Lance

The Lance combines its strong Guards with its long-reaching, precise attacks to make a deadly combo. Aiding the Lance's mobility are its side steps and guard dashes, which give it fluidity despite its slow walking speed.

Strength & Weakness

Strength Weakness
  • Strongest Guarding capability
  • Long Reach
  • Precise Attacks
  • Able to counter attack
  • Slow movement speed
  • Short evade distance

Guard Dashing and Movement

Mid combo or shortly after, a sidestep or backstep can be performed to reposition or avoid incoming attacks. Alternatively, a Guard Dash can be performed, where the Hunter moves themself with the shield held up to Guard against incoming attacks.

Sidesteps, backsteps, and Guard Dashes can be chained to keep the player mobile, but the following rules must be obeyed:

  • Can be chained up to a maximum of three time
  • Backsteps (Long) can only be chained into Guard Dashes
  • Guard Dashes cannot be chained into another Guard Dash
  • Sideway movement can only be performed right after an attack

Dash Attacks can be used to quickly close the gap between Hunter and monster.

Guarding and Counter

From a standing pose, a guarding pose, or while in a combo, a Counter Thrust can be preemptively used to anticipate an incoming attack. If Counter Thrust blocks an attack, an automatic counter attack is performed. Once a Counter Thrust begins, it cannot be aimed.

Countering an attack

When Guarding or readying a Counter Thrust, the Lance can perform a Power Guard. Power Guard drains stamina but it greatly diminishes the knock-back from Guarding. When Power Guard blocks an attack, the player receives some chip damage and can perform a counter attack. The counter from a Power Guard can be aimed in any direction.

Left: normal guard. Right: Power guard

Hitzone Selection

The Lance's Thrust attacks damage the monster differently depending on the monster's Hitzone values. When the Lance hits, the attack will select the weaker Hitzone value between the Severing Hitzone value and the Blunt Hitzone value. However, regardless of which Hitzone value is selected for calculating damage, the attack always deals Severing damage.

Combat Tips

  • Guard Dashes and side steps can be chained up to 3 times. Use these movements to move away from or get closer to monsters.
  • Use Counter Thrust and Power Guard to block and counter incoming attacks. Counter Thrusting correctly opens up more attacking opportunities.
  • When an attack is Guarded, stamina is consumed. 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 a Any-Step movement after a I-II-III combo will cancel the slow recovery animation after the III hit. This allows the player to resume their attacks sooner.
  • If the player mistimes their Counter Thrust, they are left vulnerable to an incoming attack. To mitigate this, there is a small window where a Power Guard can be performed to stay safe.
  • The player can Guard endangered teammates from projectile attacks when necessary.

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
Mid Thrust I, II, III Draw Attack >
Standing/Walking >
I: Can be comboed into any II
II: Can be comboed into any III
Can be comboed into Counter, Any Guard-Dash, or Any-Step.
High Thrust I, II, III Standing/Walking > I: Can be comboed into any II
II: Can be comboed into any III
Can be comboed into Counter, Any Guard-Dash, or Any-Step.
Wide Sweep I, II, III Standing/Walking > + I: Can be comboed into mid or high II
II: Can be comboed into mid or high III
Wide Sweep cannot comboed into itself.
Can be comboed into Counter, Any Guard-Dash, or Any-Step.
Counter Thrust Standing > R2+
Guarding >
After any attack > R2+
Can be charged (hold R2). If the player does not charge, it automatically performs a Cancel Thrust.
Automatically perform a counter attack when an attack is blocked. However, if the incoming attack is too strong to block and pushes back the player, the automatic counter attack will not happen.
Combos into:
  • Any II
  • Any-step
  • Any Guard Dash   R2+
    Cancel Thrust Dropping Counter Thrust early Combo to
    • Any II
    • Any-step
    • Any Guard Dash   R2+
      Power Guard Guard Reaction > R2+
      Counter Thrust > R2+
      Can be performed during a Counter Thrust or during knockback from Guarding an attack.
      Holding down Power Guard (R2) will drain stamina.
      Combos into:
      • Leaping Thrust
      • Dash Attack +
      • (Automatic) Counter Thrust
      (Automatic) Counter Thrust During Power Guard > + Can be aimed in any direction.
      Can be performed without blocking any attack or after blocking an attack during Power Guard.
      Combos into:
      • Any II
      • Any-step
      • Any Guard Dash   R2+
        Guard Draw Attack > R2
        Standing/Walking > R2
        Stamina is consumed when an attack is blocked. Walking speed is significantly decreased.
        Combos into:
        • Guard Thrust
        • Forward Guard Dash   Forward+
        • Dash Attack +
        • Counter Thrust   R2+
        • Back/Forward Step
        Guard Thrust During Guard > Combos into:
        • Dash Attack +
        • Any Guard Dash   R2+
        • Any-Step
        Dash Attack R2++
        During Guard > +
        During Power Guard > +
        Mid-air > R2
        Mid-air Draw Attack > R2
        The Lance will deal continuous damage to any target it touches. Stops automatically when stamina is drained, however, this move does not consume stamina when not in battle.

        The player will gain a speed boost (white aura) after dashing for a few seconds. Running up a wall will automatically perform an Advancing Jump and turn the player around.

        Combos into:
        • Reverse Attack   Back+
        • Finishing (Twin) Thrust/
        • Guard (R2)
        • Stop
        • Advancing Jump   Forward+
        • Dash Step   Left/Right+
        • Dash Turn   Back+
        The player can Dash Attack down a slope. In this case, the player can combo into:
        • Finishing (Twin) Thrust /
        • Guard (R2)
        • Advancing Jump   Forward+
        • Stop
        Reverse Attack While Dashing > Back+ Combos into:
        • Any I
        • Any Step
        • Any Guard Dash   R2+
        • Counter Thrust   R2+
        Stop While Dashing > Stops Dash Attack
        Dash Step While Dashing > left/right + Sidestep to the left or right during a Dash Attack. Does not cancel the Dash Attack.
        Dash Turn While Dashing > Back + Turns the player around in place. Does not cancel the Aash Attack.
        Advancing Jump While Dashing > Forward + Jump forward. Does not cancel the Dash Attack unless the player performs an Advancing Jump Thrust. Combos into an Advancing Jump Thrust /
        Advancing Jump Sliding > Hold R1 to maintain the slide. Will become a Dash Attack automatically when the player lands. Combos into am Advancing Jump Thrust /
        Advancing Jump Thrust Advancing Jump > / Land an Advancing Jump with an attack while canceling the Dash Attack. Automatically connects into a Finishing Thrust.
        Within a short window, the Finishing Thrust performed here can be comboed into any II or Counter Thrust   R2+
        Guard While Dashing > R2 Stops the Dash Attack. Cannot be comboed into another move.
        Finishing (Twin) Thrust While Dashing > Stops the Dash Attack and performs a powerful strike. Changes into a Finishing Twin Thrust if the player gathers a speed boost during the Dash Attack.
        Combos into any I.
        Any-step Branch into a Backstep, a Backstep (long), a Forward Step, or a Side Step. All these can be chained up to 3 times. Backstep (long) cannot be chained into another Any-step movement. Consumes stamina.
        Backstep Standing >
        Mid-combo >
        Hop backwards and can combo into any I and any Guard Dash.
        Backstep (long) Mid Combo > Back + Hop backward for a longer distance and can combo into any I and any Guard Dash. Cannot be chained into another Any-step movement.
        Forward Step Standing > Forward +
        Mid Combo > Forward +
        Dash forward for a short distance and can combo into any I and any Guard Dash.
        Side Step Mid-combo > left/right + Slide to the left or right and can combo into any I and Any Guard Dash.
        Guard Dash (Forward) Standing > Forward + R2+
        Mid-combo > Forward + R2+
        Dash forward for a short distance with the shield up.
        Has Guarding capability. Consumes stamina.
        Combos into:
        • Shield Attack
        • Leaping Thrust
        • Any-step
        Guard Dash (Back) Mid-combo > Back + R2+ Hop backward with the shield up.
        Has Guarding capability. Consumes Stamina.
        Combos into:
        • Shield Attack
        • Leaping Thrust
        • Any-step
        Guard Dash (Left/Right) Mid-combo > left/right + R2+ Slide left or right with the shield up.
        Has Guarding Capability. Consumes stamina.
        Combos into:
        • Shield Attack
        • Leaping Thrust
        • Any-step
        Shield Attack Guard Dash > Deals Blunt damage.
        Combos into:
        • any I
        • Counter Thrust   R2+
        • Any-step
        Leaping Thrust Guard Dash >
        Power Guard >
        Combos into:
        • any II
        • any Guard Dash   R2+
        Jumping Thrust Mid-air >
        Mid-air Draw Attack >
        Automatically connects into a Finishing Thrust. Within a short window, a Finishing Thrust performed here can be comboed into any II.

        Motion Values

        Move Damage Type Motion Value Stun Exhaust
        Mid Thrust I Sever 20 - -
        Mid Thrust II Sever 20 - -
        Mid Thrust III Sever 27 - -
        High Thrust I Sever 22 - -
        High Thrust II Sever 22 - -
        High Thrust III Sever 27 - -
        Wide Sweep I Sever 20 - -
        Wide Sweep II Sever 20 - -
        Wide Sweep III Sever 20 - -
        Counter Thrust Sever 40 - -
        Cancel Thrust Sever 22 - -
        Guard Thrust Sever 20 - -
        Dash Attack Sever 11 - -
        Mid-Air Dash Attack Sever 25 - -
        Reverse Attack Sever 50 - -
        Advancing Jump Thrust Sever 50 - -
        Finishing Thrust Sever 50 - -
        Finishing Twin Thrust Sever 25 + 50 - -
        Shield Attack Blunt 14 27 27
        Leaping Thrust Sever 8x3 - -
        Jumping Thrust Sever 30 - -