Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Best lances are Velkhana for ice, Los for Fire, Guild for Water, Rajang for thunder and raw, Garuga for chadness. Dragon is bad and so are the dragon lances.
2. I use it as a gap closer if monster isn't willing to return for acupuncture by itself, its also pretty strong attack if you use stab, if monster tries to run, you can convince it to stop and lay on the ground a bit.
3. Kills all the effin vespoids.
4. Depends on you if you want to use raw or elemental lance. I'm currently using the new event lance and its very reliable, I'm hardly a lance pro, but tempered rathalos on guiding lands doesn't last 12 minutes with it.
Anyway, counter-guarding or counterclawing is definitely what you should be doing instead of hopping to reset pokes. Hopping has its place but the counter is the default fastest reset.
The cavalry rush is either as a gap closer, a strong attack for when the monster falls over, or to run across the map like an idiot absolute legend screaming nonsense about trains.
By "charge finisher", are you talking about the counter-guard charge, or the running charge? You can use the horizontal swing as a charge finisher?
Down with vespoids! The lance's hurtbox seems massive when it comes to flies for some reason. I do a regular forward stab and half the bugs in the room all die at the same time.
Which lance is the new event one, so I can compare?
Thanks for an answer to the hopping vs countering question! Do I fully charge the counter, or do I just stab out of it?
Well, for Lance specifically there's only a few that matter specifically.
Offensive Guard was basically made for Lance and, provided you're good enough to proc it, is really good. Guard Up is matchup-dependent as to if it'll be useful or not but it's nice to have. Guard is more universal and while clever moveset utilisation can kinda minimise the numbers of levels you take, generally for Iceborne you just want to grab Guard 5 and call it a day.
Remi will be talking about the running charge finisher. It might seem weird but that really is the technically best use for it, starting a run then immediately stabbing against a downed monster.
It'll be Guild Palace something or other, just check the bottom of the lance upgrade tree and it'll be there, provided you've discovered the tickets from Fifty Shades of White already.
From my understanding stabbing out of it is the generally best move, but charging it may sometimes be a good idea, if for example a monster is going to attack you but your counter is a bit early.
That does sound weird, I'm going to have to try that.
Thanks for all the other tips, too!
It will make most of your hunts much more comfortable.
Counter Claw often to wound for the team; Lance has the best and easiest time wounding.
Charge, then jump attack often to mount for your team. You'd be surprised to learn that Lance can mount very easily.
Focus on weak spots.
Have weakness exploit and crit boost.
Have guard up and at least lv2 ironwall.
Poke until dead.
Assess dominance over longsword plebs.
...
Profit.
Severing tails is also one of the Lance's specialties, thanks to being able to consistently hit above themselves with High Thrusts.
You can animation cancel some moves if you use a Quick-Counter as the monster hits you. You can hold a Counter Thrust for about one second before it releases, but you can Power Guard just before it lets go to extend your block. Power Guard lets you redirect the Counter Thrust in any direction; use it to re-orient yourself when a monster moves behind you or to the side.
The highest dps combo for a downed monster is: (High) Thrust x 3 -> Dash Attack -> Finishing Thrust/Reverse Sweep -> (High) Thrust x 3. The important thing is to be hitting the monster with each attack, so don't use High Thrusts just because they do slightly more damage, make sure you can actually reach first.