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Just as Monster Hunter has its share of legitimate threats, it also has a few of them that aren't particularly hard, but incredibly annoying and tedious nonetheless. Which, given the fact that there are time limits, is a level of difficulty by itself.


  • If a monster roars more frequently than most, expect to get old of that monster real fast.
  • Any boss in Tri that is capable of going underwater, due to the unpolished underwater controls.
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  • The Duramboros is slow as molasses and has predictable attacks, but it's a wall for many inexperienced players due to one major factor: it's one of the biggest non-Elder Dragon Damage Sponge Bosses in the series. Without a good weapon, fighting it can take forever, and suddenly the otherwise long fifty minute time limit becomes a genuine race against time. This is compounded by the fact that the Duramboros, unlike some of the lower level Brute Wyverns, leaves only the briefest of indications where it flees when it digs away. If you can't locate it in a neighboring area, it's plausible that you'll waste even more of your precious time going from area to area searching for it, made especially annoying in the Flooded Forest (the Duramboros' most common level to spawn in) where you have to swim to many areas, that itself is an exercise in patience. On the flip side, traps remove a lot of the frustration in taking it out, poison weapons work wonders against it, and Generations lets you mount the monster to topple it and gain access to its very weak humps.
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  • While Lao Shan Lung is very slow and nonaggressive, simply walking across the area and ignoring the attacks of hunters until it reaches a barrier or sees them standing on a bridge, it has massive amounts of health, meaning that the fight can drag on for long periods of time if they lack good weapons, and while staggering the beast is all but recommended to keep it from spending too much time in the base point of the Fortress, there is some odd programming that makes it unable to be killed until it reaches it; its health can only go below 50% when it's in the base point (and there is no notable sign of this gimmick taking place anywhere in the battle), meaning that hunters who stagger it too much will find themselves running out of time and repelling the dragon instead of killing it, depriving them of valuable carves. Generations Ultimate seems to have mitigated this problem by reducing the number of areas from four to two and giving Hunters access to the massive-damage Demolisher cannon, although the first area now has a barrier of its own that needs to be defended too. Beyond that, Lao-Shan Lung creates tremors with every step, causing Blademasters to repeatedly have their attacks cut off unless they have Tremor Res.
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  • Before Tri and in 4, there is the Gypceros, a monster encountered fairly early in the game. While it doesn't have much damage potential, it has an annoyingly tough hide for that point of the game, spits poison projectiles, has a flash bomb-like attack that can stun you, can charge in multiple directions without stumbling while spitting poison bombs left and right, and even steal random items that cannot be recovered unlike with Melynxes. It also has a move where it will play dead and attack if you come near, but at least you can carve some materials from it during that move if you're quick enough, and it also serves as an indication that the Gypceros' health is getting lower.
  • The Baleful Gigginox. It ditches its egg-laying ability, freeing you of the worry of Giggis leeching your health away, but in addition to some powerful thunder attacks, it also has a tendency to roar. A lot. And basic Earplugs won't protect you; you need high-grade Earplugs to shield against its roars.
  • Plesioth, who is Hitbox Dissonance incarnate and probably the sole reason most hardcore Blademasters would go out of their way to craft Gunner equipment. Seeing it reduced to a fishing minigame in 4U is rather cathartic.
  • Gravios. The first time you fight it, you'll most likely have green-sharpness weapons at best, and even those will bounce off of any part of its body that isn't its chest. If you're fighting it in multiplayer, you can just assemble a team of Gunners wielding weapons capable of Pierce shots and not worry about sharpness, but if you're hunting it solo, gunner weapons are a highly impractical option due to having less time to shoot safely because of the lack of other players for Gravios to focus on and the relative weakness of your Felyne or Shakalaka companions in tanking Gravios' hits.
  • Congalala has a few attacks that cause it to stumble or otherwise lay down on the ground for a few seconds. The catch? Said attacks are certain to knock you down if they connect, and if they don't, Congalala causes tremors when it hits the ground, rendering you immobile and instantly sheathed if the tremors hit and you don't have tremor negation. On top of that, it can eat various mushrooms to gain breath attacks that cause various status ailments, frequently causes the stench status through farts, its stinky breath attack, and flinging shit at you. The Emerald version adds elements of unpredicability where it just does the frog splash move randomly as well as randomly farting when you think there's an opening. Lastly, they're just plain gross to fight.
  • Blangonga is a Glass Cannon that's light on the "cannon" and has an average health pool for its place in the hierarchy. However, its habit of jumping around the area, using techniques like tremors, digging, and snowman that waste time more than they hurt, and leaping into the sky to transition to any area it likes make it a pain in the ass to bring down. In short, Blangonga is Rajang Lite.
  • If Rathalos isn't That One Boss, he's this due to his tendency to fly around out of the reach of your weapons, wasting your time, while running you over every chance he can get.
  • The -drome series of Bird Wyvern bosses: Velocidrome, Gendrome, Iodrome. On Low Rank, they're only slightly more threatening than a Great Jaggi, but on High Rank and up, they become exceptionally annoying. They'll constantly use their pounce attack, which will make you miss attacks a lot at best and get knocked everywhere at worst. This is without mentioning Gendrome's paralysis attack and Iodrome's poison breath, both of which are already bad enough on their own. They get worse on multi-level areas, as they'll jump between the two levels in order to make you waste time chasing them around. The narrow structure of these monsters also means it can be hard to land some clean hits on them, especially if they're facing you head-on. Finally, they tend to be encountered with their younger -prey kin, meaning that you'll be constantly dealing with small monsters potentially disrupting your combos or getting in the way of your attacks.
  • Raging Brachydios edges into this. While it is noticeably slower than a regular Brachydios, making its normal attacks easier to deal with, its new slime mechanic is very painful and incredibly annoying. Basically, the slime in its head, arms, and tail is highly volatile and heats up during the fight, exploding when it reaches the limit and (badly) damaging any hunters nearby. The slime goes critical a LOT faster if you are attacking the part in question, meaning you could accidentally nick one of the slimed body parts and suddenly get an explosion to the face and lose close to half of your health. Needless to say, this makes breaking its horn and arms (which you need to do to get its unique parts) a very tedious process.
  • Kirin is not a terribly lethal boss, being the least powerful of the Elder Dragons (to the point where prior to Generations it's the only Elder Dragon not to make other monsters bail out of the map), but during its rage mode, only its horn is vulnerable to attacks; everywhere else will just result in bounced hits. It is also fast and likes to summon lighting bolts all over the place, making it a literal Lightning Bruiser. World averts this though, by making Tempered Kirin arguably the hardest fight in the game.
  • If you plan to take on Khezu or its subspecies, you can forget about bringing Nulberries, because it loves to spam thunder attacks, and if you cure your Thunderblight, chances are the Khezu's just going to inflict it again. Really, the only sure-fire way to deal with its Thunder attacks is to have at least 20 Thunder Res so you can nullify Thunderblight altogether. The Khezu also loves to scale the walls and ceiling, especially in area 7 of the Frozen Seaway, putting itself out of reach of melee weapons.
  • Yian Garuga is what happens when you take the unpredictable Yian Kut-Ku and put it on monster steroids. It roars constantly, spits fireballs everywhere, has a tail whip that's guaranteed to cause poisoning, can break into a run in an instant, and has pecking attacks that will knock you everywhere with the "slam beak into the ground" variant capable of wiping out a large chunk of your health meter. While it's not a terribly difficult monster to put down before you and / or your comrades get triple-carted, it's just a very unpleasant one to fight.
  • Ash Kecha Wacha moves a lot faster than its basic counterpart, and shields itself with its ears far more often, not only rendering your Sonic Bombs and Flash Bombs moot most of the time, but also bouncing even purple-sharpness weapons off. Imagine the pain of your weapons bouncing off of Apex monsters, but without your Wystones helping you out.
  • Malfestio can reverse your controls, which is annoying enough as it is, but can also chain sleep and stun along with it to put you into a Cycle of Hurting. While Confusion isn't too troublesome if you know what buttons to press, there's no tell that determines when it ends, which can disorient players trying to work around it, leading to more dangerous situations. It also likes to fly around a lot and has a questionable hitbox on its glide attack; you'll take full damage from it even if the tips of its wings only slightly grazed you. And if you are the sort that adapts to the reversed controls quickly, and even quickly realize that it ends when two exclamation marks appear above your character, your Palicoes will assume you can't and rush to hit you out of it without fail. This gets really irritating, especially since your character reels pretty far from the hit and takes a second to recover from it, usually right into Malfestio's glide, often resulting in you getting dizzied... which the Palico has significantly less enthusiasm in breaking you out of, of course.
  • On the Deviant side, most players agree that Dreadking Rathalos is the most problematic of them all. Hits a lot harder than most deviants, requires blue sharpness to cut through nearly everything on it, is highly resistant to element and status on any body part that isn't broken, has absurdly powerful ranged attacks, can inflict severe poison, spends half the fight in the air, and is immune to Flash Bombs while airborne until you wound one of its wings. The Level 10 and G5 Dreadking quests only stockpile the anger by throwing in a Dreadqueen Rathian and a Boltreaver Astalos, respectively, just for good measure. And of course this is the monster you have to fight ad nauseam to level up the Game-Breaker armor.
  • Crystalbeard Uragaan is much like regular Uragaan: huge health pool, tremors upon tremors, poor hitzones, spends much of the fight rolling around, and spams sleep gas in G Rank. Crystalbeard combines this with its chin only being breakable with blunt weapons. This makes its main weak point inaccessible with most weapons and makes its high health feel even higher.
  • Bulldrome is fragile as far as boss monsters go and has only a few attacks, two of which involve straightforward charging, but its attacks come out quickly and only one of which (the long charge) is telegraphed, and on higher ranks, it gains a turning charge that can be hard to predict due to its randomized movement, meaning that you can get trampled even if you think you're at a good distance from it. It becomes even more obnoxious when you're trying to fight another monster, as no amount of running away will keep it at a safe distance.
  • Any monster for whom breaking and getting parts requires getting a monster to a certain state.
    • Glavenus can go from really difficult, to really tedious if you want to cut off its tail. Unlike most monsters, its tail can only be cut off if it's glowing. Not only is this the point where its tail attacks are at their most dangerous, actually getting to this state can be very time consuming. First, its tail needs to be in its sharp state. Then it needs to perform its Sword Drag move enough times for the tail to become heated. If Glavenus doesn't do it fast enough, its tail will become rusted instead, meaning you'll have to wait for it to start over. If the Random Number God isn't on your side, the game's A.I. Roulette will force you to wait several minutes before its tail becomes hot enough to cut. Once its tail does become heated, you only have a couple minutes before the tail becomes rusted, requiring you to wait through the process again. Fortunately, if you've passed the sever threshold while its tail is cool, a single hit when the tail is hot will pop the sucker right off.
    • Farming feelers from a Gore Magala is much easier if you break them; problem is that this requires getting it to enter its frenzied form so its feelers are up. Unless you save up some weaker weapons, this can be a chore, as you'll often find yourself possibly killing it before it ever gets to that state.
    • Heavy Rustrazor Scalps can only be obtained by breaking Rustrazor Ceanataur's back shell at quests G3 or higher. The Gravios skull has a much higher chance (80%) of dropping the item when broken than the Glavenus skull (55%). However, when Rustrazor Ceanataur changes its shell, the health of the shell resets, and in Gravios mode it moves around constantly, making it very difficult to break the Gravios skull before it switches to the lower-chance Glavenus skull.
  • Daimyo Hermitaur and Shogun Ceanataur. Both of them move in a manner dissimilar to all other monsters in the game, they are fond of burrowing attacks that are hard to dodge and waste a lot of time, and their claw swipe attack has no tell whatsoever. Shogun Ceanataur in particular has a deceptively long reach with its claws, and Generations makes it worse by granting it access to the Bleeding ailment.
  • In a weird way, Jhen Mohran and Dah'ren Mohran. If you kill them too fast in the second phase, and you likely will with endgame equipment, their carcasses will be beyond your range of movement and you won't be able to carve them at all.
  • Shagaru Magala is fought in a one-area map where the only way back to camp is through a cart or a Farcaster, is a lot more aggressive than Gore Magala, and the only refuge you have for heals and buffs is a boulder that will collapse if it takes too much damage. All in all, a fight that can get tedious with how little room you have to catch your breath. And if you're playing on a 3DS, especially one of the "classic" (i.e. without the "New" brand) versions of it, there's so much going on that the framerate takes a lot of nasty drops during the fight.
  • Kushala Daora in World: It loves to spend most of its time in the air, and, when taking off, it creates tornadoes that stun you and take a HUGE amount of space, not to mention they take MINUTES to disperse. If it feels like it, Kush can have three of the damn things out at the same time, making it absolutely impossible to get a hit in and forcing you to just walk away and wait in frustration until the battlefield clears up. Also, halfway through the fight, Kush will form a wind shield around itself that stuns you at melee range and can make certain attacks completely useless. This all adds to possibly the most annoying fight in the game, but Tempered Kush makes it WORSE by eliminating its vulnerability to Flash Pods, taking away the one advantage you have over it when it's in flight. Many players have faced humiliating time over losses when fighting Kush because of all the annoyances. All this adds to Kushala Daora being possibly the most hated of the Elder Dragons. Guys like Nergigante and Lunastra might objectively be more dangerous, but Kushala Daora is simply frustrating and not fun to fight.
  • Paolumu from World: not too tough in and of itself, but when it starts puffing itself up, it can become a serious pain in the butt. Its inhales on the ground can happen at any time, in a split-second, and it staggers your hunter for about five seconds, which Paolumu WILL capitalize on with charges and tail whacks. Then once it takes to the air, these staggers can go from obnoxious to lethal when a quick, undodgeable puff of air can open you up for a butt slam or charge that takes of a huge chunk of health. Not to mention, actually "breaking" the airbag on its next that it uses to fly doesn't keep it from filling the airbag with air and just goddamn flying anyway.
  • Vaal Hazak is considered by most to be the easiest elder dragon in World (even its tempered version). However, the fight can still become quite annoying due to the miasma cloud around it that inflicts damage over time, the "undead" small monsters that it can summon, and the fact that the fight takes place around pools of acid that deal damage over time. This means that hunts can often end in failure, especially if a player ends up grouped with players who aren't geared properly for the fight. It'll also occasionally move to an area covered with effluvia, which requires a separate armor skill to gain immunity from compared to its own miasma.
    • The Arch Tempered version might actually be That One Boss instead, but for rather infuriating reasons. Someone looked at Vaal Hazak and said "what makes this thing annoying" then cranked all that Up to Eleven. It always starts in the Effluvia so you're taking Scratch Damage from the start. Its gas armor nullifies shots and arrows everywhere but the head. Its gas clouds do much more damage and it can now stack them several times over. Practically everything it does creates a new cloud. Roar? Creates a cloud. Flinch? Creates a cloud. Even depowering its gas armor creates a new cloud. This means that if you aren't paying attention you can die in literal seconds without it ever even landing a direct hit. Further it absolutely refuses to stay depowered and will spam actions that bring its armor mode back up, which of course results in even more damaging clouds. Then even when it's nearly dead the thing is smart enough to sleep in an acid pool forcing you to take a huge chunk of damage if you want to bomb it and making tactics like the Great Sword's super charge slash impossible to use without someone healing you from the sidelines.
  • Lavasioth in World gained a new armor mechanic just like Agnaktor, where its lava shell slowly hardens while it stays out of magma. Unlike Agnaktor, however, its lava shell covers its entire body and cannot be broken, so after enough time has passed, it reduces all attacks to Scratch Damage unless you hit it with torch pods or fire attacks, use Gunlance shelling, or wait for it to return to the magma. Combine this with the ability to spread areas of damaging lava on the ground and an explosive lava ball attack to keep you from being comfortable, and it's not surprising that Lavasioth was the least-hunted monster in the first year.
  • World's version of Lunastra is leagues more aggressive than her beau along with sporting higher attack power and HP, with a very nasty trick up her wings in her special flickering blue flames. They do tremendous damage per second that are only partially mitigated with high(50+) Fire Resistance and a Fire Mantle equipped, stick to you and the ground and the kicker? They don't count as a Blight so high Fire Resistance doesn't prevent the damage over time effect at all. And she spreads these EVERYWHERE, it's not uncommon during the course of the fight that the entire area has massive patches of long lasting, high damage per second fiery pain. And then comes her version of Super Nova, which encompasses nearly an ENTIRE zone and getting hit with it is almost certainly a cart since not even the mighty Lance/Gunlance with Guard Up and Guard 5 can block its effects.
    • Lunastra's version of Super Nova on its own deserves special explanation as it's a big part of why she's so difficult. Teostra's fires once for high damage. Lunastra? After the initial extremely powerful blast which staggers (or worse, stuns), a huge radius around her is covered in fire that's far more damaging over time than normal and will likely eat away what little health remains. Gaps in the fire mean nothing, the damage will still tick over. Survive that, and she ignites all that fire again for another blast, equally as damaging as the first one. The spread is so huge that a zone as large as the underground cave in the Wildspire Waste (not Diablos's lair, the actual full-sized cave) will be hit in its entirety.
  • Ancient Leshen. For starters, it's an event-exclusive monster, so if you start early most players won't be experienced with it and if you start late there's not much time to practice or grind for better gear. While its attacks are just as slow and telegraphed as normal Leshen, it has by far the highest health pool in the game, more than even Extreme Behemoth, note  and its health is always multiplayer-scaled. That health feels even higher with its constant teleporting and barriers. It's surrounded by dozens of Jagras at a time that the Igni Sign can't one-shot unlike with regular Leshen, and they will chip through health like nothing. Its Revolture swarms are further chip damage, with One-Hit KO moves coming later in the fight. It also has a very fast pinning move that it loves to spam and will kill you unless someone else burns the roots or you use a Flash Pod. Ancient Leshen was so obnoxious that it was toned down in an early patch to reduce the frequency of its teleporting and make it more vulnerable to Slinger ammo.
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