Gunlance

The Gunlance (GL) combines the Lance's defensive abilities with an offensive Shelling ability, which lets the player fire artillery rounds. Unlike Gunner weapons, Shelling does not consume ammunition, but its limited range forces Hunters to get up close and personal with monsters.

Strength & Weakness

Strength Weakness
  • Guarding capabilities are as strong as the Lance
  • Long reach
  • Precise attacks
  • Shelling doesn't bounce, making it ideal for part breaking
  • Slow movement speed
  • Short evade distance
  • Cannot Counter Attack
  • Shelling costs Sharpness

Shelling

Each Gunlance comes with a predetermined shell type and shell level. Higher shell levels means higher damage. Different shell types have different damage bonuses, so it is important to consider shell type when choosing a Gunlance to use.

Shell Type Magazine Additional Info
Normal 5 Highly compatible with Burst Fire
Long 3 Longer reach.
Spread 2 Higher damage.

Shelling deals fixed damage and consumes more Sharpness than normal attacks. Shelling cannot be used when the Sharpness bar is red.

Holding will charge a Shelling attack, and although charged shells take longer to fire, they are more powerful. Shells can be reloaded from a standing pose or a guarding pose, and doing so will reload both shells and Wyrmstake. The player can perform a Quick Reload mid-combo, but a Quick Reload only reloads shells.

Top to bottom: fully loaded, shells are used, wyrmstake is used

Level Normal Shell Long Shell Spread Shell
1 8 12 18
2 12 18 26
3 16 25 32
4 19 29 40
Normal Shell Long Shell Spread Shell
Charged Shell Bonus 1.6x 2.2x 1.4x

Burst Fire is an attack where all loaded shells in a single attack. The more shells that are loaded, the stronger the Burst Fire is.

Wyvern fire and Wyrmstake

One of the Gunlance's signature moves is the Wyvern Fire.

Level Damage Damage (Spread)
1 40 x 3 45 x 3
2 45 x 3 50 x 3
3 50 x 3 55 x 3
4 55 x 3 60 x 3

Once Wyvern Fire is used, the Gunlance must cool down before it can be used again. When the Gunlance is cooling down, visible heat sinks can be seen on the Gunlance barrel (see below images).

Right image: Gunlance in cooldown

Wyrmstake sticks to a surface before exploding and causing a large amount of damage. Wyrmstake cannot be loaded by Quick Reload and must be loaded normally. It can also be reloaded by a Jumping Reload Smash under some specific circumstances (check Jumping Reload Smash below for more information).

firing a Wyrmstake

Wyrmstake can be fired under the following conditions:

  • After 2 consecutive Shelling attacks . A Charged shell doesn’t count.
  • Burst Fire > Wyrmstake
  • Wide Slash > Wyrmstake
Level Stake Explosion
1 5 6 31 x 15
2 6 8 36 x 15
3 8 11 41 x 15
4 9 14 46 x 15

Combat Tips

  • The Gunlance cannot Counter Attack and cannot Guard mid-combo, so the player needs to be more cautious.
  • Shelling can be used to break tougher body parts since shell attacks cannot bounce from tougher hitzones.
  • Wyvern Fire is powerful, but because this attack is split into 4 shots, it is not recommended to use it to wake up a sleeping monster, as only 1 of the 4 shots will get a damage bonus.
  • Wyvern Fire takes time to fire and has a very long recoil animation. These factors require careful use of Wyvern Fire.
  • Shelling consumes Sharpness much quicker than hitting the monster normally.
  • Stamina is consumed when the player Guards an attack. Insufficient stamina will cause the Guard to fail.
  • When the player is Guarding, stamina does not recover if the player is standing still. The player can spin around quickly or move forward to recover stamina while keeping their Guard up.
  • Using Any-Step after a I-II-III combo will cancel the slow recovery animation after the III attack. This allows the player to resume their attacks sooner.

Movelist

Mid-air attacks are done in the air, such as after hopping off a ledge, jumping off a vine, or climbing up a wall and jumping off.

Move Button (+Condition) Properties
Lunging Upthrust Draw Attack >
Forward+
Combos into:
  • Lateral Thrust I
  • Rising Slash +
  • Any-step
  • Shelling
  • Charged Shelling   Hold
  • Quick Reload   R2+
Will initiate a short slide on a slope. Can combo into:
  • Jumping Rising Slash
  • Sliding Guard (R2)
  • Jump
Lateral Thrust I, II, III Standing >
Lunging Upthrust >
I combos into II and II combos into III.
Combos into:
  • Lateral Thrust I
  • Rising Slash +
  • Any-step
  • Shelling
  • Charged Shelling   Hold
  • Quick Reload   R2+
Rising Slash Standing > +
Lateral Thrust > +
Combos into:
  • Overhead Smash
  • Any-step
  • Shelling
  • Charged Shelling   Hold
  • Quick Reload A   R2+
Overhead Smash Rising Slash >
Quick Reload Alt > +
Combos into:
  • Wide Sweep
  • Burst Fire
  • Any-step
  • Quick Reload Alt   R2+
Wide Sweep Overhead Smash >
Burst Fire >
Jumping (Reload) Smash >
Combos into:
  • WyrmStake /
  • Quick Reload Alt   R2+
Shell Resets Lateral Thrust, Guard Thrust, and Rising Thrust combos.
Charged Shell Hold Same properties as Shell.
Burst Fire Overhead Smash >
Jumping (Reload) Smash >
Combos into:
  • Wide Sweep
  • WyrmStake
Wyrmstake 2 consecutive Shell >
Burst Fire >
Wide Sweep > /
Aerial Burst > /
Wyrmstake can fire at a higher angle if the Shells are performed after a Rising Slash. Wyrmstake
Guard Hold R2 Combos into:
  • Guard Thrust I
  • Reload
  • Wyvern Fire +
  • Any-step
Guard Thrust I, II, III Guard > Can be comboed up to 3 times (short window). Cannot combo into II or III if R2 is held down.
Combos into:
  • Guard Thrust II, III
  • Overhead Smash +
  • Any-step
  • Shelling
  • Charged Shelling   Hold
  • Quick Reload B   R2+
Wyvern Fire Guard > + After firing, the Gunlance will expose its cooling components (a red glow). Wyvern Fire cannot be used again until the Gunlance fully cools down.
Any-step Branch into a Backstep, a Backstep (long), a Forward Step, or a Side Step. All of these can be chained up to 3 times, except for Backstep (long), which cannot be chained to another step. Consumes stamina.
Backstep Standing >
Mid-combo >
Default from Any-Step. Hop backward.
Backstep (long) Mid Combo > Back+ Hop backward for a longer distance. Cannot be chained into another Any-Step.
Forward Step Standing > Forward+
Mid Combo > Forward+
Dash forward for a short distance.
Side Step Mid-combo > left/right+ Slide to the left or right.
Reload Standing/Walking > R2+ Reload shells and Wyrmstake.
Quick Reload Mid-combo > R2+ Reload shells, but NOT wyrmstake. Only when the combo is part of the Lateral Thrust combo.
Combos into:
  • Lateral Thrust I
  • Overhead Smash +
  • Any-step
  • Shelling
  • Charged Shelling   Hold
Quick Reload A Mid-combo > R2+ Reload shells, but NOT wyrmstake. Only when the combo is part of the Rising Slash combo.
Combos into:
  • Rising Slash
  • Overhead Smash +
  • Any-step
  • Shelling
  • Charged Shelling   Hold
Quick Reload B Mid-combo > R2+ Reload shells, but NOT wyrmstake. Only when the combo is part of the Guard Thrust combo.
Combos into:
  • Guard Thrust I
  • Overhead Smash +
  • Any-step
  • Shelling
  • Charged Shelling   Hold
Jumping Thrust Mid-air >
Mid-air Draw Attack >
Combos into:
  • Lateral Thrust I
  • Overhead Smash +
  • Any-step
  • Shelling
  • Charged Shelling   Hold
  • Quick Reload   R2+
Jumping Reload Smash Lunging Upthrust toward a wall or a ledge
Mid-air > R2
Mid-air Draw Attack > R2
Jumping Rising Slash > R2
Changes into a Jumping Smash if the shells are fully loaded. When this move is initiated by a Lunging Upthrust while the shells are not fully loaded, then a Wyrmstake is also loaded.
Combos into:
  • Wide Sweep
  • Burst Fire
  • AAny-step
  • Quick Reload   R2+
Jumping Smash Lunging Upthrust toward a wall or a ledge
Mid-air > R2
Mid-air Draw Attack > R2
Jumping Rising Slash > R2
Changes into a Jumping Reload Smash when the shell are not fully loaded. Does not change into a Jumping Reload Smash when shells are loaded but the Wyrmstake is not.
Combos into:
  • Wide Sweep
  • Burst Fire
  • Any-step
  • Quick Reload   R2+
Sliding Guard Sliding > R2 Guard related actions cannot be performed during a Sliding Guard
Jumping Rising Slash Sliding > Combo into:
  • Jumping Thrust
  • Aerial Burst
  • Jumping (Reload) Smash (R2)
Aerial Burst Jumping Rising Slash > Combos into Wyrmstake /

Motion Values

Move Damage Type Motion Value Stun Exhaust
Lunging Upthrust Sever 30 - -
Lateral Thrust I, II, III Sever 24 - -
Rising Slash Sever 30 - -
Overhead Smash Sever 48 - -
Wide Sweep Sever 68 - -
Guard Thrust I, II, III Sever 18 - -
Jumping Thrust Sever 25 - -
Jumping Reload Smash Sever 44 - -
Jumping Smash Sever 44 - -
Jumping Rising Slash Sever 35 - -