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** Its aerial cross chop. Fairly fast windup, can dash at someone from across the zone, has an extremely wide hitbox while dealing massive damage, and is unblockable even with Guard Up. Fortunately, the slash may be wide, but it's narrow enough that it can still be avoided by dodging towards or away from it.

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** Its aerial cross chop. Fairly fast windup, can dash at someone from across the zone, reaches way further than you'd expect, has an extremely wide hitbox while dealing massive damage, and is unblockable even with Guard Up. Fortunately, the slash may be wide, but it's narrow enough that The only way to reliably avoid it can still be avoided is by dodging towards or away from it.''towards'' Malzeno.

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** Velkhana's Ice Breath. A direct copy of Vaal Hazak's move, its long range, can cover a wide area, does a lot of damage, applies Iceblight and cannot be blocked without a special skill. What makes it a real pain is that it ignores Velkhana's own ice wall's and can hit Hunters through the floor, which makes dodging it even more difficult. And unlike Vaal Hazak, Velkhana loves to spam this move. As for the Arch-Tempered version, the beam's attack pattern stays the same, ''but it becomes a fucking OneHitKill even with the toughest armor in the game.''
** Arch-Tempered Velkhana's unique LimitBreak, which has it shoot a sweeping ice beam into the ground, trapping anyone caught in the radius just in time for an expanding ring of icicles to burst out from the ground. The Frost Breath and Ice Pillars are unblockable, even WITH the Guard Up skill. It's one thing ''needing'' Guard Up to block an attack, but not being able to block with that skill at '''''ALL???''''' Come on! This attack deals heavy damage, leaving you with a sliver of health that's likely to be finished off by the icicle burst that you can't reliably walk away from while having your movement hampered. The only ways to avoid this attack is to run far away from Velkhana, or [[ViolationOfCommonSense move exactly under the Elder Dragon]].

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** Velkhana's Ice Breath. A direct copy of Vaal Hazak's move, its it boasts long range, can cover a wide area, does a lot of damage, applies Iceblight and cannot be blocked without a special skill. What makes it a real pain is that it ignores Velkhana's own ice wall's and can hit Hunters through the floor, which makes dodging it even more difficult. And unlike Vaal Hazak, Velkhana loves to spam this move. As for the Arch-Tempered version, the beam's attack pattern stays the same, ''but it becomes now deals enough damage to easily be a fucking OneHitKill even with the toughest armor in the game.''
** Arch-Tempered Velkhana's unique modified LimitBreak, which has it shoot a sweeping ice beam into the ground, trapping anyone caught in the radius just in time for an expanding ring of icicles to burst out from the ground. The Frost Breath and Ice Pillars are unblockable, even WITH the Guard Up skill. It's one thing ''needing'' Guard Up to block an attack, but not being able to block with that skill at '''''ALL???''''' Come on! This attack breath beam deals heavy damage, damage and roots you in place, leaving you with a sliver of health that's likely to be finished off by the icicle burst that you can't reliably walk away from while having your movement hampered.hampered; to make things worse, the Frost Breath is unblockable, even WITH the Guard Up skill. The only ways to avoid this attack is to run far away from Velkhana, or [[ViolationOfCommonSense move exactly under the Elder Dragon]].



* In ''World: Iceborne'', Rajang gains a new pinning attack that gains ''incredible'' distance and comes out absurdly quickly [[TheComputerIsACheatingBastard WITHOUT WARNING]]. If getting caught by this pin attack does not result in getting outright '''mauled''' to death, your health gauge will have at most 10% of your health left. While it's likely to do this right after using its [[Franchise/StreetFighter Blanka]] Ball attack, the pin can be used after doing ANYTHING ELSE, making it even MORE unpredictable. It seems outright IMPOSSIBLE for ''anybody'' to evade this pin, because it's just too fast for its own good. In ''Sunbreak'', the pin is altered in which it will now send you flying in the air and if you don’t quickly wirefall, Rajang will snipe you out of the air with it’s beam, very likely finishing you off.

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* In ''World: Iceborne'', Rajang gains a new pinning attack that gains ''incredible'' distance and comes out absurdly quickly [[TheComputerIsACheatingBastard WITHOUT WARNING]]. If getting caught by this pin attack does not result in getting outright '''mauled''' mauled to death, your health gauge will have at most 10% of your health left. While it's likely to do this right after using its [[Franchise/StreetFighter Blanka]] Ball attack, the pin can be used after doing ANYTHING ELSE, making it even MORE unpredictable. It seems outright IMPOSSIBLE for ''anybody'' to evade this pin, because it's just too fast for its own good. In ''Sunbreak'', the pin is altered in which it will now send you flying in the air and if you don’t quickly wirefall, Rajang will snipe you out of the air with it’s beam, very likely finishing you off.off, although the pin itself comes out slightly slower.



** In Rise, the pin attack is no longer instant. Hooray! But the windup may still be a tad bit short.



** And lastly, it can also slam its limbs on the floor causing 4 explosions, expanding out in a ring. Huge damage, tremendous area of effect, hard to dodge, and sends you flying if you get hit. Even if you brace yourself and guard, you'll still find yourself a ponderous distance away from the Red Dragon and missing a sizable chunk of health. Panic-dive through one of the rings? Good. Improperly time or position your evasive maneuvers? ''[[ThisIsGonnaSuck Prepare for pain.]]''
** Its SignatureMove, [[OneHitKill Sapphire Star]]. Safi'jiiva will take flight and spread a blue cloud of blue smoke on the ground, and when it's finished charging up, it will drop a blue sparkle on the ground and unleash a '''''[[FantasticNuke cataclysmic explosion]]'''''. The first time one sees this, they'd assume that it's based off the [[VideoGame/FinalFantasyXIV Behemoth's]] Ecliptic Meteor, and they're right. That explosion will undoubtedly one-shot players. In order to avoid this, a player must hide behind any of the crags that it created during the fight...provided the damned thing ''makes'' some, as [[TacticalSuicideBoss it only sometimes uses an attack that heats up the ceiling, causing crags to drop down, replacing the ones that break with each iteration of the move.]] If it doesn't do the ceiling beam attack before it decides to nuke you, you may as well RageQuit [[BetterToDieThanBeKilled then and there.]] In the raid mission where you are supposed to slay Safi, the charge up time is a lot faster than in the first quest you encounter it, [[IncreasinglyLethalEnemy and it becomes]] ''[[IncreasinglyLethalEnemy even faster and more populous]]'' [[IncreasinglyLethalEnemy each time the move is launched]]. Alternatively, you can use a Farcaster to escape, provided you actually ''brought'' one.

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** And lastly, it can also slam its limbs on the floor causing 4 explosions, expanding out in a ring. Huge damage, tremendous area of effect, hard to dodge, and sends you flying if you get hit.hit, and to make matters worse the rings ''overlap'' in a way where even if you avoided one, you may be clipped by the next. Even if you brace yourself and guard, you'll still find yourself a ponderous distance away from the Red Dragon and missing a sizable chunk of health. Panic-dive through one of the rings? Good. Improperly time or position your evasive maneuvers? ''[[ThisIsGonnaSuck Prepare for pain.]]''
** Its SignatureMove, [[OneHitKill Sapphire Star]].Star]], specifically on the third floor. Safi'jiiva will take flight and spread a blue cloud of blue smoke on the ground, and when it's finished charging up, it will drop a blue sparkle on the ground and unleash a '''''[[FantasticNuke cataclysmic explosion]]'''''. The first time one sees this, they'd assume that it's based off the [[VideoGame/FinalFantasyXIV Behemoth's]] Ecliptic Meteor, and they're right. That explosion will undoubtedly one-shot players. In order to avoid this, a player must hide behind any of the crags that on the second floor, or the ones it created creates during the fight...fight on the third floor...provided the damned thing ''makes'' some, as [[TacticalSuicideBoss it only sometimes uses an attack that heats up the ceiling, causing crags to drop down, replacing the ones that break with each iteration of the move.]] If it doesn't do the ceiling beam attack before it decides to nuke you, you (or worse, you flinch it in the middle of said attack, cancelling it), you may as well RageQuit [[BetterToDieThanBeKilled then and there.]] there. In the raid mission where you are supposed to slay Safi, the charge up time is a lot faster than in the first quest you encounter it, [[IncreasinglyLethalEnemy and it becomes]] ''[[IncreasinglyLethalEnemy even faster and more populous]]'' [[IncreasinglyLethalEnemy each time the move is launched]]. Alternatively, you can use a Farcaster to escape, provided you but only in the brief window where it's winding up, and ''not'' when the attack is actually ''brought'' one.progressing.



** Another attack to watch out for is when he starts charging up his fire breath in its final phase, then releases a massive flamethrower while [[SpectacularSpinning spinning like a sprinkler.]] It has an ''obscene'' radius, covering over half the arena, so the only way to dodge it is to panic-dive out of it or time your Dragon Pod shots correctly. And if you haven't broken his head twice, you can kiss a significant portion of your health goodbye. Thankfully, however, you can completely avoid this attack by [[ViolationOfCommonSense grabbing onto its head.]]
** Fatalis sometimes starts charging up a massive fireball that results in an enormous explosion. While this is manageable normally, he chains it into a dive-bomb once enraged, which can easily spell doom for you if you got hit by both the initial attack and the follow-up. To make matters worse, said dive-bomb ''also unleashes wind pressure when Fatalis takes off'', meaning you aren't safe just because you evaded or blocked the first blast. Once it's in its Hellfire mode, it won't use the follow-up dive anymore, but it'll instead shoot three large fireballs in a row, the last of which comes out much quicker than the first two just to throw you off.

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** Another attack to watch out for is when he starts charging up his fire breath in its final phase, then releases a massive flamethrower while [[SpectacularSpinning spinning like a sprinkler.]] It has an ''obscene'' radius, covering over half the arena, so the only way to dodge it is to panic-dive out of it or time your Dragon Pod shots correctly. And if you haven't broken his head twice, you can kiss a significant portion of your health goodbye.the attack will be all but guaranteed to one-shot you. Thankfully, however, you can completely avoid this attack by [[ViolationOfCommonSense grabbing onto its head.]]
** Fatalis sometimes starts charging up a massive fireball that results in an enormous explosion. While this is manageable normally, he chains it into a dive-bomb once enraged, which can easily spell doom for you if you got hit by both the initial attack and the follow-up. To make matters worse, said dive-bomb ''also unleashes wind pressure when Fatalis takes off'', meaning you aren't safe just because you evaded or blocked the first blast. Once it's in its Hellfire mode, it won't use uses the follow-up dive anymore, if not enraged, but it'll instead shoot three large fireballs in a row, row when enraged, the last of which comes out much quicker than the first two just to throw you off.



** Fatalis' ''forward'' body slam can hit you when you're standing '''[[HitboxDissonance next to its hind legs]]'''. It also always knocks you on your butt, which is an especially irritating aspect.

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** Fatalis' ''forward'' body slam can hit you when you're standing '''[[HitboxDissonance next to its hind legs]]'''. It also always knocks you on your butt, which is an especially irritating aspect.aspect as it can potentially combo into an unavoidable cart if Fatalis decides to attack again and you can't flinch it in time.



** This Valstrax takes a cue from the only other monster with wingarms and now comes packing the Proton Beam, a [[WaveMotionGun giant laser]] of Dragon energy. This beam is all but a OneHitKill, is unblockable, and leaves an explosive spot on the ground. Fortunately the windup is very obvious and it can easily be avoided by any half-decent player. That said, the Master Rank version will reset its aim by firing the beam back down immediately after the first blast, catching players who aren't expecting it off guard, and the Risen version will produce much more dangerous explosions.

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** This Valstrax takes a cue from the only other monster with wingarms and now comes packing the Proton Beam, a [[WaveMotionGun giant laser]] of Dragon energy. This beam is all but a OneHitKill, is unblockable, and leaves an explosive spot on the ground. Fortunately the windup is very obvious and it can easily be avoided by any half-decent player. That said, the Master Rank version will reset its aim by firing the beam back down immediately after the first blast, catching players who aren't expecting it off guard, and the Risen version will produce much more dangerous explosions.



** Risen Valstrax also has its new LimitBreak in its Risen mode, where it builds up a massive amount of thrust in one wing and spins towards the target, before unleashing a devastating power stab using the charged wing. The initial spin covers a ridiculous amount of ground in an instant, and is nearly impossible to dodge without something like a counter or superman dive, while the latter stab is comparatively easier to avoid - but ''not'' if you've been left reeling or disoriented by the spin, and it still comes out extremely fast. Needless to say, a direct hit from either the spin or ''especially'' the stab can very easily be a OneHitKill for all but the tankiest of builds, and even shield classes will often find themselves missing half their health from the chip damage even after blocking the attack. To make matters worse, a Hazard Risen Valstrax will perform ''two'' consecutive wing stabs just to catch you off guard, potentially carting hunters that evaded the first stab or even crunching through shield users with maxed Guard skills.

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** Risen Valstrax also has its new LimitBreak in its Risen mode, where it builds up a massive amount of thrust in one wing and spins towards the target, before unleashing a devastating power stab using the charged wing. The initial spin covers a ridiculous amount of ground in an instant, and is nearly impossible to dodge without something like a counter or superman dive, while the latter stab is comparatively easier to avoid - but ''not'' if you've been left reeling or disoriented by the spin, and it still comes out extremely fast. Needless to say, a direct hit from either the spin or ''especially'' the stab can very easily be a OneHitKill for all but even the tankiest of builds, and even shield classes users will often find themselves missing half their health from the chip damage even after blocking the attack. To make matters worse, a Hazard Risen Valstrax will perform ''two'' consecutive wing stabs just to catch you off guard, potentially carting hunters that evaded the first stab or even crunching through shield users with maxed Guard skills.



** Primordial Malzeno has its infamous "shield bash" where it charges the hunter using its wing to bash them, before following up with an additional stab. The initial shield bash comes out extremely quickly, can combo out of some of its previous attacks, and will pin the hunter to the ground, so if you don't Wirebug out of there quickly the second hit ''will'' hit you, guaranteeing massive damage or a cart considering how much ''one'' hit hurts already. In later phases, it will start to mix things up with a different bash attack that can transition into one of its other attacks.

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** Primordial Malzeno has its infamous "shield bash" where it charges the hunter using its wing to bash them, before following up with an additional stab. The initial shield bash comes out extremely quickly, can combo out of some of its previous attacks, and will pin knock the hunter to flat on the ground, so if you don't Wirebug out of there quickly the second hit ''will'' hit you, guaranteeing massive damage or a cart considering how much ''one'' hit hurts already. In later phases, it will start to mix things up with a different bash attack that can transition into one of its other attacks.
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** Its quadruple Qurio laser blast in the Bloodening state. It comes out very fast (only telegraphed by Malzeno deploying four balls of Qurio in front of itself for a little over a second) and covers a decently long range in the blink of an eye, while inflicting very high damage and Bloodblight to boot. It covers quite a wide area and unless you happen to weave between the beams' path or escape in time, you're going to get hit because ''this attack is unblockable''.

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** Its quadruple Qurio laser blast in the Bloodening state. It comes out very fast (only telegraphed by Malzeno deploying four balls of Qurio in front of itself for a little over a second) few seconds, which will be reduced to about ''one'' if it's in the Bloodlust form) and covers a decently long range in the blink of an eye, while inflicting very high damage and Bloodblight to boot. It covers quite a wide area and unless you happen to weave between the beams' path or escape in time, you're going to get hit because ''this the attack is unblockable''.goes right through Guard Up.

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** Risen Valstrax also has its new LimitBreak in its Risen mode, where it builds up a massive amount of thrust in one wing and spins towards the target, before unleashing a devastating power stab using the charged wing. The initial spin covers a ridiculous amount of ground in an instant, and is nearly impossible to dodge without something like a counter or superman dive, while the latter stab is comparatively easier to avoid - but ''not'' if you've been left reeling or disoriented by the spin, and it still comes out extremely fast. Needless to say, a direct hit from either the spin or ''especially'' the stab can very easily be a OneHitKill for all but the tankiest of builds, and even shield classes will often find themselves missing half their health from the chip damage even after blocking the attack. To make matters worse, a Hazard Risen Valstrax will perform ''two'' consecutive wing stabs just to catch you off guard, potentially carting hunters that evaded the first stab or even crunching through shield users with maxed Guard skills.



** The first part of her LimitBreak attack has her hoist up around nine Dragonators with her electromagnetism, then begins whirling them around Ahtal-ka style, with an explosive orb of thunder in the middle. Everyone has to run to the outer edge of the arena, then once the orb detonates, they have to run to the center. The problem here is that the Dragonators are still spinning like the blades of a blender when the orb explodes, and they can do ''massive'' damage to you. Since each of the Dragonators cover the gaps in between the others, it's very likely you'll end up getting pureed en route to the safe spot, [[CycleOfHurting and then hit]] ''[[CycleOfHurting again]]'' [[CycleOfHurting when trying to recover from your fall.]] Not only that, but the move ''[[WeaponsThatSuck sucks you into the center.]]'' It almost makes the second part, which is a OneHitKill in the vein of the above "Sapphire Star of the Emperor" seem downright tame in comparison!

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** The first part of her LimitBreak attack has her hoist up around nine Dragonators with her electromagnetism, then begins whirling them around Ahtal-ka Ahtal-Ka style, with an explosive orb of thunder in the middle. Everyone has to run to the outer edge of the arena, then once the orb detonates, they have to run to the center. The problem here is that the Dragonators are still spinning like the blades of a blender when the orb explodes, and they can do ''massive'' damage to you. Since each of the Dragonators cover the gaps in between the others, it's very likely you'll end up getting pureed en route to the safe spot, [[CycleOfHurting and then hit]] ''[[CycleOfHurting again]]'' [[CycleOfHurting when trying to recover from your fall.]] Not only that, but the move ''[[WeaponsThatSuck sucks you into the center.]]'' It almost makes the second part, which is a OneHitKill in the vein of the above "Sapphire Star of the Emperor" seem downright tame in comparison!
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** Another slam attack has her lunging at and striking the player twice in quick succession. This attack doesn't seem that complicated on paper, but in practice, you're having to deal with a gargantuan monster that can lunge halfway across the arena with each claw swipe, and she takes advantage of her serpentine figure by striking you at odd angles that are nearly impossible to dodge roll away from. Chances are if you get hit by the first, you ''will'' get hit by the second, and even if you dodge the second you aren't out of the woods yet: she immediately fires a thunder ring and thunder sphere that are just as tough to dodge. And if she's pinned you against a wall, chances are you're taking that hit.

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** Another slam attack has her lunging at and striking the player twice in quick succession. This attack doesn't seem that complicated on paper, but in practice, you're having to deal with a gargantuan monster that can lunge halfway across the arena with each claw swipe, and she takes advantage of her serpentine figure by striking you at odd angles that are nearly impossible to dodge roll away from. Chances are if you get hit by the first, you ''will'' get hit by the second, and even if you dodge the second you aren't out of the woods yet: she immediately fires a thunder ring and thunder sphere that are just as tough to dodge. And if she's pinned you against a wall, chances are you're taking that hit. In Master Rank, Ibushi will also pick up this move, so be prepared when facing him too.
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Bonus Boss is a disambiguation


* The ''World'' incarnation of Fatalis thankfully boasts a less dangerous "Snap 'n Drag" move, but being a [[NintendoHard tough-as-nails]] BonusBoss, he naturally has a lot of attacks that hit like trucks.

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* The ''World'' incarnation of Fatalis thankfully boasts a less dangerous "Snap 'n Drag" move, but being a [[NintendoHard tough-as-nails]] BonusBoss, tough-as-nails]], he naturally has a lot of attacks that hit like trucks.

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** Fatalis sometimes starts charging up a massive fireball that results in an enormous explosion. While this is manageable normally, he chains it into a dive-bomb once enraged, which can easily spell doom for you if you got hit by both the initial attack and the follow-up.

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** Fatalis sometimes starts charging up a massive fireball that results in an enormous explosion. While this is manageable normally, he chains it into a dive-bomb once enraged, which can easily spell doom for you if you got hit by both the initial attack and the follow-up. To make matters worse, said dive-bomb ''also unleashes wind pressure when Fatalis takes off'', meaning you aren't safe just because you evaded or blocked the first blast. Once it's in its Hellfire mode, it won't use the follow-up dive anymore, but it'll instead shoot three large fireballs in a row, the last of which comes out much quicker than the first two just to throw you off.



** Its quadruple Qurio laser blast in the Bloodening state. It comes out very fast (only telegraphed by Malzeno deploying four balls of Qurio in front of itself for a little over a second) and covers a decently long range in the blink of an eye, while inflicting very high damage and Bloodblight to boot. It covers quite a wide area and unless you happen to weave between the beams' path or escape in time, you're going to get hit because ''this attack is unblockable''.



** Its quadruple Qurio laser blast. It comes out very fast (only telegraphed by Malzeno deploying four balls of Qurio in front of itself for a little over a second) and covers a decently long range in the blink of an eye, while inflicting very high damage and Bloodblight to boot. It covers quite a wide area and unless you happen to weave between the beams' path or escape in time, you're going to get hit because ''this attack is unblockable''.
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** This Valstrax takes a cue from the only other monster with wingarms and now comes packing the Proton Beam, a [[WaveMotionGun giant laser]] of Dragon energy. This beam is all but a OneHitKill, is unblockable, and leaves an explosive spot on the ground. Fortunately the windup is very obvious and it can easily be avoided by any half-decent player. That said, the Master Rank version will fire a second beam immediately after the first, catching players who aren't expecting it off guard, and the Risen version will produce much more dangerous explosions.

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** This Valstrax takes a cue from the only other monster with wingarms and now comes packing the Proton Beam, a [[WaveMotionGun giant laser]] of Dragon energy. This beam is all but a OneHitKill, is unblockable, and leaves an explosive spot on the ground. Fortunately the windup is very obvious and it can easily be avoided by any half-decent player. That said, the Master Rank version will fire a second reset its aim by firing the beam back down immediately after the first, first blast, catching players who aren't expecting it off guard, and the Risen version will produce much more dangerous explosions.
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** Once it's in the Bloodrage or Bloodlust forms for long enough, Malzeno gains access to a LimitBreak where it creates an indiscriminate storm of Qurio blasts while raining down more in a fairly large area, before teleporting atop the player and unleashing a devastating explosion that borders on a OneHitKill. The first part isn't so bad, but when Malzeno teleports on top of you, you have roughly a second to somehow get out of the massive radius, superman dive, or trigger some form of counter/invulnerability before the explosion instantly sends you back to camp; if you get caught by its initial Qurio blasts, chances are that you won't even have time to dive. On the bright side, if you survive, the attack will leave Malzeno fatigued and weakened for a bit, providing a big opening to attack.

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** Once it's in the Bloodrage or Bloodlust forms for long enough, Malzeno gains access to a LimitBreak where it creates an indiscriminate storm of Qurio blasts while raining down more in a fairly large area, before teleporting atop the player and unleashing a devastating explosion that borders on a OneHitKill. The first part isn't so bad, but when Malzeno teleports on top of you, you have roughly a second to somehow get out of the massive radius, superman dive, or trigger some form of counter/invulnerability before the explosion instantly sends blasts you back to camp; kingdom come; if you get caught by its initial Qurio blasts, chances are that you won't even have time to dive. On the bright side, if you survive, the attack will leave Malzeno fatigued and weakened for a bit, providing a big opening to attack.
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** In 4U, it gains the ability when it covers itself, it gives a warning that it will unleash a water spray attack. In G Rank, it will try to aim at your location. It ''can'' be disrupted with a Sonic Bomb...if you remember to bring them...''and'' you can sheathe your weapon and scroll to the Sonic Bombs in your inventory (or have a touchscreen or right-analog shortcut for it) before it can uncover and attack.

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** In 4U, it gains the ability when it covers itself, it gives a warning that it will unleash a water spray attack. In G Rank, it will try to aim at your location. It The covering move ''can'' be disrupted with a Sonic Bomb...if you remember to bring them...''and'' you can sheathe your weapon and scroll to the Sonic Bombs in your inventory (or have a touchscreen or right-analog shortcut for it) before it can uncover and attack.
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** In 4U, it gains the ability when it covers itself, it gives a warning that it will unleash a water spray attack. In G Rank, it will try to aim at your location.

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** In 4U, it gains the ability when it covers itself, it gives a warning that it will unleash a water spray attack. In G Rank, it will try to aim at your location. It ''can'' be disrupted with a Sonic Bomb...if you remember to bring them...''and'' you can sheathe your weapon and scroll to the Sonic Bombs in your inventory (or have a touchscreen or right-analog shortcut for it) before it can uncover and attack.

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** When it digs, it will attempt to attack the hunter from the ground repeatably. Unlucky hunters will be sent flying when hit.

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** When it digs, it will attempt to attack the hunter from the ground repeatably. Unlucky hunters will be sent flying when hit. In ''Rise: Sunbreak'', it can additionally instead perform an attack where it peeks out of the ground, then lunges at the hunter and pin them down, potentially for massive damage.


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** In ''Rise: Sunbreak'', it gains a new highly-damaging sideways tackle, throwing off those who expected this GiantEnemyCrab to be a WarmUpBoss.
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** In ''Rise: Sunbreak'', Rajang in Master Rank has a shoulder tackle attack that it is all too happy to spam shamelessly. In a solo hunt, this makes it difficult to maintain a decent damage rate because you spend a lot of time just having to dodge out of the way.
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** Once Primordial Malzeno is on its last legs and enters its Bloodlust form, it'll gain a particularly nasty combo that consists of ''eleven'' of its prior attacks performed consecutively without stopping, most likely ''aiming at one particular hunter'', all while teleporting in between attacks to throw you off. The combo has a fixed order so it can be predicted, but Malzeno will still be zooming around like it's on crack, and taking a hit at any point in the combo will almost certainly throw off your rhythm and lead you to mess up a later part of it, not helped by the fact that a Bloodlust state Malzeno also has several other similar (but shorter) combos to mix things up. Attacking Malzeno during this combo string is pointless, so your only option is to run and wait it out until Malzeno collapses from fatigue once it's done.

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** Once Primordial Malzeno is on its last legs and enters its Bloodlust form, it'll gain a particularly nasty combo that consists of ''eleven'' of its prior attacks performed consecutively without stopping, most likely ''aiming at one particular hunter'', all while teleporting in between attacks to throw you off. The combo has a fixed order so it can be predicted, but Malzeno will still be zooming around like it's on crack, and taking a hit at any point in the combo will almost certainly throw off your rhythm and lead you to mess up a later part of it, not helped by the fact that a Bloodlust state Malzeno also has several other similar (but shorter) combos to mix things up. Attacking Malzeno during this combo string without being a master of dodging/countering is pointless, basically suicide, so if you're not that good, your only option is to run and wait it out until Malzeno collapses from fatigue once it's done.afterward.

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