bug Nets, Horns, and
15 Boomerangs by 50%.
神の気まぐれ

Spirit's Whim
精靈的反覆無常 Decreases chance of breaking Pickaxes, Bug Nets, Horns, and
10 Boomerangs by 25%.
精霊の気まぐれ
EN: Whim
CN: 反覆無常 Spectre's Whim
JP: 気まぐれ 惡靈的反覆無常 -10
Increases chance of breaking Pickaxes, Bug Nets, Horns, and
Boomerangs by 25%.
悪霊の気まぐれ

Devil's Whim
惡魔的反覆無常 Increases chance of breaking Pickaxes, Bug Nets, Horns, and
-15 Boomerangs by 50%.
悪魔の気まぐれ

EN: Throwing Throwing Distance Up


CN: 投擲 投擲技術UP Throwing Distance of Throwing Items is increased and the
10 probability of losing Boomerangs is decreased to 1/8.
JP: 投擲 投擲技術UP

Strong Arm+2
強力投手+2 20 Thrown items do x1.3 damage.
強肩+2
EN: Strong Arm
CN: 強力投手 Strong Arm+1
JP: 強肩 強力投手+1 10 Thrown items do x1.1 damage.
強肩+1

Hunter Valhalla
獵人享受 Always shows the map and any large monsters location. Easier to
20 sh and BBQ meat.
EN: Hunter / Ranger ハンター満喫
CN: 獵人
JP: 狩人 Hunter Life
獵人生活 10 Always shows the map. Easier to sh and BBQ meat.
ハンター生活

BBQ Master
烤肉大師 15 Fish and Meat remain Brown (ready) for much longer.
焼き師匠

BBQ Expert
EN: Cooking 烤肉名人 10 Fish and Meat remain Brown (ready) longer.
CN: 烤肉
焼き名人
JP: 肉焼き
False BBQ Expert
自称•烤肉名人 -10 Fish and Meat remain Brown (ready) for half the time of the usual.
自称・焼き名人

EN: Fishing Fishing Expert


CN: 釣魚 釣魚名人 10 Fish always bite on their rst attempt.
JP: 釣り 釣り名人

Combination+30%
調合成功率+30% 20 Combo Rate +30%
調合成功率+30%

Combination+15%
調合成功率+15% 15 Combo Rate +15%
EN: Combining / Combo Rate 調合成功率+15%
CN: 調合成功率
JP: 調合成功率 Combination+10%
調合成功率+10% 10 Combo Rate +10%
調合成功率+10%

Combination-5%
-10 Combo Rate -5%
調合成功率-5%調合成功率-5%

EN: Alchemy Alchemy


CN: 鍊金術 鍊金術 10 Grants Alchemy Combinations (alternative item combinations).
JP: 錬金術 錬金術

Trap Master
陷阱大師 Trap Setup Speed is lowered to x0.66. 100% combine rate for traps,
20 Mocha Pots and Trap-related items.
罠匠
EN: Speed Setup
CN: 高速設置 Trap Expert
JP: 高速設置 陷阱師 10
Trap Setup Speed is lowered to x0.8. 100% combine rate for traps,
Mocha Pots and Trap-related items.
罠師

Throwing Distance Up, Strong Arm+2, Throwing Knives+2.


Iron Arm+2 Increases blocking duration on Great Sword Guard Slash (Heaven
and Storm Styles), Lance Shield Rush (Storm and Extreme Styles),
鐵臂+2 20 and Tonfa's Standard 1, Standard 3, Standard 4, Aerial 1-3,
鉄腕+2 Continuous Thrust 2 and Dash Tonfa Rotatation.
※ Tonfas gain 7 extra frames for guard points.
EN: Iron Arm
CN: 鐵臂 Throwing Distance Up, Strong Arm+1, Throwing Knives+1.
JP: 鉄腕 Iron Arm+1 Increases blocking frames duration on Great Sword Guard Slash
(Heaven and Storm Styles), Lance Shield Rush (Storm and Extreme
鐵臂+1 10 Styles), and Tonfa's Standard 1, Standard 3, Standard 4, Aerial 1-3,
鉄腕+1 Continuous Thrust 2 and Dash Tonfa Rotatation.
※ Tonfas gain 5 extra frames for guard points.

Throwing Knives+2
飛刀+2 20 Throw 5 Knives at once instead of 1. Only consumes 1.
スローイングナイフ+2
EN: Knife Throwing
CN: 飛刀手 Throwing Knives+1
JP: ナイフ使い 飛刀+1 10 Throw 3 Knives at once instead of 1. Only consumes 1.
スローイングナイフ+1

Map and Detection


Skill Tree Skill Name Pts Effect
EN: Map Map
CN: 地圖 地圖常備 10 Always display the map.
JP: 地図 地図常備

Autotracker
自動記號 15 Monster locations and detailed icon are always shown on the map.
自動マーキング
EN: Psychic
CN: 千里眼 Detect
JP: 千里眼 探知 10
Marked monsters are shown as a detailed icon rather than a round
dot on the map.
探知

Sneak
隱密 10 Monsters are less likely to target you.
EN: Stealth / Sense 隠密
CN: 動靜能力
JP: 気配 Taunt
挑撥 -10 Monsters are more likely to target you.
挑発

Attacking a monster will force its attention towards you rather


than your fellow Hunters. Damage received from the monster will
EN: Incitement Incitement also be reduced during this time. The yellow eye icon indicating
CN: 煽動 煽動 you were spotted will turn Red when the skill is in effect. Going
10 outside of the monster's range for too long will undo the effect
JP: 煽動 煽動 prematurely, the skill has a 30 second cooldown before it can be
activated again.
While being targetted you gain +40 True Raw.

Gathering
Skill Tree Skill Name Pts Effect
EN: Backpacking / Transporter Pro Transporter Increases speed when carrying heavy items. such as eggs,
CN: 搬運 / 運搬 搬運達人 10 powderstone, soothstone, etc. Also be able to fall slightly higher
JP: 運搬 運搬の達人 altitudes without dropping the item.

EN: Hi Speed Gathering /


High Speed Gathering
Speed Gather
高速剝取&採集 10 Increases gathering speed.
CN: 高速收集 / 高速収集
高速剥ぎ取り&採取
JP: 高速収集

Gathering+2
採集+2 Greatly increases chance to get more items from gathering points.
15 Probability is 31/32. (Default = 27/32).
採取+2

Gathering+1
採集+1 Increases chances to get more items from gathering points.
10 Probability is 29/32. (Default = 27/32).
採取+1
EN: Gathering
CN: 採集 Gathering-1
JP: 採取 採集-1 -10
Decreases chances to get more items from gathering points.
Probability is 23/32. (Default = 27/32)
採取-1

Gathering-2
採集-2 Greatly decreases chances to get more items from gathering
-15 points. Probability is 19/32. (Default = 27/32).
採取-2

EN: Carving Carving Expert


CN: 剝取 剝取名人 15 Number of carves increased by 1
JP: 剥ぎ取り 剥ぎ取り名人

Imperturbable
堅如磐石 While using an item or gathering, the Hunter can't be interrupted
15 by any attack.
盤石の構え

Fully Prepared
EN: Mindfulness 萬全防備 While using an item or gathering, the Hunter can't be interrupted
10 by other hunters or small monsters.
CN: 平常心
万全の備え
JP: 平常心
Negligence
粗心大意 Damage taken from monsters is increased when taking a hit while
-10 using an item or gathering.
油断大敵

Rewards
Skill Tree Skill Name Pts Effect
Great Luck
激運 Greatly increases chance for standard quest rewards. 29/32.
20 (Default = 22/32)
激運

Good Luck
幸運 Increases chance for standard quest rewards. 26/32. (Default =
10 22/32)
幸運
EN: Fate
CN: 運氣 Bad Luck
JP: 運気 惡運 -10 Decreases chance for quest rewards. 16/32. (Default = 22/32)
不運

Horrible Luck
災難 Greatly decreases chance for quest rewards. 8/32. (Default =
-20 22/32)
災難

Pressure (Large)
壓力【大】 20 Monster Bounty randomly increases by 30, 50, 75, 100 or 150%.
EN: Pressure 圧力【大】
CN: 壓力
JP: 圧力 Pressure (Small) Monster Bounty increases by 30%.
10 圧力【小】
壓力【小】

EN: Monster Come on Big Guy!


CN: 魔物 大魔物放馬來吧! Apparently increases the chances of larger boss monster spawns.
10 Quite probably a placebo skill with no actual effects.
JP: モンスター でかいの来い!

Other
Skill Tree Skill Name Pts Effect
EN: Breeder Breeder
CN: 育成 育成 Poogie item drops at the Pugi Farm become more common. Halks
10 also drop items more often.
JP: ブリーダー ブリーダー

EN: Bond Bond When another Hunter of the opposite gender is present in a quest:
CN: 羈絆 / 絆 絆 10 Male Player: Attack+5.
JP: 絆 絆 Female Player: Defense+40.

A skill will randomly take effect at the start of a quest based on a


EN: Inspiration Inspiration message that shows up when one starts.
CN: 靈光一現 / 靈光一閃 靈光一現 10 The skills that can be activated are: All Res+5 (30%), Heat Res &
JP: ひらめき ひらめき Cold Res (16%), Negate Stun (16%), Taunt (15%), Speed Eating
(12%), All Res-20 (7%) and Status Immunity (4%).

Capture Guru
捕獲名人 20 Monsters will blink on the map when they can be captured.
捕獲名人
EN: Capture Pro ciency
CN:捕獲高手 Capture Pro ciency
JP: 捕獲上手 捕獲高手 10 Chance of a captured Monster becoming a pet increases by 30%.
捕獲上手

EN: Relief Relief Rastas, Fostas, Partners and Halks recover 50% faster after
CN: 救援 救援 10 disappearing. Legendary Rastas do not leave and thus are not
JP: 救援 救援 affected.

All Quests: Human Players cannot be interrupted by your attacks


Caring+3 nor can they interrupt you.
All Quests: NPCs cannot be interrupted by Human Players and
慰勞+3 25 will roll when hit instead.
いたわり+3 ※ The effect is not party wide, NPCs will only roll when hit by
players with the skill or when possessing the skill themselves.

EN: Caring Non-G Rank Quests: Human Players cannot be interrupted by


Caring+2 your attacks nor can they interrupt you.
CN: 慰勞
All Quests: NPCs cannot be interrupted by Human Players and
JP: いたわり 慰勞+2 15 will roll when hit instead.
いたわり+2 ※ The effect is not party wide, NPCs will only roll when hit by
players with the skill or when possessing the skill themselves.

Caring+1 All Quests: NPCs cannot be interrupted by Human Players and


will roll when hit instead.
慰勞+1 10 ※ The effect is not party wide, NPCs will only roll when hit by
いたわり+1 players with the skill or when possessing the skill themselves.

Movement Speed UP+2


移動速度UP+2 Movement speed with weapon sheathed is increased slightly
20 further.
移動速度UP+2
EN: Movement Speed
CN: 移動速度 Movement Speed UP+1
JP: 移動速度 移動速度UP+1 10 Movement speed with weapon sheathed is increased slightly.
移動速度UP+1

Own Attack +15. Hitting another player will increase their Attack
+30.
Red Soul ※ Hitting a player who is under the effect of Blue Soul
※ When hit by a player who has the Blue Soul skill you will be able
赤魂 10
to KO monsters with any weapon when hitting their head and your
赤魂 own Attack rises by +30. All effects last 2 minutes.
※ Attack is a nal addition that is always the stated value and
completely unaffected by other skills and multipliers.
EN: Reinforcement
CN: 喝采 / 喝 Own Defense +50. Hitting another player will increase their
Defense +100.
JP: 喝 ※ Hitting a player who is under the effect of Blue Soul while
Blue Soul
青魂 he/she is under any status ailment in the game will dispel the
-10 effect.
青魂 ※ When hit by a player who has the Red Soul skill active will
increase own Defense by +100 and grant Goddess' Embrace
effect. All effects last 2 minutes.

The player's arm will glow red and grants +20 Attack, +50 Defense,
Damage Recovery Speed+2, Status Immunity and Peerless to
nearby Hunters.
Effective radius is 3 rolls or 2 with Evade Distance Up. Affected
players have their arms glow yellow.
Assistance ※ The player with the skill does get +20 Attack and +50 Defense
EN: Assistance 支援 but does not bene t from Peerless, Status Immunity or Damage
10 Recovery Speed.
CN: 支援
支援 ※ The skills overwrite lower tier versions if any affected hunters
JP: 支援
have them. For example a hunter with Status Halved would gain
Status Immunity within radius while a hunter with Status
Immunity (Myriad) would retain their version of the skill.
※ Attack is a nal addition that is always the stated value and
completely unaffected by other skills and multipliers.

Grace+3 When there are only 3 or fewer active skills: Attack Up (Absolute),
恩寵+3 Issen+3, High-Grade Earplugs, Wind Res (Large), Quake Res+1,
30 Evasion+1, Guard+1, Goddess' Embrace and Weapon Handling
恩寵+3 will be active.

Grace+2 When there are only 2 or fewer active skills: Attack Up (Absolute),
EN: Grace 恩寵+2 Issen+3, High-Grade Earplugs, Wind Res (Large), Quake Res+1,
20 Evasion+1, Guard+1, Goddess' Embrace and Weapon Handling
CN: 恩寵
恩寵+2 will be active.
JP: 恩寵
Grace+1 When this is the only active skill: Attack Up (Absolute), Issen+3,
恩寵+1 10 High-Grade Earplugs, Wind Res (Large), Quake Res+1, Evasion+1,
恩寵+1 Guard+1, Goddess' Embrace and Weapon Handling will be active.

Death God's Embrace, Sharpness+1, Attack Up (Absolute),


Evasion+2 and Critical Eye+4.
※ Death God's Embrace cannot be countered by either Guts or
Compensation getting points in Divine Protection.
EN: Compensation 代償 ※ Bowguns and bows do not get any replacement for
10
CN: 代償 / 代價 Sharpness+1, they simply get nothing from this part of the skill. ※
代償 Death God's Embrace can be triggered on things that you might
JP: 代償
not expect such as your own re ected arrows and bombs as well
as things such as vespoid stings and ice or spike covered ground. It
does not trigger from guarding damage.

Upon health dropping to 0, you will rise again, gaining full Health
and Stamina bars and Heavy Buffs but will also start constantly
losing health at a steady rate. Health loss cannot be halted by any
methods and you will cart after exactly one minute has passed.
Although the health degeneration cannot be stopped by any
standard method, completing a quest will disable health loss
meaning any nal carts will not occur. In your risen form you are
Dark Finale buffed with the following skills:
EN: Dark Pulse 最終的閃黑 Adrenaline+2, Starving Wolf+2, Defense+120, Sharpening Artisan,
20 Super HG Earplugs, Violent Wind Breaker, Tremor Res+2, Heat
CN: 黑之命脈
最期ノ閃黒 Cancel and Cold Cancel.
JP: 黒ノ命脈 Alongside these skills you will gain a Super Armour effect that
grants immunity to all forms of knock back.
※ Adrenaline and Starving Wolf will both always be active in the
revived state, regardless of health or stamina totals. Guts Tickets
and similar one shot prevention mechanics will take priority over
this skill, stopping the effect from occurring until they run out or
conditions are no longer met.

Blazing Majesty+2 Adrenaline+2, Red Soul, Bombardier, Fire Res+30, Artillery God,
紅焰的威光+2 Summer Person, Terrain Damage Decreased (Large), Fire Attack
15 Up (Large), Flame Sword+3 and Bomb Sword+3 combined into 1
紅焔の威光+2 skill.
EN: Blazing Grace
CN: 炎寵 Adrenaline+1, Red Soul, Bombardier, Fire Res+20, Artillery Expert,
Blazing Majesty+1 Heat Cancel, Terrain Damage Decreased (Small), Fire Attack Up
JP: 炎寵 紅焰的威光+1 10 (Small), Flame Sword+2 and Bomb Sword+2 combined into 1 skill.
紅焔の威光+1 ※ Higher rank versions of the combined skills have priority and
will be activated in place of the lower rank versions.

Drawing Arts+2 While weapon unsheathed: Peerless, Evasion+2, Weapon


拔納術+2 Handling
15 While weapon is sheathed: Damage Recovery Speed+2, Quick
抜納術+2 Stamina Recovery (Large)
EN: Drawing Arts
CN: 拔納術 Drawing Arts+1 While weapon unsheathed: Marathon Runner, Evasion+1, Weapon
JP: 抜納術 拔納術+1 10
Handling
While weapon is sheathed: Damage Recovery Speed+1, Quick
抜納術+1 Stamina Recovery (Small)

Upon attacking a monster the hunter is surrounded by an icy aura.


This aura deals damage to all monsters in its area and grants a
number of different skills. This aura has three stages and will
progress with more hits. The aura also grants Stamina Recovery
Up and Sharp Sword to all hunters affected by the aura and the
one with the skill also gets Winter General. Damage is dealt once
every second xed rather than over time.
Stage Effects
Stage 1: (0.042 x True Raw x DefRate) DPS, 11-18s duration. 7s
when downgraded to.
Stage 2: (0.098 x True Raw x DefRate) DPS, 14-25s duration. 10s
Ice Age when downgraded to.
EN: Ice Age 冰界創生 Stage 3: (0.14 x True Raw x DefRate) DPS, 6-9s duration
10 Stage Hit Requirements
CN: 冰界創生
氷界創生 GS: 1 > 8 > 17 hits
JP: 氷界創生 Hammer, HH: 1 > 9 > 21 hits
LS, Lance, GL, Swaxe, HBG: 1 > 12 > 26 hits
SnS, LBG, Bow, Tonfa: 1 > 17 > 38 hits
DS: 1 > 32 > 75 hits
Magnet Spike: 1 > ?? > ?? hits
The True Raw value is that of weapon in 4 > 3 > 1. Typical damage
values will be around 800-1600 per minute depending on level,
greater than poison output for most G Rank monsters. More
notable is that multiple instances of Ice Age do their own unique
damage, this means that with a group of four with the same
equipment this 800-1600 becomes 3200-6400.

Zenith Skills
Basics
Basics
Zenith Skills are activated by Equipping a speci c piece of equipment which has the associated Zenith Skill on them.
These skills are primarily intended to buff existing skills and outside of the Skill Slots Up, have no innate effects.
Zenith Skills are additional to the normal skill points, this means a maxed out Zenith Armour piece will have its usual
points in 5 skills as well as an additional Zenith Skill.

You can nd Zenith Skills on Cuffs, Weapons and Armour Pieces. Both Premium (ZP) and normal Zenith (Z, ZF, ZY, ZX)
armours have these skills and they always require that you hunt actual Zenith Monsters. Cuffs are currently purely
Standard Cuffs meaning you can utilise them even without a Premium Pugi Out t.

Having beyond the limit of Zenith skills offers no additional effects (i.e. Dissolver Up only has 1 level so having it on 5
pieces is identical to 1 piece in terms of bene ts).

Hybrid skills count as having their individual skills active, for example Forti cation+2 would count as Guard+2 for
Guard Up and the skill Three Worlds Protection+3 would count as all three maxed versions of Wind Pressure,
Hearing Protection and Quake Resistance.

Zenith
Zenith Skill
Skill Example
Example
No Zenith Skill Guard Up+1 Guard Up+2

No Guard Skill Nothing Nothing Nothing

Guard+3
Guard+1 Guard+1 Guard+2
Zenith Active

Guard+3 Guard+3
Guard+2 Guard+2
Zenith Active Zenith Active

Guard+3
Forti cation+1 Guard+1 Guard+2
Zenith Active

Guard+3 Guard+3
Forti cation+2 Guard+2
Zenith Active Zenith Active

There is no limit on the variety of Zenith Skills you can have active, if you have 7 different Zenith Skills across your Cuff,
Weapon and Armour pieces you will get the bene ts of all 7 as long as you have the associated skills they buff active.

Skill
Skill Slots
Slots
The Zenith Skill for Skill Slots Up is simply always active in addition to any other sources of additional slots. Any Z, ZY,
ZX or ZP pieces all count towards the G Rank piece requirements for slots. As with all other Zenith skills you can nd
this on Armour Pieces, Weapons and Cuffs allowing for a maximum of 7 additional slots.

Skill
Skill Slots
Slots Up
Up Example
Example
0x Zenith 0x Zenith 0x Zenith 4x Zenith 5x Zenith
5x G Rank 4x G Rank 2x G Rank 0x G Rank 0x G Rank
0x Origin 1x Origin 3x Origin 1x Origin 0x Origin

12 natural 11 natural 10 natural 11 natural 12 natural


14 maximum 13 maximum 14 maximum 17 maximum 19 maximum

The extra 2 available slots not from armour pieces are from a Zenith Weapon and Cuff.

Realistically, you are not going to be getting a set with 19 skills. For early Z sets you should expect a practical maximum
to be around 15 with Gunners seeing the most bene ts because they still want the single Origin piece for the +0.3x
Critical Distance and +0.2x Power Coating multipliers.

Zenith
Zenith Skill
Skill List
List
Zenith Skills

Zenith Skill Skill Buffed Buff Name Effect


Available Skill Slots go up by 7.
Skill Slots Up+7 ※ Stacks with the +1 or +2 skill slots from having 3 or 5
standard G Rank pieces (including Z, ZF, ZY, ZP and ZX).

Available Skill Slots go up by 6.


Skill Slots Up+6 ※ Stacks with the +1 or +2 skill slots from having 3 or 5
standard G Rank pieces (including Z, ZF, ZY, ZP and ZX).

Available Skill Slots go up by 5.


Skill Slots Up+5 ※ Stacks with the +1 or +2 skill slots from having 3 or 5
standard G Rank pieces (including Z, ZF, ZY, ZP and ZX).
EN: Skill Slots Up Available Skill Slots go up by 4.
CN: 技能格擴張 Always Active Skill Slots Up+4 ※ Stacks with the +1 or +2 skill slots from having 3 or 5
JP: スキル枠拡張 standard G Rank pieces (including Z, ZF, ZY, ZP and ZX).

Available Skill Slots go up by 3.


Skill Slots Up+3 ※ Stacks with the +1 or +2 skill slots from having 3 or 5
standard G Rank pieces (including Z, ZF, ZY, ZP and ZX).

Available Skill Slots go up by 2.


Skill Slots Up+2 ※ Stacks with the +1 or +2 skill slots from having 3 or 5
standard G Rank pieces (including Z, ZF, ZY, ZP and ZX).

Available Skill Slots go up by 1.


Skill Slots Up+1 ※ Stacks with the +1 or +2 skill slots from having 3 or 5
standard G Rank pieces (including Z, ZF, ZY, ZP and ZX).

Further increases attack based on your weapon's natural


af nity (10 × √Base Af nity, always rounded down before
addition).
Example: 50% base af nity = 10 x √50 = 7.07 x 10 = 70
※ This only uses the true base af nity of your weapon
Sigils, Skills, SR Skills and the +5-10% from having above
Flash Conversion Up+2 blue sharpness do not count towards the increase. (The
sharpness bonus is always displayed, deduct 10% from
most weapons for true value.)
※ This does not need you to have over 100% af nity. If
you had only 80% total af nity with 50% coming from
EN: Critical Conversion
your weapon's original number you would still get +70
Up True Raw.
CN: 閃轉強化 Flash Conversion
JP: 閃転強化 Increases attack based on your weapon's natural af nity
(5 × √Base Af nity, always rounded down before addition).
Example: 50% base af nity = 5 x √50 = 7.07 x 5 = 35
※ This only uses the true base af nity of your weapon
Sigils, Skills, SR Skills and the +5-10% from having above
blue sharpness do not count towards the increase. (The
Flash Conversion Up+1 sharpness bonus is always displayed, deduct 10% from
most weapons for true value.)
※ This does not need you to have over 100% af nity. If
you had only 80% total af nity with 50% coming from
your weapon's original number you would still get +35
True Raw.

Boosts attack by +40 per evade up to a maximum of +220.


The duration of the buff resets every evasion.
Stylish Assault Up+2 ※ Your attack being overbuffed is indicated by the Aura
EN: Stylish Assault Up becoming yellow.
CN: 巧擊強化 Stylish Assault
JP: 巧撃強化 Boosts attack by +20 per evade up to a maximum of +220.
The duration of the buff resets every evasion.
Stylish Assault Up+1 ※ Your attack being overbuffed is indicated by the Aura
becoming yellow.

EN: Dissolver Up
CN: 屬擊強化 Lowers the Elemental Hitbox requirements for Dissolver
Dissolver Dissolver Up (15 Weakness down from 20).
JP: 属撃強化

Increases the active duration of Thunder Clad to 120


EN: Thunder Clad Up Thunder Clad Up+2 Seconds (+60).
CN: 纏雷強化 Thunder Clad
JP: 纏雷強化 Increases the active duration of Thunder Clad to 80
Thunder Clad Up+1 Seconds (+20).

EN: Ice Age Up Increases the maximum duration that the Ice Age aura can
CN: 冰界創生強化 stay at a stage by +3 Seconds. Only affects top tier stage
Ice Age Ice Age Up (i.e. Stage 3 is 9>12 seconds but if it hits stage 2 that is 10
JP: 氷界創生強化 seconds for decay, not 13.)

Hearing Protection Up+3 Allows blocking of Ultra Roars with Earplugs.


EN: Hearing Protection
Up Increases Hearing Protection by two tiers, allows blocking
Hearing Protection Hearing Protection Up+2 of Ultra Roars with High Grade Earplugs.
CN: 耳塞強化
JP: 耳栓強化 Increases Hearing Protection by one tier, allows blocking
Hearing Protection Up+1 of Ultra Roars with Super High-Grade Earplugs.

Allows blocking of Ultra Wind Pressure with Wind Res


Wind Res Up+4 (Small).

Increases Wind Res by 3 tiers, allows blocking of Ultra


EN: Wind Res Up Wind Res Up+3 Wind Pressure with Wind Res (Large).
CN: 風壓強化 Wind Pressure
JP: 風圧強化 Increases Wind Res by 2 tiers, allows blocking of Ultra
Wind Res Up+2 Wind Pressure with Dragon Wind Breaker.

Increases Wind Res by 1 tier, allows blocking of Ultra


Wind Res Up+1 Wind Pressure with Violent Wind Breaker.

EN: Quake Res Up Quake Res Up+2 Allows blocking of Ultra Tremor with Quake Res+2
CN: 耐震強化 Quake Res
Increases Quake Res by 1 tier, allows blocking of Ultra
JP: 耐震強化 Quake Res Up+1 Tremor with Quake Res+1.

Super Poison Damage Halved


※ There is no immunity for Super Poison.
Poison Res Up+2 ※ Increases level of the hybrid Status Immunity hybrid
skill but does not increase level of skill granted by
EN: Poison Res Up Assistance or Thunder Clad.
CN: 耐毒強化 Poison Res Upgrades Poison Res by 1 tier, enables Super Poison
JP: 耐毒強化 Damage Halved with Poison Immunity.
※ There is no immunity for Super Poison.
Poison Res Up+1 ※ Increases level of the hybrid Status Immunity hybrid
skill but does not increase level of skill granted by
Assistance or Thunder Clad.

Super Paralysis Halved


※ There is no immunity for Super Paralysis.
Paralysis Res Up+2 ※ Increases level of the hybrid Status Immunity hybrid
skill but does not increase level of skill granted by
EN: Paralysis Res Up Assistance or Thunder Clad.
CN: 耐麻痺強化 Paralysis Res Upgrades Paralysis Res by 1 tier, enables Super Paralysis
JP: 耐麻痺強化 Halved with Paralysis Immunity.
※ There is no immunity for Super Paralysis.
Paralysis Res Up+1 ※ Increases level of the hybrid Status Immunity hybrid
skill but does not increase level of skill granted by
Assistance or Thunder Clad.

Super Sleep Halved


※ There is no immunity for Super Sleep.
Sleep Res Up+2 ※ Increases level of the hybrid Status Immunity hybrid
skill but does not increase level of skill granted by
EN: Sleep Res Up Assistance or Thunder Clad.
CN: 耐睡眠強化 Sleep Res Upgrades Sleep Res by 1 tier, enables Super Sleep halved
JP: 耐睡眠強化 with Sleep Immunity.
※ There is no immunity for Super Sleep.
Sleep Res Up+1 ※ Increases level of the hybrid Status Immunity hybrid
skill but does not increase level of skill granted by
Assistance or Thunder Clad.

Increases level of Vampirism by one. Increases leech rate


EN: Vampirism Up to 100% if you already have Vampirism+2.
CN: 吸血強化 Leeching with Vampirism+3 regains the same amount of
Vampirism Vampirism Up health as Vampirism+2, the buff is purely to the leech
JP: 吸血強化 chance and is not much of a buff compared to that of
increasing Vampirism+1 to +2.

Status weapons always in ict 42% of their original status


EN: Drug Knowledge Up value (Up from 38%).
CN: 危險品強化 Drug Knowledge Drug Knowledge Up ※ Does not increase the amount of raw gained from the
JP: 劇物強化 original status value beyond 1/4th. Normal status
in iction rate is 33% chance of 100% status points.

EN: Assistance Up Party Members within the area of effect of Assistance get
Status Immunity (Myriad)
CN: 支援強化 Assistance Assistance Up ※ Immunity skill still only affects other hunters, does not
JP: 支援強化 affect the person with the skill active.

Z1 First Update (Feb 2017) Zenith Skills

Further increases the rate at which you save bullets or


Bullet Saver Up+2
EN: Bullet Saver Up coatings to around 46.4%.
CN: 子彈節約術強化 Bullet Saving Tech Upgrades Bullet Saver by 1 tier. If you have Bullet Saving
JP: 弾丸節約術強化 Bullet Saver Up+1 Master, further increases the rate at which you save
bullets or coatings to around 46.4%..

Decreases the amount of knockback, stamina loss and


health loss while guarding and increases the size of the
guard window.
Lances and Gunlances only: Guarding affects 360 degrees
Guard Up+2 around you, rear hits still cause knockdown. Heavy and
Ranged Guards can block attacks that were previously
unblockable. Lance's Guard Meter lls faster (3 Hits > 2
Hits per phial). Gunlances have lowered Wyvern Fire
EN: Guard Up cooldowns (10s faster, 5s with Hiden).
CN: 防禦性能強化 Guard Upgrades Guard by one level. if you already have
JP: ガード性能強化 Guard+2, decreases the amount of knockback, stamina
loss and health loss while guarding and increases the size
of the guard window.
Lances and Gunlances only: Only applies when exceeding
Guard Up+1 Guard+2. Guarding affects 360 degrees around you, rear
hits still cause knockdown. Heavy and Ranged Guards can
block attacks that were previously unblockable. Lance's
Guard Meter lls faster (Extreme Style). Gunlances have
lowered Wyvern Fire cooldowns.

Increases the % of the adapted hitbox's value used to 90%


Adaptation Up+2 for Cutting or Impact weapons and 81% for Ranged
EN: Adaptation Up Weapons.
CN: 適應擊強化 Adaptation Updgrades Adaptation by one level. If you already have
JP: 適応撃強化 have Adaptation+2, increases the % of the adapted
Adaptation Up+1 hitbox's value used to 90% for Cutting or Impact and 81%
for Ranged Weapons.

Adds party wide Marathon Runner and Stamina Recovery


Encourage Up+2
EN: Encourage Up Up Large to Encourage.
CN: 鼓舞強化 Encourage Upgrades Encourage+1 to Encourage+2. If you already
JP: 鼓舞強化 Encourage Up+1 have have Encourage+2, adds party wide Marathon
Runner and Stamina Recovery Up Large.

Z1 Third Update (April 2017) Zenith Skills

Increases the motion value of the Re ect+3 motion (48 >


68). Also buffs perfect guard re ects while active (72 > 92).
The hit uses your current attack and sharpness values
and in icts impact based damage. Re ect motions cannot
deal critical hits, in ict status damage or deal elemental
damage. Consumes 1 sharpness on re ection hitting a
Re ect Up+3 monster. Does not bene t from Fencing+2 or utilise sword
crystals if loaded.
This skill can trigger on every part of any attacks which hit
multiple times without any cooldown period.
Does not buff the Perfect Guard re ect without actually
having Re ect+3 active alongside Re ect Up.

Upgrades Re ect by 1 tier. Going beyond Re ect+3


increases the motion value of the Re ect+3 motion (48 >
68). Also buffs perfect guard re ects while active (72 > 92).
The hit uses your current attack and sharpness values
and in icts impact based damage. Re ect motions cannot
EN: Re ect Up deal critical hits, in ict status damage or deal elemental
CN: 反射強化 Re ect Up+2 damage. Consumes 1 sharpness on re ection hitting a
Re ect monster. Does not bene t from Fencing+2 or utilise sword
JP: 反射強化 crystals if loaded.
This skill can trigger on every part of any attacks which hit
multiple times without any cooldown period.
Does not buff the Perfect Guard re ect without actually
having Re ect+3 active alongside Re ect Up.

Upgrades Re ect by 1 tier. Going beyond Re ect+3


increases the motion value of the Re ect+3 motion (48 >
68). Also buffs perfect guard re ects while active (72 > 92).
The hit uses your current attack and sharpness values
and in icts impact based damage. Re ect motions cannot
deal critical hits, in ict status damage or deal elemental
Re ect Up+1 damage. Consumes 1 sharpness on re ection hitting a
monster. Does not bene t from Fencing+2 or utilise sword
crystals if loaded.
This skill can trigger on every part of any attacks which hit
multiple times without any cooldown period.
Does not buff the Perfect Guard re ect without actually
having Re ect+3 active alongside Re ect Up.

Successful evades cause your weapon to use no


sharpness for a xed number of attacks as well as
regaining the usual sharpness from Stylish and releasing
an AOE attack with a motion value of 30. Amount of hits
that do not consume sharpness varies based on the
weapon type in use.
EN: Stylish Up DS: 5 Hits
CN: 巧流強化 SnS, Tonfa: 4 Hits
Stylish Stylish Up LS, Lance, Swaxe F, Magnet Spike: 3 Hits
JP: 巧流強化 GS, Hammer, HH, Gunlance: 2 Hits
Using Consumption Slayer reduces this to 1 hit for
everything except SnS and DS which have 2 hits.
Stylish Up AoE Motion cannot deal critical hits, in ict
status damage or deal elemental damage. The motion
does not bene t from Fencing+2 nor does it utilise sword
crystals if they are loaded.

Z2 / Anniversary Update (July 2017) Zenith Skills

EN: Vigorous Up Multiplies attack by 1.15x when your HP is over 100. Adds
CN: 血氣活性強化 Vigorous Vigorous Up +100 attack for Blademasters or +50 attack for Gunners if
JP: 血気活性強化 your HP bar is also completely lled.

Z2.2 / Anniversary Second Update Zenith Skills

Reduces total attack steps to 6 for maximum buff and


allows for sharpness recovery at maximum attack buff.
Perfect guards go up three attack steps (i.e. 2 perfect
guards is maximum attack buff) and recover additional
sharpness while maxed. Recovering sharpness with
Gunlance while in heat blade mode reduces the sharpness
loss on deactivation (20 guards or 5 Perfect Guards
negates all 100 sharpness loss).
Attack Increase: SnS, Lance, GL, Tonfa: 70 / 140 / 210 /
EN: Obscurity Up 240 / 270 / 300
CN: 雌伏強化 Obscurity Obscurity Up GS, Swaxe, Magnet Spike: 50 / 100 / 150 / 175 / 200 / 225
JP: 雌伏強化 LS: 30 / 60 / 90 / 110 / 130 / 150
Sharpness Recovery:
SnS: 4 / 12
Lance: 2 / 10
Gunlance: 5 / 20
GS: 5 / 15
Swaxe: 4 / 10
Tonfa: 5 / 13
LS: 5 / 11
Mag Spike: 5 / 10

Z2.3 / Anniversary Third Update Zenith Skills

Soul can be applied by using items, attacks will not


stagger other players.
Red Soul: +100 Attack on both user and players struck.
Zero stamina consumption for running with weapons
unsheathed.
EN: Soul Up Blue Soul: +200 Defense on both user and players struck.
CN: 喝強化 Soul Soul Up Health Recovery effects, removes most abnormal status
JP: 喝強化 effects (Zenith Blights cannot be removed.)
This skill works with all sources of Soul meaning you can
stack Blue Soul with Red Soul from Blazing Grace and
buff both.
Attack is a nal addition that is always the stated value
and completely unaffected by other skills and multipliers.

ZZ Skills

Adds a third stage to rush that is activated from the 2nd


stage by attacking or guarding. Strictly Time limited and
increases attack further and grants in nite stamina
EN: Rush Up during its duration, grants +70 True Raw (Total +200) and
CN: 猛進強化 has a duration of 30 seconds.
Rush Rush Up Indicated by an intensi ed version of the current aura
JP: 猛進強化 with additional lightning effects. In nite stamina works
with combat supremacy but does not re ll meaning you
would need to activate it before the bar empties to have
stamina for evading etc.

ZZ Jan Update Skills

Adds a third stage to Ceaseless with higher Af nity and


additional Critical Multiplier. All stages require less hits to
be reached and the skill goes down one level on timing out
instead of losing all levels (e.g. stage 2 downgrades to
stage 1 instead of no stages)
Third stage is indicated by a red ceaseless aura instead of
the standard white.
First Phase:+35% Af nity, +0.1x Critical Multiplier.
Second Phase:+50% Af nity, +0.15x Critical Multiplier.
Second Phase:+60% Af nity, +0.20x Critical Multiplier.
Each weapon requires a different number of hits to
progress in stages.
SnS:10s, 15 hits, 35 hits, 54 hits
EN: Ceaseless Up DS:11s, 12 hits, 29 hits, 45 hits
GS:15s, 7 hits, 16 hits, 26 hits
CN: 幕無強化 Ceaseless Ceaseless Up LS:12s, 11 hits, 29 hits, 47 hits
JP: 幕無強化 Hammer:15s, 6 hits, 21 hits, 36 hits
HH:14s, 8 hits, 24 hits, 40 hits
Lance, GL, Swaxe12s, 10 hits, 27 hits, 44 hits
Tonfa:11s, 11 hits, 27 hits, 43 hits
Magnet Spike:12s, 8 hits, 23 hits, 38 hits
LBG:11s, 27 hits, 74 hits, 120 hits
HBG:13s, 21 hits, 57 hits, 93 hits
Bow:12s, 12 hits, 36 hits, 60 hits
Re ect and Stylish Up count towards these hit totals but
Fencing+2's extra hit does not.
※ Both af nity and multiplier stack with similar buffs (e.g.
Issen+3 and second phase Ceaseless gives +70% Af nity
and a multiplier of 1.65x).
※ Full Ceaseless Table

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