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A lengthy comprehensive guide to Lance - The best offence is a great... offence!?

Please note:

My original post got auto-deleted by a bot because i edited in a shortlink someone provided... i've just reposted this for you guys with all edits intact. Original thread is here in case you want to read those comments:
https://www.reddit.com/MonsterHunterWorld/comments/gag32t/a_lengthy_comprehensive_guide_to_lance_the_best/
So sorry about this for anyone who bookmarked/saved that post...

Onto the post!

Sub-note: Anywhere i mention "Guard advance", i believe it's actually called Guard Dash in game. Weirdly i always call it guard advance, so apologies in the event of any confusion.
Hi there! I'm one of the 1% of Lance users out there, and i'm here to help you either learn to play it, or make you want to give it a try! Just a note - this guide is written with PC controls in mind, but i'll try to generalise the attacks and not use specific buttons.
Please note: This is a LONG post. I've tried to format it logically, but admittedly i don't post on Reddit too often. Especially posts of this length. Prepare for an explanation of as much as I can remember!
Of my ~540 hours in the game overall (including Iceborne), the vast majority of that has been using the Lance. I've got over 650 hunts with it, and I like to think I know a thing or two about it!
The Lance is often discarded because it's neither flashy, nor known for high damage numbers. However, it is the MOST aggressive melee weapon in the game in my opinion. No other melee weapon allows you to sit in the face of the monster consistently dealing damage like the Lance. No more waiting for openings when you can just counter attack everything and not worry about healing!
It's often thought that the Lance is a stiff and slow weapon. You'd be right to think that to begin with! Its walking speed is slow and it has a hop instead of roll.
However, mobility of the weapon surfaces once you start messing with the charge, guard advance, and advancing lunge (honestly after all this time i can't remember the exact names of the moves). We'll get into that now with an overview of the various moves.

Overview of the moves

Hop
A hop replaces your roll when unsheathed. You can perform up to 3 hops in succession. Performing an attack and directing your movement backwards will give you a hop about the distance of 2 regular hops!

Forward thrust
Your primary attack is a normal thrust forward. You can chain up to three thrusts, whether it be 3 normal thrusts, or a mix or normal and upwards thrusts. Both this and upwards thrust will move you forwards slightly, so hopping to move back may sometimes be necessary.

Upwards thrust
Your secondary attack is an upwards thrust. This deals slightly more damage than the regular thrust, so i use this the most unless it's causing me to miss attacks.

Guard Thrust
Guard + Primary attack whilst stationary will do a small poke. Honestly, i never use this and forgot it existed. I'm not sure what use it has in the grand scheme of things compared to the rest of the kit.

Wide sweep
Primary and Secondary attack together will do a Wide Sweep attack. This move is rarely useful generally. The only use i find for it is spamming on groups of small animals, or (more commonly), slapping an ally out of a stun without having to be precise about your direction.

Guard
You enter a basic guard by (i believe) RT/R2 on console, and Shift for me on PC (Though this was probably rebound). This will block most attacks from the front in a 220 degree angle (and basically all of them if you use Guard Up), and some attacks from all directions (Like thunder attacks from Kirin for example).
It's very rare that i just sit there guarding between attacks - i'm usually countering and constantly attacking when i can. Stamina and health gets "chipped" away when you're hit, and this is lessened by the Guard skill. The general consensus is to use Guard 3 at a minimum, and ideally Guard 4-5 for Iceborne content (this is much easier now the charm goes up to 5). You won't regain stamina whilst blocking and standing still. You have to move whilst guarding to regain stamina.
EDIT: You can also aim where you're guarding by using the slinger aim button whilst guarding (if you do it out of guard, you'll enter the slinger burst stance)

Counter
Whilst guarding, enter a counter by pressing your secondary attack button (the same as an upwards thrust). This will trigger an animation for several seconds in which a monster can hit you, and you'll block it and instantly return an attack.
By releasing guard instantly after a counter, you'll "counter cancel". This is basically a very quick counter that can still be triggered by a monster, but will very quickly follow with an upwards poke rather than wait out the counter animation. This is my primary way of resetting a 3-poke combo, as it's safe in case you get hit.
The lance's counter will only block exactly one attack. If you try to counter anything that hits you multiple times (Kirin's lightning bolts, Namielle's waves, etc.), you will only block the first hit and receive damage from the other hits. Thanks to WandererNope for the comment! You gain some hyper-armor for attacks during the counter attack animation, so you still take damage but won't go flying.

Power guard
After triggering a counter, press the 'dodge' button to enter a power guard. This will very quickly drain stamina but block in all directions. Stamina drain stops briefly if you're hit.
You can come out of a power guard by releasing a counter thrust, letting go of Guard, or entering into a Charge.
Something lesser known is that Power Guard, despite its name, actually makes you take more chip damage, so be careful using it against strong, quick attacks.
I primarily use Power Guard to 'extend' my regular counter. For example, if you trigger a counter anticipating an enemy attack, but you do it too early, you can enter a power guard to essentially extend this counter and follow it up with an attack.
Another great use of Power Guard is using its ability to counter in ANY direction. Push a direction and press your secondary attack to Upwards Thrust in that direction. This is amazing for countering an attack that goes past you, like a charge attack.
Since Iceborne, if you stay in Power Guard for 1-2 secs, you'll flash and gain innate Guard Up. Honestly, i don't see much use for this. Power Guard drains so much stamina that it's best used for the means above rather than hope you can time a Guard Up for an unblockable attack. Use the charm, jewel, or Urugaan set bonus for Guard Up.
Overall, power guard is a very powerful tool when used and timed correctly!

Guard advance/Guard Dash
Whilst blocking and moving in a direction, you can press primary attack to jump forward with your shield raised. This keeps the same 220 degree block, allowing you a perfectly safe reposition instead of a dodge/dash forward (which leaves you exposed). You can "aim" where your shield goes by using the slinger aim button whilst guarding, and then you can guard advance any direction without attacking first!
You can also use a guard advance in the same way after an attack, but after an attack you can guard advance left, right, and back too. Again, incredibly safe repositioning tool.
After a guard advance, you can do one of three things:
- Press primary attack do a "shield bash". This deals some KO damage, which is the only KO/blunt damage you can do with Lance. It's a valid option if you don't need to reposition further or want to whack a monster's head. It is possible but difficult to knock out a monster with this.
- Press secondary attack to "lunge" forward, dealing multiple hits in quick succession and moving you forward further. Great for further positioning forward.
- Just keep holding guard if it's unsafe, as the two above options leave you open for attack.
Shield advance gives a higher effective level of guard. If your normal blocks/counters are resulting in a ton of knockback, try guard advancing instead. (Thanks to Migrel for reminding me!)
Learning to use Guard Advance in your combo is great way to safely reposition, and can even trigger the offensive guard skill just like a counter!

Charge
When guarding, or in a power guard, press Primary AND Secondary attack together and let go of the forward direction to enter a charge. The longer you charge, the more you glow. This means a gain in speed, and you'll increase the damage of your thrust attack coming out of it.
You can jump mid-charge and attack to deal airborne/mounting damage. This gives Lance the ability to mount any monster without a ledge nearby! Do this by inputting forward+dodge.
If you press backwards and then the dodge button, you will do a 180 turn. Press left or right and dodge and you'll do a sidestep either direction.
A simple attack will do multiple thrusts and stop the charge. The final thrust deals a hefty amount of damage.
Pressing guard during a charge will instantly stop you and draw your shield. A very safe way of stopping if an attack comes your way!
If you overshoot during a charge, press back+primary attack to do a 180 turn and slap. This slap does a lot of damage and possibly has the highest motion value of any lance attack. Often used as a wakeup attack and has a huge motion value (thanks to Migrel for reminding me, i use this a lot!)
You can enter straight into a charge mid-air by guarding, or when sliding! Thanks to WandererNope for the reminder
Generally you'll want to charge instead of sheathing your weapon! Lance has a very slow sheath time, but you have plenty of mobility options to reposition yourself!

Counter-Claw
New to Iceborne, and a fantastic claw attack!
You can enter counter-claw in one of two ways:
- When you input a normal counter, press your slinger aim button and you'll enter your claw stance
- When in Slinger burst stance (Guard Shot), you can press your secondary attack button to enter counter-claw.
Counter-claw drains stamina whilst active. If a physical attack hits you (not ranged) you'll block it and fly onto the part that hit you. You can then instantly follow it up with a pretty fast wounding attack.
The beauty of this claw attack is... it keeps you on the monster! Unlike regular claw mounts, you will actually stay stuck to the monster whilst wounding it, and take damage from attacks that'd otherwise throw you off! Be careful, as some attacks that happen very quickly can easily drain multiple chunks of health from you (for example... Urugaan's roll).
You can cancel the claw by either letting go of guard (bit of recovery time) or dodge out of it to get out of it quicker (but uses the same amount of stamina as a dodge).
This is one of the best claw attacks in the game, for the sheer ability to stay on a monster without relying on a temporal or rocksteady mantle. It's also fairly speedy to do! Learn monster attacks and know when to counter-claw!

Slinger Aim (weapon drawn)
Thanks to JRPGFan_CE_org, Protagonist0012, and Morasain for telling me this! I had no idea you could enter a standard slinger aim mode to fire the slinger or claw!
When in slinger burst stance/guard shot (explained below), you can press the right stick on console (on PC for me it's F), and you'll lower your shield but have the ability to walk around with your slinger out! This allows you to fire freely or clutch claw normally without using Counter Claw!
Mind blown - found out another thing after hundreds of hours of Lance.

Slinger Burst
Another new addition to Iceborne, just aiming your slinger whilst the weapon is drawn will allow you to fire your slinger by entering "Guard Shot". Similar to Great Sword, this is a much shorter range slinger attack. Think of it like a shotgun in front of you in a cone. You are completely safe from the front whilst aiming this however, as you've got your shield raised. Great for quick flinches with Crystal Burst and Piercing Pods, or for quickly firing off flash pods for example.
You can either let go of the aiming button to get out of this, perform a lunging attack, or hop out of it.
You can also enter into counter-claw stance directly from Guard Shot by pressing the secondary attack button! Thanks to Unshatter for reminding me!
This is a safe close-range slinger burst for some niche situations, so it does see some use.

The attack loop/combo

Now for the basic attack loop. Now, this seems very basic and often why people assume Lance to be boring. Maybe it still would be to you, who knows? The basic attack loop of Lance is generally;

Thrust > Thrust > Thrust > Counter reset > start over
OR
Thrust > Thrust > Thrust > Hop reset > start over
OR
Thrust > Thrust > Thrust > Guard Advance > Shield bash/ Advancing Lunge > Start over (This is mainly for safe repositioning whilst keeping pressure up)

Sound simple? It is generally! You get 3 thrusts before having to reset them, so hopping, counter resetting, or guard advancing are the common ways i keep poking away.
Thanks to Migrel for reminding me about this one - the ideal damaging combo on a downed monster is 3x upward poke, charging thrust, repeat. This does take a little longer and is a little riskier due to the recovery on the charging thrust, but it does have a high motion value on the charging thrust that's nice to work into a combo on a downed monster when they can't fight back!
You can change this basic attack loop depending on the situation. I will almost always use a counter reset to reset my combo, as it's safer than hopping due to the potential of the monster hitting you and triggering the counter. Alternatively, i will hop or guard advance if i need to reposition myself. Feel free to weave in any positional ability at any time!

Something to note that i think is key to mastering Lance...
When you counter, but it wasn't triggered by a monster, you can't follow it up with another counter. You CAN, however, follow it up with another counter if the monster triggered it. You can chain counter upon counter if the monster keeps attacking you during your counter.
Because of this, you can be left vulnerable after a counter-cancel. You CAN, however, go straight into a guard advance after any counter! This allows you to instantly raise your shield and move in any direction after a counter. Learning when to guard advance or continue attacking after a counter is key to mastering Lance!
Making good use of the different positional moves during your combo, and mastering how they flow together, suddenly makes Lance incredibly satisfying and fun to use despite its seemingly basic attack pattern! You'll learn to counter every move, guard advance towards every monster without any risk to yourself, and keep up a constant aggressive assault! It can be hard to go back to any weapon once you master the Lance. The aggressive and safe nature of the Lance make it a force to be reckoned with in the hands of a skilled Lancer!


Before finishing up with some notes and tips, here's a bit of gameplay from me, putting a lot of this into practice! Bear in mind this was pre-safi, and i have since updated my build. I have also since updated my playstyle a little bit too (for example, using lance charge thrusts to reset combos on downed monsters). Don't expect pro speedrun times here, this was just a run against Ruiner Nerg i was fairly happy with (without a min-maxed build). I shall record the tempered Ruiner Nerg event quest soon, too, as he's a blast to Lance against!
3:08 is a great example of mixing in guard advances and counters, so keep an eye out there!
https://www.youtube.com/watch?v=sTUSPmu1RBc

Some build tips and general notes

- As mentioned before, use at least guard 3, and guard 4-5 for many Iceborne monsters.
- The Lance actually deals "pierce" damage. This means it adapts its damage to whatever the monster part is weak to, so you don't have to care whether a part is weaker to blunt or slicing damage! It will always do slicing damage (with exception to the bash after guard advance), but will use the higher damage value depending on whether a part is weak to blunt or slicing.
EDIT: crate_ has informed me of the following, so the above may not be true:
This is not true in MHW. Lance does sever damage except with shield bash, which is blunt (also I think part of clutch counter is blunt damage). I know it used to switch damage types, but that was only in old games. You can check this quite easily against Lunastra's head, since you don't ever get WEX unless you tenderize it despite the hitzone being above 45 for blunt and below 45 for sever.
- Guard Up is used in every single one of my builds - i was lucky enough to get a Guard Up jewel fairly early on. I used the Guard Up charm until then. I don't have to use it on every build i know, but i love the security of knowing i block basically anything (with exception to some pins and Behemoth/Safi nukes). A lot more monsters in Iceborne have unblockable moves, so guard up became much more useful for me.
- No matter how good i am with Lance, i still like to run Health Boost 3 on all my builds. We all mess up sometimes, and i like a bit of leeway with how much i can mess up (as well as dealing with some aoe damage like Luna).
- Health Augment on Lance is a real game changer. It's rare i'll use more than 1 or 2 potions on a hunt if i don't mess up too much! Sometimes i won't get it at all, and the health augment will just constantly top off my health from chip damage.
A good alternative is the Vaal Hazaak set bonus! A health augment can take a LONG time to get to due to the grinding lands. Up until that point, simply using 2 part Vaal set is a solid alternative. Pair it with a bit of Recovery Up and you get a nice passive healing every second.
As you get better with Lance, you'll be hit less and less. This pairs well with Vaal's super recovery because it'll just passively heal chip damage.
A health augment is still better once you get there, but Super Recovery is absolutely fantastic for Lance given the nature of blocking everything. Work your way towards 2 pieces of Vaal Hazak as soon as you can! Thanks to MegaMetaMech for reminding me to elaborate a bit on why Vaal's set bonus is good for Lance.
- Masters Touch, the Teostra set bonus, is ideal for Lance along with a lot of affinity. The lance attacks quick, and your sharpness will disappear quick too as a result. Alternatively if that isn't an option for whatever reason, Protective Polish is also good to save a bit of sharpness briefly.
- Bring flinch free ideally so you don't have to worry about allies as much. They can still mess you over occasionally by triggering your counter, but this doesn't happen too often. If you notice it happening a lot, just reposition slightly.
- Be aware that your charge and lunge attacks will knock down allies, so be aware of using your positional moves near them!
- If an attack is too heavy for your guard skill level, and knocks you back heavily when you're trying to counter, you can actually enter into a power guard if you still want to follow up the knock back with an attack!
- Offensive guard is a great skill for Lance! It's VERY easy to trigger with counters and advancing guard, so i'd absolutely recommend using it for a pretty easy damage boost. You'll be triggering it just via normal play without even attempting to! Thanks to MegaMetaMech for reminding me.
- Several attacks have inherent minds-eye properties (no weapon bouncing) thanks to JRPGFan_CE_org for the below list:
Guard Advance + Lunge has Mind's Eye.
Charge's Double Thrust (the thrust attack coming out of charge) has Mind's Eye.
Fully Charged Counter has Mind's Eye.
Power Guard counter also has it as well.
Any aerial attacks have innate mind's eye, useful for, say, getting past diablos' tail when you're at low sharpness for a finishing thrust on his stomach. Just jump if you're charging through a hard point to sail right through it. Useful on a few monsters, depending on what angle you're coming in at and what sharpness you're running. - Thank you to AlleRacing for this one!


Annnnd I think that's it for now! I'll update this with anything else i can remember. Ask any questions if you want to! Phew, this was a long one, but i'm passionate about the Lance and would love others to give it a shot!
EDIT: Added some more things i forgot to add! Thanks to everyone for chiming in. I'll credit you against each added tip.
EDIT: Updated the blocking angle from 180 to 220, thanks to WandererNope for the source!
EDIT: I've added a couple extra moves i forgot about (Guard thrust and Wide Sweep), and tided up the explanation of a couple things.
EDIT: I added a video i recorded a couple months back of a Ruiner Nerg fight, in case you want to see things discussed in the guide in action!
submitted by Big_Boss_97 to MonsterHunterWorld

Questions about Co-Op Sharing

Greetings.
Just got the game. Life changer. Was excited about Slormancer and am now almost sad at how little impact that game could possibly have compared to this one.
In my attempt at talking my brother into the eventual online-CoOp, I've been studying coop let's plays, as there's stunningly little hard data available on this game, and I have some observations to verify and questions to field.
I've seen you share the effects of potion pick ups, nice, and you seem to also share money. Gear pickups are unique, as they'd need to be, of course.
Does anyone know if once we get online you still have to share one screen? And how will games at different plot points be handled?
Will you keep upgrades you make, or will it work on a host-world system?
Do you share the effects of shrine buffs?
And unless I'm mistaken....do you NOT share XP?! Surely you do. Even Diablo got that right. Surely to God a game this steeped in familial teamwork wouldn't have us fighting over kills, right?
Any and all help is appreciated.
Glad to be here. Glad I found this game. Glad I saved the pup.
....kind of sad Slormancer won't be near as good now.
submitted by HotaruZoku to ChildrenofMorta

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