Monster Hunter: World

Monster Hunter: World

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Maffeketel Oct 24, 2020 @ 2:27pm
Help with learning Gunlance.
Hello everyone!

I've recently decided to start learning a new weapon. I'm currently maining the GS, CB, SA and hammer, but I've decided to start learning and hopefully mastering the Gunlance!
This weapon is very different from what I'm used to. I've mastered the basic combinations, but there are a few things that I need help with.

What exactly is the benefit of each different shelling type? (Long, Wide, Normal)
I don't entirely understand their benefits. When should I consider using a certain type?
Are certain types more effective against certain monsters and is it recommended to switch between them depending on the situation?

What are some basic combinations that I can use to keep my DPS high? What are the combo's that everyone tends to use? I've already watched the video that Arekkz made on Youtube, but I'm curious which combinations are the most effective. What combo do you use when the monster is downed and what combo's should I use during regular combat?

Does the Gunlance benefit from elemental damage and status effects? Is it a good idea to make elemental Gunlances or is raw the better choice in general? I'm not sure how effective a poisonous Gunlance is or whether a fire Gunlance is a good option against monsters that are weak to fire.

Thanks in advance for any reactions!
I look forward to mastering this weapon as it's an extremely fun weapon to play so far! :mhwgood:
Originally posted by Tacticowl:
I'm a gunlance main, heres a few things going into gunlance:


1: Shelling is more important than any other stat on your gunlance
Your shelling is your main source of damage and your bread and butter, without it, your gunlance is just a mediocre lance. The higher the lvl, the better.

2: Always use magazine up
That extra shot makes a huge difference

3: Artillery, artillery, artillery.
Artillery is the only skill that will rly impact your damage. ignore things like tenderizer or attack up or any other attack boosts. Sure, you can play with mostly pokes and stuff, but at that point just go with Lance.

4: Hit. The. Legs.
Whatever attacks you use, focus the legs. Preferrably with a wyrmstake blast attached to the legs. The gunlance has some, if not THE best stagger and knockdown potential out of any weapon. Attach a wyrmstake on Lunastras legs, and laugh while you stunlocklock it to death. Poor thing.

5: When playing with Wide or Long shelling, Focus 2 or 3 is a must.
Charged shots with both of these shelling types do a LOT more damage than regular ones. Especially when hitting a wyrmstake. However, wide has much stronger uncharged shots than long, so it can push in good damage in small openings, where long shelling can not.

6: Element, status and Raw damage don't matter.
Seriously. Always go for the highest shelling level, ignore everything else. Higher Shelling Damage = Higher stun/knockdown power = more CC. That's all the "status" you need. You don't need to sleep or paralyze a monster when you're stagger-locking it.

7: Shellings always do full damage: make use of this
Shellings always do full damage, no matter where you hit. This is the biggest strength of the gunlance: Consistent damage. There's only a few monster with exceptions to this rule, like Safi'jiiva, that take reduced damage from your shellings.

8: When plaiyng with normal shellings, this is your regular rotation: Triangle + Circle, triangle, circle, triangle, r2 + circle, triangle, circle, triangle, r2 + circle, etc etc repeat as desired

9: When using long and wide, a good advancing attack is forward tringle and HOLDING CIRCLE immediately after, this way instead of doing a thrust, your character will go STRAIGHT into charging a shot, without hitting with a physical attack first. This way you can safely advance on a monster without bouncing off a hard part, and also get a charged shot in rly quickly when advancing from a distance. This is one of your most important moves. practice it. Unless, of course, you use normal shelling, then just do the regular rotation.

10: Don't be afraid to use Wyvernsfire
With high Artillery, it recharges VERY quickly, and its a great way to dish out some great damage and stagger power when a monster is focusing another player. Always go for the wyrmstake for massive damage! However, be aware to aim it AWAY from your teammates, unles sthey're stunned or similliar. With some practice, you can save your teammates from damage, or even death with wyvernsfire if they're overextending. During the whole knockback animation, they are invulnerable. However, DON'T DO THIS WITH RANDOMS. Not everyone wants to be knocked around, even if you're doing 1000ish damage to the monster with it, and even if you have good intentions.

11: SHIELD JEWEL.
Get one. the Guard Up skill is almost mandatory with both lance and gunlance against a lot of elder dragons. Sure, you can try to Ihop, or put away your weapon and dive through the supernova, but why take a chance? You have a huge shield. use it. Duh.

12: Evade Extender is your friend
I Would always advice any gunlancer player to us eevade extender 3. Gunlance gains MUCH MUCH MORE hopping distance with it than regular lance. This mobility is IMPORTANT for repositioning. Unlike regular Lance, gunlance has no counter ability, so hopping out of a monsters way is the best way to retaliate with some shellings with the aforementioned forward + triangle into holding circle. Also, without evade extender 3, you're going to have a very, very hard time dodging any grab attacks. Plis the hopping distance you get is ridiculous. You can keep up with non-sprinting players with sheathed weapons speed wise. Which means you wont ever rly have to sheathe your weapon in most situations.

13: Don't try cutting tails with the gunlance. use other weapons for that. The gunlance is terrible at cutting tails, BUT extremely good at destroying any other body part very very easily.

14: Don't bother wounding unless you're playing with normal shelling. Your shellings ignore any defenses anyways.

15: Normal shelling is all about the slam burst and wyrmstake cannon. Don't bother using singular shots. They do pitiful damage.

16: Guard 5.
Duh.

17: Always have a wyrmstake blast attached to the monster. WIthout hitting the wyrmstake blast, your dps is effectively almost halved.

18: BONUS TIPP: Rajang's grabs can be blocked with lance and gunlance and guard 5. They are the only grab attacks in the game that can be blocked. You don't even need guard up.

19: ANOTHER BONUS TIP: Flinch shotting a monster against a wall is a very easy way to safely attach a wyrmstake blast to the legs.

Of course, these are just general tips, there's much more to be learned through using it yourself and trying things out, and you can play however you want and maybe find a different playstyle that works for you, but these are ways for me at least to play gunlance very, very effectively. When you master gunlance, almost every monster, even Lunastra, becomes a cakewalk. Good Luck!
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Showing 1-7 of 7 comments
ciel Oct 24, 2020 @ 2:37pm 
honestly a lot of it is learning that GL is very adaptable and figuring out what you can do with what shelling you have.

burst slams are really good with normal, long gets extra damage on focus shots, wide does pretty good damage across the board.

When a monster is down I like to use slam/sweep combos, sometimes with bursts, sometimes using reloads to reset the combo to get the big cutting attacks for severs. Always try to time leaving a wyrmstake in the monster as it's getting up.

people will tell you not to do elemental, but if you feel like it go ahead. it's pretty okay at status damage with all its small repetitive pokes. I like sleep GL a lot.
Tregrenos Oct 24, 2020 @ 3:58pm 
Originally posted by Maffeketel:
Does the Gunlance benefit from elemental damage and status effects? Is it a good idea to make elemental Gunlances or is raw the better choice in general? I'm not sure how effective a poisonous Gunlance is or whether a fire Gunlance is a good option against monsters that are weak to fire.
In regards to this, I would say to choose a status that would be beneficial, but not to worry about element unless you're using Normal. The thing about Status is it functions differently with Gunlance in that if you hit a monster with the Wyrmstake (not the slinger-boosted version) each tic of damage leading up to the final explosion counts as "cutting" damage, but it also causes Status buildup rather quickly. However, once this status reaches the threshold to activate it cannot do so via the Wyrmstake tics of damage. Only once you physically hit the monster again would the status effect activate.

These tics of damage to the face are also really good for gaining Behemoth and Saffi's aggro and deal bonus part damage to tails.
Maffeketel Oct 24, 2020 @ 4:29pm 
Thank you both for your replies and explanations! This really helps me out. I've actually got another question that came to mind.

I really struggle with breaking tails with the Gunlance. If you use the standard attack or shelling attack while blocking the attack goes upward. Is this the most effective way to break tails? I'm really struggling with breaking a tail succesfully with the GL.
I can easily break heads, arms or other parts, but I really struggle with tails.

From what I gather status effect Gunlances can be quite good, but elemental ones aren't? Is the GL similar to the GS that elemental isn't as good as raw unless you have a very specific build? (Frostcraft GS)
The author of this thread has indicated that this post answers the original topic.
Tacticowl Oct 24, 2020 @ 4:30pm 
I'm a gunlance main, heres a few things going into gunlance:


1: Shelling is more important than any other stat on your gunlance
Your shelling is your main source of damage and your bread and butter, without it, your gunlance is just a mediocre lance. The higher the lvl, the better.

2: Always use magazine up
That extra shot makes a huge difference

3: Artillery, artillery, artillery.
Artillery is the only skill that will rly impact your damage. ignore things like tenderizer or attack up or any other attack boosts. Sure, you can play with mostly pokes and stuff, but at that point just go with Lance.

4: Hit. The. Legs.
Whatever attacks you use, focus the legs. Preferrably with a wyrmstake blast attached to the legs. The gunlance has some, if not THE best stagger and knockdown potential out of any weapon. Attach a wyrmstake on Lunastras legs, and laugh while you stunlocklock it to death. Poor thing.

5: When playing with Wide or Long shelling, Focus 2 or 3 is a must.
Charged shots with both of these shelling types do a LOT more damage than regular ones. Especially when hitting a wyrmstake. However, wide has much stronger uncharged shots than long, so it can push in good damage in small openings, where long shelling can not.

6: Element, status and Raw damage don't matter.
Seriously. Always go for the highest shelling level, ignore everything else. Higher Shelling Damage = Higher stun/knockdown power = more CC. That's all the "status" you need. You don't need to sleep or paralyze a monster when you're stagger-locking it.

7: Shellings always do full damage: make use of this
Shellings always do full damage, no matter where you hit. This is the biggest strength of the gunlance: Consistent damage. There's only a few monster with exceptions to this rule, like Safi'jiiva, that take reduced damage from your shellings.

8: When plaiyng with normal shellings, this is your regular rotation: Triangle + Circle, triangle, circle, triangle, r2 + circle, triangle, circle, triangle, r2 + circle, etc etc repeat as desired

9: When using long and wide, a good advancing attack is forward tringle and HOLDING CIRCLE immediately after, this way instead of doing a thrust, your character will go STRAIGHT into charging a shot, without hitting with a physical attack first. This way you can safely advance on a monster without bouncing off a hard part, and also get a charged shot in rly quickly when advancing from a distance. This is one of your most important moves. practice it. Unless, of course, you use normal shelling, then just do the regular rotation.

10: Don't be afraid to use Wyvernsfire
With high Artillery, it recharges VERY quickly, and its a great way to dish out some great damage and stagger power when a monster is focusing another player. Always go for the wyrmstake for massive damage! However, be aware to aim it AWAY from your teammates, unles sthey're stunned or similliar. With some practice, you can save your teammates from damage, or even death with wyvernsfire if they're overextending. During the whole knockback animation, they are invulnerable. However, DON'T DO THIS WITH RANDOMS. Not everyone wants to be knocked around, even if you're doing 1000ish damage to the monster with it, and even if you have good intentions.

11: SHIELD JEWEL.
Get one. the Guard Up skill is almost mandatory with both lance and gunlance against a lot of elder dragons. Sure, you can try to Ihop, or put away your weapon and dive through the supernova, but why take a chance? You have a huge shield. use it. Duh.

12: Evade Extender is your friend
I Would always advice any gunlancer player to us eevade extender 3. Gunlance gains MUCH MUCH MORE hopping distance with it than regular lance. This mobility is IMPORTANT for repositioning. Unlike regular Lance, gunlance has no counter ability, so hopping out of a monsters way is the best way to retaliate with some shellings with the aforementioned forward + triangle into holding circle. Also, without evade extender 3, you're going to have a very, very hard time dodging any grab attacks. Plis the hopping distance you get is ridiculous. You can keep up with non-sprinting players with sheathed weapons speed wise. Which means you wont ever rly have to sheathe your weapon in most situations.

13: Don't try cutting tails with the gunlance. use other weapons for that. The gunlance is terrible at cutting tails, BUT extremely good at destroying any other body part very very easily.

14: Don't bother wounding unless you're playing with normal shelling. Your shellings ignore any defenses anyways.

15: Normal shelling is all about the slam burst and wyrmstake cannon. Don't bother using singular shots. They do pitiful damage.

16: Guard 5.
Duh.

17: Always have a wyrmstake blast attached to the monster. WIthout hitting the wyrmstake blast, your dps is effectively almost halved.

18: BONUS TIPP: Rajang's grabs can be blocked with lance and gunlance and guard 5. They are the only grab attacks in the game that can be blocked. You don't even need guard up.

19: ANOTHER BONUS TIP: Flinch shotting a monster against a wall is a very easy way to safely attach a wyrmstake blast to the legs.

Of course, these are just general tips, there's much more to be learned through using it yourself and trying things out, and you can play however you want and maybe find a different playstyle that works for you, but these are ways for me at least to play gunlance very, very effectively. When you master gunlance, almost every monster, even Lunastra, becomes a cakewalk. Good Luck!
Last edited by Tacticowl; Oct 25, 2020 @ 1:30pm
Tregrenos Oct 24, 2020 @ 5:16pm 
Originally posted by Maffeketel:
Thank you both for your replies and explanations! This really helps me out. I've actually got another question that came to mind.

I really struggle with breaking tails with the Gunlance. If you use the standard attack or shelling attack while blocking the attack goes upward. Is this the most effective way to break tails? I'm really struggling with breaking a tail succesfully with the GL.
I can easily break heads, arms or other parts, but I really struggle with tails.

From what I gather status effect Gunlances can be quite good, but elemental ones aren't? Is the GL similar to the GS that elemental isn't as good as raw unless you have a very specific build? (Frostcraft GS)
I've always found it useful as few bladed weapons can hit the tall monsters tails. While it's up there go ahead and fire off a shell as well just to add to your total DPS. If the monster is paralyzed you're able to do the upswing, fire 2 shells then activate the Wyrmstake straight upward to better cut the tail.

Also worth noting is that there's a little trick to the Wyvernsfire attack. Normally, when you activate it you can slowly turn left or right. However, if you activate it then go into the "over the shoulder" view you can quickly aim the Wyvernsfire, not only left and right but up and down as well. This is a similar trick that works for the Bows Dragon Piercer. It's a beautiful thing when you're below a flier, already charging your Wyvernsfire and mange to knock it outta the sky. :steamhappy:
Maffeketel Oct 24, 2020 @ 6:22pm 
Originally posted by MateAndMead:
I'm a gunlance main, heres a few things going into gunlance:


1: Shelling is more important than any other stat on your gunlance
Your shelling is your main source of damage and your bread and butter, without it, your gunlance is just a mediocre lance. The higher the lvl, the better.

2: Always use magazine up
That extra shot makes a huge difference

3: Artillery, artillery, artillery.
Artillery is the only skill that will rly impact your damage. ignore things like tenderizer or attack up or any other attack boosts. Sure, you can play with mostly pokes and stuff, but at that point just go with Lance.

4: Hit. The. Legs.
Whatever attacks you use, focus the legs. Preferrably with a wyrmstake blast attached to the legs. The gunlance has some, if not THE best stagger and knockdown potential out of any weapon. Attach a wyrmstake on Lunastras legs, and laugh while you stunlocklock it to death. Poor thing.

5: When playing with Wide or Long shelling, Focus 2 or 3 is a must.
Charged shots with both of these shelling types do a LOT more damage than regular ones. Especially when hitting a wyrmstake. However, wide has much stronger uncharged shots than long, so it can push in good damage in small openings, where long shelling can not.

6: Element, status and Raw damage don't matter.
Seriously. Always go for the highest shelling level, ignore everything else. Higher Shelling Damage = Higher stun/knockdown power = more CC. That's all the "status" you need. You don't need to sleep or paralyze a monster when you're stagger-locking it.

7: Shellings always do full damage: make use of this
Shellings always do full damage, no matter where you hit. This is the biggest strength of the gunlance: Consistent damage. There's only a few monster with exceptions to this rule, like Safi'jiiva, that take reduced damage from your shellings.

8: When plaiyng with normal shellings, this is your regular rotation: Triangle + Circle, triangle, circle, triangle, r2 + circle, triangle, circle, triangle, r2 + circle, etc etc repeat as desired

9: When using long and normal, a good advancing attack is forward tringle and HOLDING CIRCLE immediately after, this way instead of doing a thrust, your character will go STRAIGHT into charging a shot, without hitting with a physical attack first. This way you can safely davance on a monster without bouncing off a hard part, and also get a charged shot in rly quickly when advancing from a distance. This is one of your most important moves. practice it. Unless, of course, you use normal shelling, then just do the regular rotation.

10: Don't be afraid to use Wyvernsfire
With high Artillery, it recharges VERY quickly, and its a great way to dish out some great damage and stagger power when a monster is focusing another player. Always go for the wyrmstake for massive damage! However, be aware to aim it AWAY from your teammates, unles sthey're stunned or similliar. With some practice, you can save your teammates from damage, or even death with wyvernsfire if they're overextending. During the whole knockback animation, they are invulnerable. However, DON'T DO THIS WITH RANDOMS. Not everyone wants to be knocked around, even if you're doing 1000ish damage to the monster with it, and even if you have good intentions.

11: SHIELD JEWEL.
Get one. the Guard Up skill is almost mandatory with both lance and gunlance against a lot of elder dragons. Sure, you can try to Ihop, or put away your weapon and dive through the supernova, but why take a chance? You have a huge shield. use it. Duh.

12: Evade Extender is your friend
I Would always advice any gunlancer player to us eevade extender 3. Gunlance gains MUCH MUCH MORE hopping distance with it than regular lance. This mobility is IMPORTANT for repositioning. Unlike regular Lance, gunlance has no counter ability, so hopping out of a monsters way is the best way to retaliate with some shellings with the aforementioned forward + triangle into holding circle. Also, without evade extender 3, you're going to have a very, very hard time dodging any grab attacks. Plis the hopping distance you get is ridiculous. You can keep up with non-sprinting players with sheathed weapons speed wise. Which means you wont ever rly have to sheathe your weapon in most situations.

13: Don't try cutting tails with the gunlance. use other weapons for that. The gunlance is terrible at cutting tails, BUT extremely good at destroying any other body part very very easily.

14: Don't bother wounding unless you're playing with normal shelling. Your shellings ignore any defenses anyways.

15: Normal shelling is all about the slam burst and wyrmstake cannon. Don't bother using singular shots. They do pitiful damage.

16: Guard 5.
Duh.

17: BONUS TIPP: Rajang's grabs can be blocked with lance and gunlance and guard 5. They are the only grab attacks in the game that can be blocked. You don't even need guard up.

Of course, these are just general tips, there's much more to be learned through using it yourself and trying things out, and you can play however you want and maybe find a different playstyle that works for you, but these are ways for me at least to play gunlance very, very effectively. When you master gunlance, almost every monster, even Lunastra, becomes a cakewalk. Good Luck!

That's a lot to take in! Thank you so much!

I'm still struggling with weaving combo's together at the moment, but I'm sure that that will improve once I've practiced more with the GL. I couldn't perform a single combo with the CB when I started out and now I can easily weave them together in a fluent manner.
I'll take everything into consideration!

There's a lot to learn about this weapon, but I really enjoy weapons that have a lot of depth and substance to them. The GL is great at breaking parts except for tails like you mentioned and it can topple the monster extremely fast. It's damage is also incredibly high for such a defensive weapon and I'm amazed at how much DPS it has!

I'm loving the weapon so far and your advice definetly helps me out a lot! Thank you! :mhwgood::mhwhappy:
Last edited by Maffeketel; Oct 24, 2020 @ 6:25pm
Maffeketel Oct 24, 2020 @ 6:23pm 
Originally posted by Tregrenos:
Originally posted by Maffeketel:
Thank you both for your replies and explanations! This really helps me out. I've actually got another question that came to mind.

I really struggle with breaking tails with the Gunlance. If you use the standard attack or shelling attack while blocking the attack goes upward. Is this the most effective way to break tails? I'm really struggling with breaking a tail succesfully with the GL.
I can easily break heads, arms or other parts, but I really struggle with tails.

From what I gather status effect Gunlances can be quite good, but elemental ones aren't? Is the GL similar to the GS that elemental isn't as good as raw unless you have a very specific build? (Frostcraft GS)
I've always found it useful as few bladed weapons can hit the tall monsters tails. While it's up there go ahead and fire off a shell as well just to add to your total DPS. If the monster is paralyzed you're able to do the upswing, fire 2 shells then activate the Wyrmstake straight upward to better cut the tail.

Also worth noting is that there's a little trick to the Wyvernsfire attack. Normally, when you activate it you can slowly turn left or right. However, if you activate it then go into the "over the shoulder" view you can quickly aim the Wyvernsfire, not only left and right but up and down as well. This is a similar trick that works for the Bows Dragon Piercer. It's a beautiful thing when you're below a flier, already charging your Wyvernsfire and mange to knock it outta the sky. :steamhappy:

That's a neat little trick! I'll be sure to give that a try!
It could prove useful when trying to sever tails!
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Date Posted: Oct 24, 2020 @ 2:27pm
Posts: 7