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After its health has reached a certain threshold, Nergigante will enter a 'second stage' in which it will start using more advanced attack moves (ground punch from airborne, etc) and gain a slight increase in speed and damage. Airborne 1 Etc This is an extension of the basic Xeno'jiiva build above. To maximize decorations usage, some of the armor parts have been swapped out, and therefore, this build won't have Blight Resistance. We've also taken Constitution, as the Insect Glaive drains a considerable amount of stamina when attacking.
Monsters are creatures residing in the world, some with immense strength.
Monsters can split into two groups: small monsters and large monsters. Small monsters do not have the same complexity as large monsters. They have very low health and their behavior are not as complex as large monsters.
- Types
- Habits
- Monster Hitzone
- Status Ailments on Monster
Types
Types | Example monsters |
---|---|
Bird Wyvern | Kulu-Ya-Ku, Pukei-Pukei, Tzitzi-Ya-Ku |
Fanged Wyvern | Great Jagras, Tobi-Kadachi, Odogaron, Great Girros, Dodogama |
Brute Wyvern | Barroth, Uragaan, Deviljho, Anjanath, Radobaan |
Flying Wyvern | Rathalos, Rathian, Diablos, Paolumu, Legiana |
Piscine Wyvern | Lavasioth, Jyuratodas |
Elder Dragon | Kirin, Teostra, Kushala Daora, Nergigante, Zora Magdaros, Vaal Hazak, Xeno'jiiva |
Monsters from the same type usually have similar body types and features. The only exception are Elder Dragons, which refer to a collection of rare and ancient monsters with immense strength and power.
Subspecies
Some monsters have a 'subspecies', which usually refers to a counterpart monster that has different colors and abilities. For example, Azure Rathalos is the Rathalos' subspecies.
Common | Subspecies |
---|
Tempered Monster
Tempered monsters refer to an exceptionally powerful individual monster of a species. Tempered monster tracks can be found in High Rank Expeditions. Collecting sufficient tracks will unlock a Tempered monster investigation.
Habits
Movement
Monsters move from area to area. Flying monsters can fly to a new area, while other monsters may walk, dig, or swim. Monsters can be located with trained Scoutflies.
Rage
When a monster is engaged in combat for a while, it can enter Rage mode. In Rage, monsters become more aggressive, their heart rate increases, their attack patterns may change, and they can access new attacks. Some monster weak spots change when in Rage.
Monster stamina
Monsters require stamina to perform attacks, and stronger attacks require more stamina. Monsters naturally recover stamina, but can also eat to do so.
Attacking monsters with Blunt damage weapons will apply Exhaust status. When monsters become afflicted with the Exhaust Status Ailment, they lose stamina.
Monsters with low stamina are slower and may fail in performing certain attacks. They may also stop moving temporarily to recover their breath.
Dying Monsters
When a monster is near death, it will limp and return to its nest to recover some health. Dying monsters can be captured.
Monster Strength and Size
The strength, health, defense, and status thresholds of a monster species varies depending on the quest taken. For example, the Rathalos in one quest may not have the same strength, health, and defense as a Rathalos in another quest.
If a quest features multiple monsters as quest targets, each individual monster has less health compared to a quest where that monster is the only quest target.
Monsters of the same species may come in different sizes. However, a monster's size has no effect on its strength, health, defenses, and status thresholds.
Monster Hitzones
The body of a large monster can be divided into different parts called Hitzones. Each Hitzone has different values, which represent the part's weakness to Physical and Elemental damage. Hitzone values range between 0 and 100, and higher values indicate a weaker Hitzone (i.e. more damage). The Hitzone value represents what percentage of an attack's damage is actually dealt to the monster. More information about how Hitzones influence player-dealt damage can be found here.
Hitzone values can change during combat. For example, Barroth covered in mud becomes weaker to water damage. When in Rage, a monster's original Hitzone values may change. When a monster's body part is broken, it may also become more vulnerable to player attacks.
A Hitzone is generally considered vulnerable when its physical Hitzone value is 45 or higher or when its elemental Hitzone value is 20 or higher.rable.
Hitzone Example
Hitzone | Sever | Blunt | Projectile | Fire | Water | Thunder | Ice | Dragon |
---|---|---|---|---|---|---|---|---|
Head | 22 | 25 | 15 | 40 | 0 | 0 | 20 | 10 |
Front Leg | 50 | 55 | 50 | 20 | 0 | 0 | 10 | 5 |
Hind Leg | 36 | 30 | 25 | 20 | 0 | 0 | 15 | 5 |
The above table describes the Hitzone value distribution of different monster parts on a monster.
When a Physical-only Severing damage weapon is used, the best Hitzone to attack would first be the Front Leg (Hitzone value of 50), then the Hind Leg (Hitzone value of 36), then finally the Head (Hitzone value of 20).
When a Severing damage weapon with Fire Element is used, it will deal Physical damage to the monster and will additionally deal Fire damage due to the >0 Fire Hitzone values on the monster. Contrastingly, if a Severing damage weapon with Water Element is used, only the Physical damage component is dealt, because no monster part is weak to Water Element (i.e. all Water Hitzone values are 0).
Breaking Monster Parts
Some monster parts are breakable, and dealing sufficient damage to these parts will break them to yield additional rewards upon completing the quest. Some rare materials can only be acquired by breaking monster parts. For most monster parts, the type of damage used to break them does not matter.
However, there are a few exceptions. For example, monster tails can only be cut (i.e broken) with Severing damage. In order to cut a tail, sufficient Severing damage must be accumulated on it. Elemental, Blunt, and Projectile damage do not count towards tail cutting. The severed tail can be carved for monster materials.
When a monster part is broken, the Hitzone may become weaker to player attacks. Shorter tails may reduce the reach of certain monster attacks.
Bouncing
An attack may deflect and 'bounce' off the monster if the Hitzone is too tough. If a Blademaster weapon bounces, the weapon loses Sharpness and the player is locked in a flinch animation indicating the weapon has deflected. Shots fired by Gunner weapons will deflect and may end up hurting the player.
Factors in determining if an attack will bounce include:
- Monster Hitzone values
If Hitzone
X Sharpness
X Sharpness adjustment
is less than or equal to 25, then the attack will bounce.
Green Sharpness and Blue Sharpness
Hitzone | Sharpness | Sharpness Adjustment | Result |
---|---|---|---|
22 | 1.05 | 1.0 | 23.1, will bounce |
22 | 1.20 | 1.0 | 26.4, will not bounce |
Great Sword Lv 1 Charge Slash and Lv 3 Charge Slash
Hitzone | Sharpness | Sharpness Adjustment | Result |
---|---|---|---|
20 | 1.05 | 1.1 | 23.1, will bounce |
20 | 1.05 | 1.3 | 27.3, will not bounce |
When an attack bounces, the monster still receives all damage dealt by the attack and no damage penalty is incurred. Having a Mind's Eye effect active, either from an Armor Skill or because the weapon's attacks have the effect innately, only stops the attack from bouncing. Mind's Eye does not impact damage dealt by the attack.
Inflicting Status Ailments on Monsters
The player can inflict Abnormal Status Ailments on monsters, which damages them or temporarily immobilizes them. Status Ailments can be inflicted by status weapons, status shots/arrows, status items (e.g. a paralysis knife), or by interacting with the environment.
Blademaster weapons with a status attribute have a 1-in-3 chance of applying status damage when hitting a monster. Gunner weapons have a 100% chance of applying status damage when they hit with a status shot or status-coated arrow.
Status-related skills do not increase the ailment's effectiveness on the monster. Instead, they increase the status damage dealt by player attacks, thus making it easier to inflict a status ailment.
Icon | Status | Sources |
---|---|---|
Poison | Poison weapons, Poison Coating, Poison Ammo, Poison Knife, Poisoncups | |
Paralysis* | Paralysis weapons, Paralysis Coating, Paralysis Ammo, Paralysis Knife, Paratoads | |
Sleep** | Sleep weapons, Sleep Coating, Sleep Ammo, Sleep Knife | |
Stun | Hammer, Hunting Horn, Blunt damage from other weapons, Phial explosions from the CB, Exhaust Phial from the SA, Sticky from the Bowgun, Arc Shot from the Bow | |
Exhausted | Hammer, Hunting Horn, Blunt damage from other weapons, Phial explosions from the CB, Exhaust Phial from the SA, Sticky from the Bowgun, Arc Shot from the Bow | |
Blast*** | Blast Ammo, Blast Coating, Blast weapons |
* Shock traps do not affect Paralysis and vice versa.
** Sleeping effects and Tranquilizing effects are not the same. They do not affect each other.
*** Blast and Barrol Bombs are not the same and do not affect each other.
Status Thresholds
Applying Abnormal Status damage to a monster does not instantly activate it's effect. Instead, monsters have an innate tolerance to Status Ailments. To trigger a Status Ailment, enough Status damage must be dealt to a monster to overcome its tolerance threshold. Once a monster is affilicted with the Ailment, the accumulated Status damage is reset to 0 and additional Status damage cannot be dealt until the monster recovers. The only exception to this is Poison (more information below).
After the monster recovers, its tolerance threshold for the Ailment increases. This means it takes more Status damage must be accumulated before being able to inflict the monster with the same Ailment.
For all Ailments (except Blast), the accumulated Status damage disappears gradually due to the monster's tolerances. Overcoming this gradual decay is necessary to successfully trigger a Status Ailment on a monster.
Poison
When a monster is poisoned, they start to drool purple saliva and take damage over time. The amount of poison damage a monster takes differs from monster to monster.
Unlike other status ailments, Poison Status damage continues to accumulate even while the monster is afflicted with Poison. After the monster recovers, if the accumulated Poison Status damage exceeds its new tolerance threshold, the monster will be immediately poisoned again.
Paralysis
When a monster is paralyzed, it stops immediately and is rendered immobile. This creates a large window of opportunity to attack the monster freely. Additionally, paralyzed monsters take a bit more damage. Paralysis duration varies from monster to monster.
Although Paralysis has the same impact on monsters as a shock trap, they are considered different effects and do not influence each other. This means Paralysis is not a replacement for a shock trap in capturing monsters.
Paralyzing a monster while it is in a pitfall trap will pause the duration of the trap. After the monster recovers from Paralysis, the pitfall trap's duration will resume.
Sleep
After being afflicted with the Sleep Ailment, a monster goes into a deep slumber. In this state, the monster can be awoken prematurely by attacking it or making it fall into a trap. Monsters naturally wake up from Sleep after a short duration.
The attack that wakes up a monster will get a damage bonus. Physical attacks get a bonus damage multiplier of 2.0x, but only the first hit will get this bonus damage. Explosives get a bonus damage multiplier of 3.0x. If multiple explosives, only one of the explosives (typically the one that wakes the monster up) gets this bonus damage.
Sleep is not the same as a tranquilizer effect, and putting a monster to sleep while it is trapped will not capture it.
Stun
Stun (or KO) damage only occurs when the attacks with the stun property land on a monster's head.
Landing sufficient Stun damage will knock out and immobilize a monster. Stunning a monster releases it from a shock trap, but not from a pitfall trap. When a monster is stunned inside a pitfall trap, the monster stops flailing and the pitfall trap's duration is extended.
Exhaust
The same attacks that can KO a monster can also apply Exhaust Status damage. Inflicing an Exhaust Status Ailment drains a monster's stamina.
When a monster's stamina is drained, it starts to drool, moves slower, and may ocassionally pause to catch its breath. Traps also last longer when they ensnare a monster with depleted stamina.
Blast
When sufficient Blast status damage is accumulated, a small explosion is ignited and damages the monster.
Unlike other status ailments, accumulated Blast staus damage does not decay.
Flinching Monster
A monster is staggered and/or flinched when sufficient damage is dealt to a monster part. While breaking a monster's horn or tail always causes a flinch, breaking a monster's legs or arms may only somtimes cause a flinch.
When a monster is flinched, most attacks and movement are interrupted. Sometimes, flinching a monster will cause it to fall over for a short duration, During this time, the player can deal damage relatively freely. Flinching an airborne monster will cause it to fall to the ground. If a monster is trapped or immobilized (e.g. Paralysis), they cannot be flinched, even if sufficient damage had been accumulated on a monster part to flinch it.
Interrupting Monsters
Monsters can also be interrupted by a bright flash of light from a Flash Pod, which sends monsters into a brief state of disarray. The flash must be within the line-of-sight of the monster to take effect.
Some monsters have sensitive hearing and can also be interrupted by a Screamer Pod.
Mounting Monsters
The player can mount monsters to do additional damage. Completing a mount will topple the monster over, providing a brief window where attacks can be made freely.
To trigger a mount, the player must land aerial attacks on the monster, which accumulates mount damage. When sufficient mount damage is accumulated, the player will mount the monster. When mounting, the player has to keep attacking () while making sure the monster does not throw them off (R2). Eventually, the player performs a finisher attack and topples the monster.
Acquiring Items from Monsters
Completing quests will reward the player with monster materials and additional items. Additional rewards can also be acquired through the following methods:
Method | Description |
---|---|
Carve | Carve dead monster. Carve separated tails (etc) |
Shiny Drop | A monster may drop items when they are toppled or have their body parts broken. |
Capture | Capturing a monster will yield quest rewards in lieu of those normally gotten from carving |
Broken Monster Parts | Bonus quest reward from breaking monster body parts. Examples include horns, arms, back, legs, etc |
Bonus | Bonus quest rewards gained from killing additional monsters |
Monster Hunter World Insect Glaives are a unique weapon for those who want to be agile in combat and have a variety of Kinsect buffs at their disposal.
It is one of many Monster Hunter World weapon types available from the start of the game, and on this page we explain the very fundamentals of how it works, through to the best Insect Glaive build you can have at your disposal.
Elsewhere, our Monster Hunter World tips can help you decide when to farm, what to forage and what to do between hunts, and our Monster Hunter World walkthrough and guide can help with main quest and story progress.
What is the Insect Glaive and how do Kinsects work?
The Insect Glaive is one of the speedier weapons in Monster Hunter World, in comparison to weapon classes like the Charge Blade or Greatsword, you're going to be spending a lot more time in the air than on the ground.
The benefit of using the Insect Glaive is simple - the Glaive itself is actually an insect, which can inflict status buffs on you by harvesting monster extracts.
You can equip Kinsects by simply purchasing one over at the smithy and equipping it alongside the Insect Glaive in your room, at the Smithy or at any camp.
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How to use the Insect Glaive in combat
The Insect Glaive possesses amazing evasive and speed capabilities, and to use them to its fullest potential, you're first going to want to get the Attack Extract from your Kinsect, after that you'll be able to maximise your damage output.
A huge advantage to using the Insect Glaive are its aerial maneuvers. You'll want to Vault with R2 and X on PS4 / RT and A on Xbox. You can follow this up with an attack with Circle (or B on Xbox) or a Midair Evade, followed up with an attack.
To string together a chain of air attacks and evades, you're going to need to land the hits and keep an eye on your Stamina bar to keep evading and stay in the air. This will trigger a Vaulting Dance, which will essentially reset your combo.
It's also a very useful way to help you mount a monster.
To use a Kinsect, you want to fire it at the Monster's face by aiming (holding the left trigger) followed by Triangle/Y. This will make the Kinsect glow red.
:: Teamfight Tactics item cheat sheet: item combos, Golden Spatula and how items work in LoL TFT
The red glow denotes the Kinsect possessing an attack buff. To apply this buff to yourself, you're going to want to recall the Kinsect back to you by holding the left trigger followed by the Circle / B button.
Once you've got the Kinsect back to you, you should see a glow underneath your Sharpness Bar.
This rationale can be applied to different parts of a monster which will give you different coloured buffs. You can find our key for this below - with the locations differing from monster to monster - and the order of which will also correspond to the numbers underneath your sharpness bar.
- Red - Attack Buff
- Orange - Defense Buff
- White - Speed Buff
- Green - Health Buff
Additionally, the Kinsect will leave Dust, which you can hit to trigger an effect type.
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This can range from abnormal status effects all the way to leaving a healing cloud. This is triggered by hitting the monster with a Kinsect while gathering extracts, or marking targets.
How to manage Kinsects and change elements
Head over to the Smithy, and under 'Kinsect Management' you'll be able to select 'Nurture Kinsect' which will open up a brand-new tree, not too dissimilar to any other weapon's upgrade tree, for you to check out all the different Kinsect types.
Each Kinsect that you can nurture has several different ability strengths and Dust types that you want to look out for. Power, Speed, Heal and Dust Effect respectively.
The Power, Speed and Heal types all denote that particular Kinsect's potency when extracting it from a monster. These max out at Level 15. The different Dust Effect Types to look out for are as follows:
- Heal
- Stun
- Poison
- Paralysis
- Blast
For the best results when faced against monsters, you're going to want to be upgrading multiple Kinsects at once in order to be able to tailor yourself to any scenario.
How to change Kinsect elements
Now that you're able to upgrade and nurture your Kinsect to become more powerful, you can also imbue the Kinsect with Elemental Damage, the range of Elemental types is as follows.
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- Fire
- Water
- Ice
- Electric
[Can we transcribe this into a list / table? Is it only these six Ladytarge elements, and how do they respectively upgrade?] Ladytarge is just the particular Kinsect I have equipped, with its own upgrade tree explained through the 'Nurture Kinsect' Section.
Depending on how far you are in the game, you might not be able to unlock some of these damage types just yet, these are locked behind Hunter Ranks and new maps, much like the standard Weapon Upgrade Tree.
Our recommendation for the best Insect Glaive build in Monster Hunter World
While there is no one true Insect Glaive Build, we've honed in on a great Insect Glaive build designed to keep you fast on your feet, while also dishing out devastating damage through exploiting some innate armour skills.
Our best Insect Glaive recommendation
The Insect Glaive you want to shoot for is named Catastrophe's Light, with the highest single raw damaging Insect Glaive in the game, and comes with a high Elderseal stat.
Catastrophe's Light is forged from the Ore Tree, forking off into the Nergigante Tree and is the final upgrade. To forge Catastrophe's Light, you need the following:
- Xeno'Jiva Horn x2
- Nergigante Horn x5
- Nergigante Talon x5
- Nergigante Gem x1
Our best Kinsect recommendation
We're now going to want to pair an ideal Kinsect with it. We'd recommend getting the Pseudocath III, which is derived from the Culldrone III, into the Windchopper I-III, and finally into Pseudocath I-III, which builds up potent Blast Damage from its Dust, as well as having some incredible speed boosts.
It's final form, the Pseudocath III can be forged using the following:
- Elder Dragon Bone x2
- Monster Hardbone x3
- Firecell Stone x1
Download showbox on mac. Now, we're going to want to forge some armour to go with it. Remember how we mentioned that we wanted to exploit some armour skills? Well. We're going to want to farm a lot of High-Rank Odogaron.
Iceborne has arrived! Here's how to start Monster Hunter World Iceborne and beat the first monster, Beotodus. Once you get settled into the world, learn about Layered Armour in Monster Hunter World and the various side-quests available - including Surveyor Set missions, Boaboa quests and finding Pearlspring Macaque locations. And, when you're ready to take it on, Shara Ishvalda. If you're crafting, then learning where to find rare materials such as Purecrystal and Monster Slogbone is useful. Been away from Monster Hunter for a while and need a refresher? Our pages on weapon changes and types, how to join friends and Squads in multiplayer plus how to capture monsters and mount monsters can help.
Our best Insect Glaive armour recommendation
You'll want to kick off by crafting Odogaron Mail Beta, with Vambraces, Coil and Greaves all in Alpha. The idea is that the Beta mail has a free gem slot, which (if you're lucky) will boost your attack even further.
The rationale behind this is to activate a skill named Critical Eye, which increases your weapon Affinity, which is essentially going to increase the chances of you dishing out at attack which goes beyond your weapon's standard attack range.
With the Odogaron set all equipped, we will move onto the piece de resistance of this armour set, the Dragonking Eyepatch Alpha. This Eyepatch will also activate a Level 2 skill, named Weakness Exploit. This gives you an extra 30% affinity when attacking a monster's weak spot.
Combined with the +15% Affinity gained from Critical Eye, as well as an additional 30% from Weakness Exploit, we can actually drive this build even further, should the RNG Gods Smile upon you with rare Decorations.
There are two free LV1 Decoration Slots in this build, one from the Odogaron Mail Alpha, and another from the Dragonking Eyepatch.
If we decorate the Odogaron Mail with an additional Critical Eye skill, as well as insert a Weakness Exploit gem into the Dragonking Eyepatch, then Critical Eye LV5 nets you 20% Affinity Boost, along with Weakness Exploit going up to LV3, which gives us a 50% Affinity boost on weak points.
However, there's still one more slot we can use. Remember all those Odogarons you've farmed? Well, with the spare parts from the creation of the armour, you'll be able to create an additional Critical Eye Charm from the Smithy.
Upgrade this to LV2 and you'll have Critical Eye LV7. Paired with a maxed out LV3 Weakness Exploit, you're looking at a base Affinity boost of 30% at all times, with an additional 50% on monster weak points.
Paired with Catastrophe's Light, which dishes out 651 base damage, you're looking at around 1171 damage when hitting monster weak points. With the additional speed and power of the Kinsect. Well. Let's just say that the Elder Dragons should probably be running away from you.