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That One Attack / Monster Hunter

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Attacks in Monster Hunter that will force you on the defensive at best and make you wake up on a cart at worst.

General/All Games

  • In general, tail whip attacks are known to piss off many players, due to having a wide sweeping angle that can and will knock back and disrupt the combo of anybody that's in its way. A lot of monsters have one, from the lowly Great Jaggi to the iconic Rathian and Rathalos, and monsters will happily use them twice in a row all the time to make sure everyone within a few meters of them gets knocked down. The worst tail whip of them all belongs to Yian Garuga, as it comes out lightning fast without warning during its rage mode, and also inflicts poison on top of moderate damage.
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  • Hip checks are some of the most rage-inducing attacks in the series. They come out very quickly, most of them deal a lot of damage, and they turn the entire monster's body into a hitbox, making it nearly impossible to avoid them unless you have the Evasion+ skill. Many monsters that can do a hip check are likely to be That One Boss.
  • Monsters charging at you, knocking you down, turning around, charging you again, knocking you down, charging you again, knocking you down... ad infinity until you've fainted. Usually when this happens, hunters will start groaning after the second charge knockdown, as they've effectively become stun-locked by the monster unless their allies help. And god help you if this happens in single player for the games, because the AI partners aren't that good at distracting the monster so you can run away. Starting with 4 Ultimate, players can choose when to get up if they get knocked down, making this situation less likely to occur, although it can still happen if they don't time it right or get unlucky.
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  • "Field" attacks, where the monster stands still and unleashes a cloud of deadly substance. These attacks deal a lot of damage, send you flying, and inflict a nasty debuff to contend with. They almost always use it to punish Blademasters who get close, and they give little warning and practically no time to escape. Not even Evasion +2 can help here. Such users include Khezu, Basarios, Gravios, Uragaan, Gigginox, Zamtrios, their subspecies, and Volvidon. Fortunately, successfully blocking these attacks will prevent them from damaging you for the duration of their effect... but for most of them, that's only if you have Guard Up.


First-Second Generations

  • Khezu: Roar during rage and either a thunder tackle or thunder ball shot. Roar will incapacitate you unless you defend or have High Earplugs. The main problem with Khezu in 2/Freedom Unite is that they are unique in having no eyes, so they can't technically see you and thus cannot give you the "spotted" status, and you can only do panic dives (that render you invincible; which regular dodge rolls don't do) in this state. Dodging its attacks at the last second is a no-go as a result. This is no longer a problem in 4 Ultimate, as Khezu now gives you "Spotted" status.
  • Gravios: Roar and heat beam. Same as above. High and G-rank one-up this and give the Gravios' a sweeping heat beam. And if you think you can punish the heat beam by standing under it, 80% of the time it'll spray flaming gas immediately afterwards, throwing off unfortunate Hunters and inflicting Fireblight. 4 gives it a "super" heat beam in Rage Mode, which it sweeps vertically in a "V" shape while backing up from the recoil. This move can fry Hunters who think they can get up close and attack while it's firing, as well as those who try to dodge without anticipating the redirect. Breaking Gravios' back in "4" causes the fire gas counter to shoot upwards instead of down and around.
  • Plesioth: Hip-check. Powerful, HUGE range, fast, and with an absurd hit-box (as in, no part of the Plesioth can touch you and you will still get hit). For gunners, this attack basically gives Plesioth an "Instant Death" Radius. This was fixed in 3 Ultimate though, and it helps that Plesioth won't use the hip-check underwater. Just when Generations seems to give players the perfect counter to Plesioth's hip-check with the Adept style, it gives Plesioth a new attack in the form of a slower, stronger hip-check that's specifically designed to catch anyone trying to use Adept style to evade through its attacks.
  • Akantor: Charge. Tracks players, slow enough that it can nearly always keep you in its sights, Akantor is large enough that you can't dodge through or around it even with Evade+2, and it deals obscene amounts of damage. worst of all? in the early games where you start in the same zone as it this is likely the first attack it will do once the quest starts. It's telling that the best advice is 'farcaster out immediately'.
  • Rathian: poison tail backflip. For the beginner, this attack is devastating if you are not used to it. It comes out quickly and with little warning, it has high knockback, and poisons you as well. Luckily, if you have the poison-negating Wroggi Armor, or can just dodge well, it's much less threatening. The Pink Rathian's version is even worse, as it can use a hovering maneuver to position itself right next to you, then immediately backflip. Problem is, it's very hard to tell where the attack will come from, making blocking or evading it very difficult. If Rathian is flying, the backfip comes out instantly, and she can easily use it multiple times in a row. It was nerfed in World where it no longer causes poison when Rathian's tail is severed and the aerial version has some wind-up, but it's no less deadly. Even Guildmarm in 4U knows how much this attack is hated.
    Guildmarm: Nothing says "I haaaaate you, Gold Rathian!" like lopping off its tail!
  • With the addition of Hyper mode in Generations, Hyper Gold Rathian now has an even worse version of the dreaded tail backflip when surrounded by the hyper aura, capable of one-shotting players with lower than end-game level defense and dealing a huge chunk of damage, plus poison, to anyone who survives it. And being Gold Rathian, it is capable of using it just as well as a pink rathian, as well as using it at the end of combos. Better hope you know how to dodge.
  • Rathalos:
    • High-dive claw attack. Comes almost out of nowhere to the inattentive player and is just as impossibly hard to dodge. Fortunately, a running dive can evade it (you need to see it aiming itself at you first, though, which is the big problem) or you can block it (yes, even with the Sword and Shield!). Failure means you will be poisoned and likely stunned - on top of the huge damage.
    • Hop and burn. Rathalos flaps its wings and shoots a burst of flame at you while jumping backwards. There is absolutely no warning, blocking it is difficult, it can turn left or right (meaning it can still hit you if you're attacking it from the side), and it inflicts Fireblight, which can be just as bad as poison. It also sends you flying, and Rathalos jumps backwards as he uses it, so he can now get a free fireball shot at you. Also, Rathalos will use this attack immediately after it roars, so good luck dodging that without any Earplug buffs. And if you do have Earplugs and kept attacking while it roared, you'll probably get hit by the fireball or the wind gust when it takes off.

Third Generation

  • Deviljho:
    • Its sweeping breath attack, which inflicts huge damage and Dragonblight. Similar to Teostra's fire breath, its range doubles in Rage Mode; unless you're quick enough to run under its jaw before it can do the attack, be prepared to panic dive.
    • In 4U, its new full-body-hitbox pin attack or leaping pin attack are nothing to sneeze at. To clarify, the Deviljho can lightly tap you with its tail or graze you with its feet, and you will still get pinned. It's not unheard of to go through an entire 10 Dung Bombs in a single Deviljho hunt—because the alternative usually results in Deviljho biting the hunter to death before they can break free of the pin.
  • Tigrex has a couple:
    • Its inhumanly fast turning charges, which can make a player stare in shock after chasing it, thinking it will just halt like usual until it slams on the brakes and does a swift U-turn right at them. And at higher difficulty levels, Tigrex can do this as much as 3 or 4 times in a row.
    • Brute Tigrex's super roar, in which he rears back and takes a deep breath before unleashing an earth-rending cry that would make Black Canary proud. Not only does it inflict ungodly amounts of damage, but at later difficulties Brute Tigrex can also fake out unwary hunters with it by pretending to charge, then quickly shifting into a Super Roar without warning. And if that wasn't bad enough, in G-Rank he can do this twice in successionnote . The worst part? Compared to Brute Rex, Molten Tigrex can do the super roar three times in a row.
    • Molten Tigrex's explosive powder. Like Teostra, Molten Rex can release clouds of explosive powder into his surroundings with each move. These clouds inflict Blastblight when touched by a hunter, but that's not the bad thing about them: the real danger is that these clouds can knock hunters down and disrupt their movement, potentially setting them up for a nasty combo from Molten Rex's charges and melee attacks—which will in turn detonate the Blastblight and effectively double the damage they receive. Even if you have a skill that prevents Blastblight, those clouds will still knock you over, even if you block it.
  • Espinas Rare Species: The Firestorm. It essentially flies up and nukes the battle area, spreading unblockable, poisonous flames around it. Get hit by that, and you have a few seconds before it sends out a shock wave clearing everything around it. And it's the main attack this thing uses. Made worse by the fact that making it flinch during the few second gap where it's preparing to jump is the only way to get a much-needed item from it.
  • Nargacuga's Tail Slam. It's basically a close range, spammable One-Hit Kill that can be frustratingly hard to roll through and has a kinda iffy hitbox (you take full damage even if you touch the dust cloud it raises after the tail touches the ground). Granted, you can see it coming from a mile away (he roars very noticeably before doing it and there's a rattling sound effect), but not even Evade+2 can bypass it. G-Rank Nargacuga in Generations Ultimate, Green Nargacuga, Lucent Nargacuga, and Silverwind Nargacuga (at higher quest levels) can use it twice in a row for extra fun. Lucent Nargacuga's version fires poison spikes in all directions. Silverwind Nargacuga's version not only causes bleeding, but unleashes a massive wind beam from its tail that deals slightly less damage plus bleeding, so even staying far away won't help you.
  • Qurupeco's monster calls. If you don't have dung bombs, this turns a one-on-one fight with a relatively easy monster into a two-on-one with anything from the relatively easy to manage Great Jaggi or Rhenoplos to the crap-your-pants scary Rathalos, Diablos or Deviljho. It can then boost their attack, defense and even heal them with other calls, as well as itself.
  • Uragaan:
    • Uragaan's mighty seismic chin can count if you aren't watchful. It will blow up any rocks thrown by its tail swing. The rocks themselves can hit you, or you can be hit by their explosions if it blows them up. Its actual damage and tremor radius are hard to judge until you've faced it enough. Note that the tremor will force you to put away your weapon, meaning that you have to draw again. Also the roar, while not annoying, is followed directly by a chin slam, meaning that you can get hit by it if you don't have Earplugs.
    • G-Rank Steel Uragaan can chain its roll into a chin slam just like regular G-Rank Uragaan. The difference: Steel Uragaan unleashes a huge, lingering, and highly damaging cloud of noxious gas upon slamming its chin down, preventing Tremor Res users from exploiting the opening. Even if you avoid the gas, the chin slam still has a huge tremor radius and deals a ton of damage by itself. Plus, the attack counts as two hits, so if your stamina isn't full and you don't have Guard +1 or +2, you can still get hit by the gas.
  • Brachydios' leap slam, especially when enraged. It does a LOT of damage, is difficult to evade, has a wide area of effect when in rage mode, causes Slimeblight/Blastblight, and usually comes out of nowhere as the tell happens only a split second before it goes airborne. And sometimes it skips the tell and jumps without warning. Any of its new attacks it uses while in Rage Mode can be this. Aside from the above, special mention goes to its two attacks where it sticks its horn in the ground. One, where it creates a series of explosions in front of it, does huge damage and has deceptively large range, and can't be avoided by leaping away from it. The second one, is where it stays stationary and slams its horn into the ground, making spots on the ground around it light up before exploding. This comes with little warning, the spots are hard to see when your next to it, and if you are in the middle of an attack animation you will most likely not have enough time to position yourself in-between them.
    • Raging Brachydios in Iceborne attacks has a significantly amount of area coverage owing to it's huge size but one of the most dangerous ones has to be when it rushes towards the player three times with the first two creating an explosion on a straight line with the last one following the player. This attack is very fast and difficult to dodge and unless they can dive each one in time, this attack will more often than not be the leading cause of carts against the monster.
  • Barioth:
    • Normal Barioth has a rather questionable hip check. Though not nearly as legendary as Plesioth's, you can be on the opposite side of the hip check and still get hit and fly in the other direction. Not to mention how, when preparing the hip check, it can somehow rotate on the spot to aim at you, making it even harder to simply run away.
    • The Sand Barioth's tornado. Unlike the normal ice cyclone the normal Barioth uses, this one lasts much longer. Also, the Sand Barioth can fly into the tornado and lunge at you in an instant. This is almost guaranteed to catch you off guard, and unless you're on the opposite side of where it lunges, the only safe way to dodge it is a well timed panic dive. And in G-rank, it can also shoot mini-tornadoes that move through the area.

Fourth Generation

  • Rajang in 4 will fire its mouth beam with a notable warning (it stands up and aims at the sky first), but now it can aim at any direction without reducing its range and damage.
  • Oroshi Kirin's horn charge. Kirin has it too, but because Oroshi has an extremely limited moveset (topping out at five different attacks), it spams the horn charge way more often than it should. This becomes a real problem for anyone wielding a slow weapon, because this means that Oroshi refuses to stay still while it's trying to ram you with its horn. Not to mention that the attack itself does fairly decent damage.
  • Many a Blademaster Hunter can attest to the Fake Difficulty that is Fatalis's infamous "Snap 'n Drag" attack. While it is telegraphed, it has long, advancing range due to the sheer size of Fatalis's body, and it's a guaranteed One-Hit Kill if you're remotely close to any part of its body when it uses it, even if you're wearing the best armor in the game and have maximum HP. Yes, this includes the hind legs and the tail. In 4/4U, the attack was nerfed to not One-Hit Kill Hunters under most circumstances, and had its hitbox reworked so that the hind legs and tail deal minimal damage on contact, but getting hit by it still deals an absurd amount of damage.
  • Seregios has an attack where it takes to the air and sweeps across the ground with its talons. Unlike most of its attacks, this attack deals a ton of damage, and it's very difficult to tell where the attack will come from. Even worse, it can do it twice when it's enraged, and it can adjust the aim of the second one in case the first strike misses.
  • Cephadrome gains an attack in 4 Ultimate where it dives in place repeatedly before bursting out of the sand. During the diving part, Cephadrome will cause anyone it hits to trip, which will slow them down long enough to hit them with its main attack before they can roll away. Problem is, Cephadrome can essentially teleport beneath someone before starting the attack, making it very hard to avoid.
  • The Seltas Queen has three of them:
    • One is an attack where she raises her tail over her body and waits for someone to get close enough before snapping her tail at them. This attack can strike you no matter where you attack her from, she can use it multiple times in a row, and its large reach makes it difficult to evade. Unless you can evade with perfect timing, have a weapon that can block in the middle of a combo like the lance, or have the Evasion+ skill, this attack will hit you if you're using a melee weapon. It doesn't help that the Seltas Queen will sometimes use this attack for nearly a minute, which can waste a lot of time. While the regular Seltas Queen can't do this if a Seltas is riding on her, the Desert Seltas Queen can do this even if a Desert Seltas is riding on her.
    • Seltas Queen also inherited Tigrex's charge where it can rotate after a charge and continue the attack. While it can only use this attack when it has a male Seltas riding it, Seltas Queen's version of the attack is much faster and deals slightly more damage.
    • Seltas Queen's Mucus Blast. Huge damage, high chance of stun, only a split second's warning, and it sends out three blasts in rapid succession, so you can't just dodge-roll through the attack. If you're hit, Seltas Queen is almost certain to follow up with a powerful rushing attack while you're stunned. It gets even worse in G-rank, as she can now fire it after stepping backwards a couple of times, and while airborne.
  • Nerscylla:
    • Starting with High Rank, its poison shear attack inflicts Severe Poison, causing your health to gradually drop rapidly. If the shears themselves leaves you with "one more hit will finish you off" levels of health, it's a safe bet that you'll get carted in about five seconds unless someone else uses a party-wide Poison-curing item for you or the knockback sends you through an active Portable Steam Bomb. In G Rank, Nerscylla will chase you with its shears extended, so running away won't help much. Shrouded Nerscylla's digging version of the shears has a hitbox that remains even after they close.
    • Just when you thought Hitbox Dissonance is now a thing of the past in 4U, there is still the Shrouded Nerscylla and its Building Swing attack. Unlike the regular Nerscylla which can only perform this move once, the Shrouded version can chain this move up to three times in a row, adjusting its aim to hit the intended target. This puts players at a risk of getting paralyzed by its spines if they so much as even get brushed lightly by them, but the real danger is its body slam finisher at the end of the swing combo: even though the Nerscylla may appear to miss you by landing off to your side, getting touched by the tip of its hind leg will still knock you down and deal full damage.
  • Gypceros' item steal attack. If a Melynx steals one of you items, you can hit them to get it back, and if they retreat you can go to the Felyne hideout and most likely you can get your items back. But if Gypceros steals one of your items? It's gone with no way to recover it. Pray that item wasn't something rare and/or valuable such as an Armortalon, Ancient Potion, or worst of all, a Pitfall Trap on a capture quest (unless you or another party member have a spare one, and remember, Shock Traps don't work on it).
  • Chameleos' item-stealing tongue-lash is even worse than Gypceros's because it can hit you at range. Prepare to scream if it steals something very valuable like an Ancient Potion or one of your stat-boosting Talon items. At G-rank, it also does obscene amounts of damage, potentially sending you back to camp just to rub salt in the wound.
  • Teostra has two:
    • For a monster that's famous for fire and explosions, Teostra's favorite attack is just charging into you. The problem is it comes out extremely quickly with no warning at all, it can use it after doing anything (after an attack, jumping back, turning around, doing nothing), it can turn while it's running, and it deals a ton of damage. This makes breaking Teostra's head a real pain for Blademasters.
    • In 4U, Teostra's Supernova. No, not the one at the end of its rage mode hunters can easily use a stopwatch to time and evade, the single ranged explosion it conjures up starting from its G-Rank incarnation. The attack comes out fast, where if you see Teostra looking at you menacingly, you have barely enough time to put away your weapon and do the superman dive to evade it. The explosion can catch players (particularly gunners) off guard easily, and is a One-Hit Kill on practically everyone. Teostra also likes to use this on a player that is recovering from knockdown, making this almost impossible to evade with weapons drawn without Evasion skill. In World, he uses his Supernova much more freely, and hunters have to either superman dive or try to flash him to survive. Becomes harder with his Tempered and Arch Tempered versions since flash pods only work 3 times on him before he gains immunity.
  • Tigerstripe Zamtrios:
    • Ground Pound attack during its inflation mode. Huge damage and knockback, and once it lifts off you have about a second to react if you see that Shadow of Impending Doom on top of you. If your HP is anything less than half of a maxed-out lifebar, say hello to the cart. Even if you avoid it, it still causes tremors that stun you and force you to sheath your weapon unless you have the Tremor Res skill active, if you're close enough when it lands. It gets worse if you're fighting it in the rather cramped Area 1 of the Dunes, where it's quite possible that you and at least two of your hunting partners will get destroyed with a single pound attack for an instant quest failure.
    • It ends its inflation mode with a water beam that comes out extremely quickly with no warning, has massive range, and deals a ton of water damage. At least the water beam has a smaller hitbox than it looks.
  • When Gogmazios enters its second form, it gains a move where it takes to the sky and does an aerial bombardment of the area with its explosive tar beam. Most players outright flee to other areas during this attack because it is that dangerous. Since it's way up in the air, the anti-air Restraints don't work on it, and sticking around to use the Ballista or Gunner weapons will most likely result in a painful death more than anything.
  • The Redhelm Arzuros possesses a powerful claw strike attack that hits five times consecutively. The way it's performed alongside its range and speed prevents even Adept evades from being effective. It also does ridiculous damage and outright One Hit Kills Gunners with on-par armor. G-Rank Arzuros gains this attack, and while it's nowhere near as powerful or wide-ranged, it's still difficult to avoid.
  • The Hyper Silver Rathalos' fire explosion. It's a constant worry because the Silver Rathalos's head is always hyper charged, its range is massive, it comes out in just one second, and it can take out more than half of your health even if you have more than 600 defense. Even Adept users can find it very difficult to avoid it, since it's hard to tell where the Silver Rathalos will fire it, and the attack's hitbox expands instead of staying static. G-Rank Hyper Silver Rathalos somehow makes it worse by being able to use it after a dive, which positions itself right next to you.
  • Gigginox' head sweep isn't very deadly, but it is extremely irritating. It comes out instantly, has an absolutely absurd range, and will knock you down. The first swipe's range is reasonable, but the second swipe is ridiculous. Its hitbox extends about as far out as the length of Gigginox's body and can hit you even if you're standing towards the center of the side that the second hit reaches.
  • Glavenus' supercharged tailspin. The problem isn't that it's fast, (you can actually see it coming, and even has a long windup), but that it covers a massive amount of area, and does an absurd amount of damage, as even blocking isn't safe unless you chugged a dash juice. Its Hellblade variant is even worse. As if one isn't enough, it does a second one in succession! Rustrazor Ceanataur has its own version of the spin that, while not used often, inflicts Defense Down and bleeding if you survive.
  • Amatsu's tornado. It covers a wide range, sucks you in so you can't run away, and has near-One-Hit KO power, to the point of leaving someone with 700 Defense with just a shred of health if they have max HP. In other words, a Total Party Kill is guaranteed for an unexperienced team. Most players just Farcaster out of there, perform a panic dive with near-perfect timing, or high-tail it to the ballista. Amusingly, in Generations: if a player is willing to fight a longer battle- playing as a Palico provides a quick and easy getaway via one of the early level burrowing skills which immediately gets you out of harms way for little cost.
  • Nakarkos' One-Hit Kill beam. While it can be easily avoided by going to the sides of the monster, if you have the misfortune of being far away from the monster when it fires, you better have good timing with your panic dive or Adept dodge or you're waking up in a cart. It is also entirely possible to jump from the base camp (if you were carted or deployed a Farcaster/Far-cat-ster)...into the path of the beam, giving you just enough time to dread the impending cart or Acorn usage. On G-rank, it gets even worse, as Nakarkos moves into the water just outside of the arena to fire, removing its blindspots.
  • Valstrax has two:
    • It has an attack where it will take off into the air, orbit the current area, and then divebomb the area at high speed for massive damage. Your only real hope is to panic dive or take advantage of evasion invincibility frames, as otherwise you can expect to wake up on a cart, and even then it's difficult to time especially if you didn't have the sense to paintball it or otherwise give yourself means of tracking monsters on the map, because it moves so fast that you won't have time to track it by eye. First-timers to the monster may assume it's just changing areas when it flies away, only to abruptly end up in a cart.
    • One of its combos has it lunge one of its wings forward, than the other. Another one of its combos looks identical at first, but after the first lunge it will then do a spin attack that will hit Adept Style users who thought they could get in an Insta-move after dodging the first hit.
  • You know how monster roars immobilize you unless you have the necessary hearing protection or you manage to dodge the roar? Bloodbath Diablos in Generations Ultimate is fully aware of this and intentionally charges immobilized hunters right after roaring. In its most difficult quests, that charge is a One-Hit Kill.
  • Shogun Ceanataur:
    • One of its attacks involves it advancing with its pincered arms outstretched. It deals heavy damage, the entire body is a hitbox, and it comes out instantly. While it often backs up before the attack when it's calm and taunts afterwards, when it's enraged it can do the attack whenever it wants, often right after other attacks, with no warning, then seamlessly transition into another attack.
    • G-Rank Shogun in Generations Ultimate has a new move where it backs up, sharpens its claws, and then lunges at its target. It deals massive damage even with maxed-out armor, always inflicts bleeding, has a large range on top of the distance Shogun leaps, and Valor guard points don't block it because the attack actually has two closely timed hits. If you aren't close enough that you can run under it before it jumps, hope you can dive or you're getting cleaved.
    • Rustrazor Ceanataur in Generations Ultimate, when it has the Gravios skull (which it starts out with), can do a 360-degree sweeping water gun attack from the skull's mouth. Because of its low angle, it's nearly impossible to avoid unless you are right under the monster. Gunners are especially liable to cart to it unless they've pumped up their Water Res to the point where they're immune to Waterblight.
  • G-Rank Malfestio's wing slam. Comes out very quickly with minimal tell, can be followed up from many attacks, has surprisingly wide range, and deals huge damage. It always comes out the same way each time, from the left wing, but with the attack's hitbox it's not easy to tell where to dodge. It's nastier with Nightcloak Malfestio due to its greater size factoring into the hitbox and its much higher attack power.
  • Boltreaver Astalos' blue lightning beam is a notorious party wiper. The tell is short, its range is very long, it deals obscene damage even in level G1 and with high thunder res, and there are two versions of it, one on the ground and one in the air. When its head is blue-charged, you best watch out for that little back-hop and be ready to dodge.

Fifth Generation

  • When enraged, Anjanath has a very nasty breath attack that's comparable to Deviljho's own breath move. While not as powerful, it comes out quickly and deals a nasty amount of damage to all but the most fire-resistant hunters, if not outright killing them.
  • Nergigante's dive attack.
    • Powerful enough to kill any Hunter short of max health in a single hit, very fast, huge hitbox, and even seems to have some tracking ability. While Nergigante always telegraphs it by roaring, this doesn't help all that much, since it means that you'll have a very short window of opportunity to sheathe your weapon and dive away from it - and even that requires great timing in itself!
    • To make it worse, his Arch Tempered version has a new attack where it can perform a much quicker version of the dive bomb. It's a near One-Hit Kill attack that requires almost no windup, can chain into any of its regular attacks, and is capable of spamming it.
    • While Ruiner Nergigante initially didn't have the move, Tempered Ruiner Nergigante does. Thankfully, this version has a much easier to anticipate windup.
  • Bazelgeuse's bomb scales are annoying enough to deal with, but they cross over into this territory when it's enraged. The is because the bomb scales now explode on contact with the ground and Bazelgeuse will drop a lot of them, while flying out of reach, on top of hunters who may be too busy fighting something else.
  • Xeno'jiiva's breath beam, specifically the variant where he sweeps it sideways. It moves pretty fast so it's quite difficult to outrun, and it's very low to the ground, so players can't just roll to evade it. Unless there's a large enough rock left to shelter behind, the only option is for players to sheath their weapons and try to run to Xeno'jiiva's side where it won't reach them, or panic dive to the ground if they can't make it. Thankfully, it does have a bit of startup so it does become easier for players to prepare for it as they gain experience.
  • Tempered Kirin's horizontal lightning bolts in World. Regular Kirin's version in this game is deadly enough; however, the Tempered's version is much worse as it comes out much faster and will at times have three parallel lightning bolts that can catch players who get the timing of their dodges wrong. The only tell is that the ground where the bolts will pass over glows blue, however, the fact that the Coral Highlands where the fight takes place already has a bluish tinge makes them hard to spot. Even more so for gunners who're aiming down their weapon as the camera zooms in, nearly hiding the ground from view. The Master Rank version of Kirin in Iceborne can lay down the lightning in a crisscrossing pattern.
  • Lavasioth:
    • Its charge attack. If your weapon isn't sheathed when it comes at you, you have almost zero opportunity to dodge it and it might as well be an Always Accurate Attack.
    • Its super magma spit in World. Though the attack has a fair amount of wind-up and has a distinct sound cue, the projectile moves quickly and explodes with a huge radius, and can take off over half your health even if you're wearing fire-resistant armor, with Tempered Lavasioth's version becoming an One-Hit KO. Don't think keeping your distance will keep you safe, as Lavasioth can snipe you with the attack halfway across the area; being far away may even encourage Lavasioth to start spamming this attack.
  • Black Diablos' aimed charge in World. It has several seconds of wind-up and a very distinctive animation, but moves insanely fast, has a huge hitbox, deals a ton of damage, and worst of all, is a guaranteed stun. You'll take maximum damage and get stunned even if you get clipped by the back of her leg. Considering how hard it is to recover from stun in this game and how aggressive and hard-hitting Black Diablos is, this attack is basically a one-way ticket back to camp.
  • Kulve Taroth has two:
    • The infamous "The Floor is Lava" attack, the one where she breaths on the floor and the ground becomes hot as a result. HUGE Area of Effect damage and it quickly drains your Health, even with a very high Fire Resistance & Fireproof mantle equipped and it goes through the Temporal Mantle's auto-evasion. Not helping is that she uses it a lot in her final phase.
    • Kulve's rolling attack can also be quite aggravating. She rolls ponderously over towards her target which doesn't seem dangerous until you remember she's nearly the length of the arena. And getting tapped by her while she's rolling can easily shave off more than half your health and leave you prone. And even if you're in a safe spot, Kulve has now rolled a long sprint away from where you're standing which will eat up a chunk of the free time between her attacks.
  • Lunastra gains a new Supernova, unique from Teostra's in World. Unlike her male counterparts, this one hits twice, and many players can take a lot of damage if they're not expecting the second, stronger blast. It also sets the immediate area on fire with her spectral blue flames whose damage, interestingly enough, doesn't count as fireblight, meaning fire resistance doesn't nullify it. When she's in a hunt with Teostra, both will team up to do a Double Supernova, with both pulling off their Supernova attacks at the same time.
  • Though most of Behemoth's moveset is deadly and annoying, none of its attacks are nearly as infamous as Charybdis. If the long casting isn't interrupted by a Flash Pod or staggering it, Behemoth summons a tornado right on top of whoever it's targeting. This tornado covers a wide area, deals not-insignificant damage, obscures your vision, lasts for an incredibly long time, and since Behemoth casts Charybdis near-constantly, there can be numerous tornadoes active at a time. While Behemoth stops casting Charybdis if it's in enmity mode, that comes with its own problems and doesn't last very long anyways. Extreme Behemoth takes it further in that the casting time is even shorter and Extreme Behemoth has the Tempered Flash Pod resistance. The tornadoes are easily the most hated part of the Behemoth fight, more than even Ecliptic Meteor.
  • Shara Ishvalda, the final boss of Iceborne has a host of these during its second phase. The first is a series of laser-like beams that it sweeps either towards or away from it, with each beam spaced just right to catch dodge rolls to the sides. The second is a Wave-Motion Gun that has a wide diameter beam, making it hard to dodge. Additionally, it can and will spam this attack, sometimes on a single target, almost guaranteeing a cart. The final one is an attack where it throws a giant sphere of energy at the ground, which causes an explosion that covers the entire arena. Dodging this is quite tricky as it doesn't explode immediately on impact.
  • Safi'jiiva, being a multiplayer-focused monster, has a whole slew of annoying attacks but the following are regarded as the worst among them.
    • Safi'jiiva's laser breath attack where it actually tracks and leads the player, aiming where they'll be. This makes it pretty hard to dodge unless they do so at the very last minute.
    • An alternate laser breath would have it sweep through the entire arena twice where unless you can time your evade roll, goes behind it or hide in a crag, it will easily chunk a good amount of health from the player.
    • Safi also has a lunge attack where any players that got caught will lead to it grab the player in its mouth and their entire health and while it won't directly cart them, the residual burn damage certainly will.
    • 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 hard to block. And to put the cherry on top, this attack is needed to get the crags that the player can hide against Safi's ultimate attack upon reaching near-death so if it gets interrupted, it will not spawn any rocks which inevitably results in a huge team wipe.
  • Alatreon gains a new Limit Break attack called Escaton Judgment, where during its transition between Fire and Ice mode, it will let out a big nova-like attack that deals a huge DoT that will overpower even the strongest healing effects, leading to a Total Party Kill. There's nowhere to hide or run from it, you can't dive through the attack, it ignores the Temporal Mantle, and you can't use Farcaster to escape. The only way to mitigate it so you won't immediately die from it is to deal enough elemental damage to it, which severely limits the player's options into using weapons with elemental properties, which makes weapons with ailment properties - such as Blast or Sleep - completely useless. But even then, it's easier said than done, given the fact that Alatreon is very mobile and does spend a fair amount of time airborne, and even then players will really have to choose carefully when to attack as it doesn't allow much breathing room. More often than not, said attack tends to be the reason that leads to quests failing as a result of its One-Hit Kill attack.



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