Gunlance
[!NOTE]
Please refer to the MHWI Damage Formula and MHWI General Data Sheet by MoonBunnie & Deathcream for up to date information.
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 |
---|---|
|
|
Shelling
[[images/gl_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|damage#weapon-adjustment]], 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|damage#fixed-damage]] and consumes more Sharpness than normal attacks. Shelling cannot be used when the Sharpness bar is red.
Holding <<C>>
will charge a Shelling attack, and although charged shells take longer to fire, they are [[more powerful|damage#weapon-adjustment]]. 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.
[[images/gl_gauge)
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.
[[images/gl_burst_fire)
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).
[[images/gl_wyvern_fire)
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).
[[images/gl_wyrmstake)
firing a Wyrmstake
Wyrmstake can be fired under the following conditions:
- After 2 consecutive Shelling attacks
<<C>>
<<C>>
. A Charged shell doesn’t count. - Burst Fire > Wyrmstake
- Wide Slash > Wyrmstake
Level | Stake | Explosion |
---|---|---|
1 | 31 x 15 | |
2 | 36 x 15 | |
3 | 41 x 15 | |
4 | 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|understanding-monster#breaking-monster-part]] since shell attacks [[cannot bounce from tougher hitzones|understanding-monster#bouncing]].
- 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|damage#sharpness-gauge-and-consumption]] 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 > <<T>> Forward+ <<T>> |
Combos into:
|
Lateral Thrust I, II, III | Standing > <<T>> Lunging Upthrust > <<T>> |
I combos into II and II combos into III. Combos into:
|
Rising Slash | Standing > <<T>> +<<C>> Lateral Thrust > <<T>> +<<C>> |
Combos into:
|
Overhead Smash | Rising Slash > <<T>> Quick Reload Alt > <<T>> +<<C>> |
Combos into:
|
Wide Sweep | Overhead Smash > <<T>> Burst Fire > <<T>> Jumping (Reload) Smash > <<T>> |
Combos into:
|
Shell | <<C>> |
Resets Lateral Thrust, Guard Thrust, and Rising Thrust combos. |
Charged Shell | Hold <<C>> |
Same properties as Shell. |
Burst Fire | Overhead Smash > <<C>> Jumping (Reload) Smash > <<C>> |
Combos into:
|
Wyrmstake | 2 consecutive Shell > <<C>> Burst Fire > <<C>> Wide Sweep > <<T>> /<<C>> Aerial Burst > <<T>> /<<C>> |
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, II, III | Guard > <<T>> |
Can be comboed up to 3 times (short window). Cannot combo into II or III if R2 is held down. Combos into:
|
Wyvern Fire | Guard > <<T>> +<<C>> |
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 | <<X>> |
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 > <<X>> Mid-combo > <<X>> |
Default from Any-Step. Hop backward. |
Backstep (long) | Mid Combo > Back+<<X>> |
Hop backward for a longer distance. Cannot be chained into another Any-Step. |
Forward Step | Standing > Forward+<<X>> Mid Combo > Forward+ <<X>> |
Dash forward for a short distance. |
Side Step | Mid-combo > left/right+<<X>> |
Slide to the left or right. |
Reload | Standing/Walking > R2+<<C>> |
Reload shells and Wyrmstake. |
Quick Reload | Mid-combo > R2+<<C>> |
Reload shells, but NOT wyrmstake. Only when the combo is part of the Lateral Thrust combo. Combos into:
|
Quick Reload A | Mid-combo > R2+<<C>> |
Reload shells, but NOT wyrmstake. Only when the combo is part of the Rising Slash combo. Combos into:
|
Quick Reload B | Mid-combo > R2+<<C>> |
Reload shells, but NOT wyrmstake. Only when the combo is part of the Guard Thrust combo. Combos into:
|
Jumping Thrust | Mid-air > <<T>> Mid-air Draw Attack > <<T>> |
Combos into:
|
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:
|
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:
|
Sliding Guard | Sliding > R2 | Guard related actions cannot be performed during a Sliding Guard |
Jumping Rising Slash | Sliding > <<T>> |
Combo into:
|
Aerial Burst | Jumping Rising Slash > <<C>> |
Combos into Wyrmstake <<T>> /<<C>> |
Motion Values
Section has been moved to the database.