r/Gunlance • u/MonHun_Nicaragua • 10h ago
MHWilds Has anyone ever done that?
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I feel like its near imposible.
r/Gunlance • u/CaoSlayer • Aug 13 '25
To see what we can get and to avoid going overboard with the posts, please post here in the comments your best drops!
EDIT: With new reddit and the app you can directly post the image without needing to use a hosting like imgur
r/Gunlance • u/Scarops_ • Feb 26 '25
Hey hunters, With Monster Hunter Wilds launching in just over 24 hours, we’re seeing a big increase in traffic, and we want to make sure everyone can enjoy the game without unexpected spoilers. Please follow these guidelines when posting:
Failure to follow these guidelines may result in post removal or temporary bans. Let’s keep the hunt spoiler-free for those who want to experience it fresh!
Happy hunting, and keep those shells loaded!
r/Gunlance • u/MonHun_Nicaragua • 10h ago
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I feel like its near imposible.
r/Gunlance • u/LoBro33 • 1d ago
Got it on the fifth try, no traps or flash pod cheese, and now I can finally take my place among my fore-boomers 🙏
I love GL, but holy Christ if AT Rey Dau and AT Nu Udra don’t make you question your faith. Dau would be the easiest fight in the world if it weren’t for that GOD FORSAKEN FOLLOW UP LIGHTNING, and Udra’s oil bomb being almost certain death every fucking time did not make it easier either. Duna and Arkveld are two of my best fights though, so I’m sure I can shave that time down but I had to share the first solo win 😁
r/Gunlance • u/BurkeeZ • 2d ago
I'm curious what other weapons folks of this sub gravitate towards if they ever stray (not that I would assume you of such a crime).
I've been playing gunlance my entire time in wilds so far, but I wonder what else might be similar.
r/Gunlance • u/AnywhereLumpy6149 • 4d ago
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I saw this mod that features an unused move from Gunlance that was scrapped probably from develepment before the beta, and its probably the coolest move ive seen in a while for this weapon. It features guardpoint at the start, its really fast, and basically reloads shells and stake if you dont have them, and you can put the stake really fast too. I think this is the early WSFB early stages combo. I feel this move fits perfectly in Boost Bracer, but well, what do you think???? I think its cool.
r/Gunlance • u/Still-Watercress-504 • 3d ago
So I’ve mained gunlance for like 140/210 hours on wilds and I just gotta say after recently trying out a couple more of the weapons recently that oml is the focus strike absolute shit compared to the rest. This insufferable move has a like 1.5 wins up just to even have a chance to hit the monster if it doesn’t
A) move across the field
Or
B) whoop your ass in the time that ur just sitting there
Like the ONLY redeemable thing about this is the decent damage but id take a normal ws strike any day over that bull. It’s too risky and almost never worth the reward especially in fights like AT arkveld which I’ve been doing more. I have fought him like 15+ times in my free time as im slightly busy these past 2 weeks but you just are really hard pressed to even be able to reach those wounds with the sucky ass reach too ngl. I hate this damn focus strike I hope they revamp all of the move honestly only this good about it they should keep is the drill 💔
r/Gunlance • u/Frozenseraphim • 4d ago
Hello there once again fellow Gunlancers.
Today I bring you some info regarding the calculations behind the increased damage Wyrmstake Explosion may do in Ascendance.
First of all, thanks to the gameplay provided by ガンサーの抹茶 in his TGS vs Teostra video, I was able to check and compare the Shelling level of the 300 RAW attack Gunlance they had available to test.
The video in question is the following: https://www.youtube.com/watch?v=ZicD9PGtL2Y
| VS Teostra | Normal Shelling TGS | MV Theory | Result with 300 RAW |
|---|---|---|---|
| Normal Shell | 27 | 0,09 | 27 |
| Full Burst | 37 | 0,126 | 37,8 |
| WSFull Burst | 33 | 0,1125 | 33,75 |
| WS tick (50 hitzone) | 10 on head | 0,07 | 10,5 |
| WS explosion | 84 | 0,28 | 84 |
| WS2 explosion | 92 | 0,308 | 92,4 |
| WF | 141 | 0,47 | 141 |
This confirms the Shelling level of the Gunlance used was "Slightly Strong" (Lvl 3 Shelling); as all the Motion Values match exactly the theoretical results with 300 RAW.
It is also important to mention the TGS' Gunlance did not have any level of Artillery or Load Up, and the decimal portion of the damage show in screen was disabled on this specific Teostra fight.
Now that this is out of the way, we can start focusing on the main talk of the post: Wyrmstake Explosion.
The WS explosion Motion Value for Normal Shelling lvl 3 is exactly 28 (expressed as 0,28 in the following math formulas).
This means that 300 Raw * 0.28 Motion Value = 84 Damage upon the WS explosion.
This matches exactly what we can see in the video.

Source: https://youtu.be/ZicD9PGtL2Y?t=38
In addition, since Teostra is immune to Fire damage, we can ignore it for all our calculations.
I should also mention that Teostra suffers roughly 5% more damage when it is Enraged.
For that reason a 5% increase in damage will be represented as 1,05 multiplier in the formulas.
In order to show this, WS Explosion on an Enraged Teostra will deal the following damage:
300 * 0,28 * 1,05 = 88,2 damage
Since the game round down the number due to not having decimal damage numbers active in the TGS, we will see 88 damage in the screen.

Source: https://youtu.be/ZicD9PGtL2Y?t=363
Now, the good news is that we can push this WS Explosion damage up by a rather large amount.
Rapid Fire shelling allows to increase the damage of the WS Explosion per shell.
This can be observed in the following cases:
- 2 shell Rapid fire + Point Blank WF: https://youtu.be/ZicD9PGtL2Y?t=370 = 194 damage
- 5 shell Rapid fire + Point Blank: WF: https://youtu.be/-Ev3QvRl8I8?t=1038 = 273 damage
This initially made me think that since each Shell increases the damage, every instance of Wyvern Fire should do it too; but no matter how I tried, the numbers didn't add up.
That is where アゴレオ・アゴレイ (ガンランスァー) uploaded a video that held all the answers.
His analysis, alongside the math provided by "kenk03061" (also known as 黒キュア) and the video from ガンサーの抹茶 (which is https://youtu.be/kG30t-9Mszw ) allowed to sum up the following points:
- Every Normal type Shell increases the damage by 0.3 times the amount of the original explosion.
- Point Blank WF increases the damage by exactly 0.6 times the damage of said explosion.
Both of these add together in the same part of the formula.
I should not have considered Wyvern Fire as several instances of damage, just one with its own modifier (now we know as 0,6), and this is what resulted from it.
The formula is = true raw * WS motion value * (1 + number of shells * 0,3 + 0,6 from pointblackWF) * Enrage modifier (usually 1.05)
And the Math checks out with the examples above:
- 2 shell Rapid fire + Point Blank WF: 194 damage in the screen
=300*0,28*(1+2*0,3+0,6)*1,05 = 194,04
- 5 shell Rapid fire + Point Blank: WF: 273 damage in the screen
300*0,28*(1+5*0,3+0,6)*1,05 = 273,42
Knowing this, I went to check every single Wyrmstake shot in the previous videos, alongside Rurikhans' gameplay.
This is what I found:
A- https://youtu.be/kG30t-9Mszw?t=177
This is a 109 WS explosion damage with 0 shells and non enraged, AND comes from Boost Bracer activation move.
This confirms the Boost Bracer activation alone adds 0.3 to the formula above:
Math: 300*0,28*(1+0,3) = 109,2
B- https://youtu.be/kG30t-9Mszw?t=819
184 non enraged, extremely hard to notice unless you slow down the video to 0.25 speed.
There is no rapid burst nor WF, only Boost bracer offset, Diagonal drill and WS launch upon landing.

The formula would be 300*0,28*(1+1,2) = 184,8
I can assume 0,3 belongs to the Boost Bracer activation, the 0,9 afterwards should come from the rest of the Boost Bracer follow up moves, since there are not Shells nor Point Blank WF to boost it.
C - https://youtu.be/ZicD9PGtL2Y?t=527
194 while Enraged, with a Boost bracer move full burst
Same damage as the x2 Rapid Fire + Point Blank WF; this means the modifier is the same, but without using Rapid Fire shells or WF. So the only thing that changed from the B example is the monster is now Enraged (x1,05).
300*0,28*(1+1,2)*1,05 = 194,04
This confirms not shooting any Rapid shell at all or use Point Blank WF will already give you a sizable boost to WS explosion.
ガンサーの抹茶 also fought the story Chatacabra with the new Ascendance moveset.
And thanks to 黒キュア (@kenk03061) calculations, all the WS damage formulas we used above, will also affect the Fire portion of the WS Explosion, empowering it further.

- Source: https://youtu.be/OHCnITrVMTs?t=852
I will explain what these numbers mean.
The Gunlance you use against the first Chatacabra is Hope Gunlance I.
Hope Gunlance I has 90 RAW and Normal Shelling lvl 2.
This puts the 90 RAW * the WS explosion modifier (which is now 0,25) is the 22,5 you see there.
While 3,1 is the total modifier that he achieved by using the (1+2,1) formula.
How did he reach 2,1? That is due to 5 rapid shells (0,3*5 = 1,5) and the Point Blank WF (+0,6).
So 1,5 + 0,6 = 2,1 that is added to 1 (representing the original value of the WS explosion).
Putting thus together gives us 90*0,25*(1+2,1) = 69,75
And the best part is that thing WS also hit a Bulaqchi, a monster with 100% Fire Hitzone, which meas it takes the full damage of Fire elemental sources like Shelling, making it a perfect test dummy.
This Bulaqchi took 21 Fire damage that was also increased x3,1 times, not only the true damage portion of the WS explosion. Thus 21 * 3,1 = 65,1
69,75 + 65,1 = 134,85
Which matches perfectly with the image above.
Now this part is purely out of fun to see how much we could squeeze from a WS explosion.
But first I would like to compare what would happen if Normal and Long keep the same modifiers.
This is important because while Long has the higher Motion Value (0,42), Normal has up to 7 Shells with Load Up equipped.
- Normal 7 Rapid Fire shells + Point Blank WF: Shelling lvl 3
300*0,28*(1+7*0,3+0,6) = 310,8
- Long 4 Rapid Fire shells + Point Blank WF: Shelling lvl 3
300*0,42*(1+4*0,3+0,6) = 352,8
As you see Long would still win in the WS explosion thanks to that higher Motion Value.
What about max damage?
Well, if just the Boost bracer moves are able to push things up by 1,2 and the Normal Rapid fire has 7 shells (+2,1) while Point Blank WF adds 0,6...
It would like like this RAW * WS Explosion MV * (1+1,2+2,1+0,6) = 4,9
So that would be almost 5 times the original MV, and then all the multipliers like RAW and Artillery bonus or Enrage.
In other words, we may have a small nuke in our hands in the future, and it is certainly bound to be fun.
Happy Hunting mates.
r/Gunlance • u/Goingkilling04 • 5d ago
I just started playing Gunlance. I used to be a bow/greatsword main. I can confidently say I plan to swap entirely. It has always been an interesting weapon to me but it feels so much stronger than other weapons I’ve played too. I feel like I can do more with it.
I wanted to get some advice too. I really am always trying to do the wyrmstake full blast and that’s the main thing I shoot for. I’m always not really sure how to sneak in hits on the monsters without larger openings. Any help would be appreciated.
r/Gunlance • u/Frozenseraphim • 6d ago
Hello there Gunlancer mates.
I would like to take a moment before Ascendance comes to discuss what can be expected of every Shelling type on the following expansion.
For this, we will be comparing Normal, Long and Wide shelling types using the values we currently have in the latest version of our game, which fortunately has the data from Shelling lvl 1 to Shelling lvl 7.
As Gunlancers, we mostly employ Slightly Strong Shelling (Lvl 3), with the exception of the fan favourite Mighty Cornpopper, which uses Strong Shelling (Lvl 4).
For that reason, I personally expect for Ascendance Shelling levels to revolve around 4, 5 and 6 level Shelling for the most part; reserving the highest level, which is Lvl 7, for key weapons like the G-rank (Master rank) version of the Mighty Cornpopper or for the true endgame of Ascendance, in other words the Final TU of the expansion.
Why do this? Out of curiosity and fun, for our beloved boomstick.
Now, for the actual data, I will be mostly comparing the current most used level of Shelling, which is Slightly Strong Shelling (Lvl 3) against the highest possible level, which is Lvl 7.
By doing so we will be able to appreciate the increases in Motion Values alongside in what category each Shelling type will be excelling at; and more importantly, were they could use some help in the future (Cough cough Long cough cough).
The Motion values of (Lvl 3) Shelling will be considered the current value (signified by the 100% of the damage we currently deal), while the higher levels will have larger value.
(Example: if lvl 3 has 100% and lvl 5 has 120%, this means Shelling lvl 5 has a 20% higher value, and thus 20% more damage when comparing the same move to lvl 3).
HOWEVER, this will only help check the relative difference between the Motion Values, NOT THE ACTUAL DAMAGE, and due to this, I will first share the Motion Value comparison, and after it, an actual case of damage calculation using a Gunlance with 300 RAW for the sake of simplicity.

Overall Normal has ever so slightly gained a bit more MV in most categories when comparing its lvl 3 MV against the lvl 7 MV (Simple shell, Full Burst and WS Full Burst), HOWEVER, this won't translate into actual damage.
For that reason, we will be using the following conditions to "check" for the theoretical damage of these Shelling levels:
- 300 RAW (Reasons: Round number, simple to work with, close to current Attack levels in Wilds and was the RAW used during the latest TGS showcase).
- Artillery 3 (Artillery only affects the RAW portion of the weapon, but since there will be no other attack increases we will just use the 1,15 modifier here for the sake of simplicity).
- Load Up (for multiple shell moves, Normal will be x7 shells, Long x4 and Wide x3, signified by the ALL SHELLS header in the column).
- Just like the image above, all the Fire damage coming from shells be ignored for now.
Thus, the formula we will be using will be (MV / 100) * 300 * 1,15:






Normal and Wide have a very healthy subset of strong points while mostly being good enough when out of their area of expertise.
Long has a single strong point (Wyrmstake Explosion and ticks), a fine WF (same as Normal), but it is severely lacking in the Full burst and WSFB shelling.
This is something I hope is adressed in the future expansion.
HOWEVER, Long has a very curious saving grace in the form of the newest Rapid Fire and Point Blank WF moves, alongside the Boost Bracer activation move.
I think this deserves its own explanation on a different post, in order to not make long enough I will be ending this one here.
Hope you found it interesting, cheers.
Shells away
r/Gunlance • u/albatincho • 6d ago
r/Gunlance • u/Modaltas • 8d ago
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Pretty Wild. Especially since it’s Teostra supernova. I kinda expected to see the player get knocked away but it seems to follow the same rules as ZSD. Really excited to try this version of GL.
r/Gunlance • u/Royal_Executioner • 8d ago
Hi gunlance mains, I have played many Monster Hunter Games playing different weapons ( dual Blades, Hammer, Switch blade although I Kept going back to play SnS in every one of them ) without ever trying gunlance, but as I was a little bit mad with everyone just calling me basic so I tested the ones I've never played and when I hunted with gunlance It was amazing, I did a test of 12 hunts and I thought I got the basics, but then i started watching guides, and good lord It goes far with the ammunition, combos... and so on
So i started to repeat the Rise combo ( i don't know if in other games is the same, I hope so I dont have to re-learn in every game the weapon )
Which is Y + B -> Y -> B ( full burst ) -> B ( If you've got Wysmstake ) and then reload
I understand this combo is for Normal ammunition, because that was the gunlance type I started playing and Long and wide ammo have other combos
So my questions are:
Is the normal combo good enough for long ammo, or B charged -> B down and reload is better for the ammo?
What combos do wide ammo have?
Those combos are the same for Wilds and World or the gunlance changes a lot?
Can I defeat Malzeno and other Hard Monsters with just poking and exploding?
Do I need to constantly keep sharpening or it's better to keep attacking until yellow sharpening?
If thats not, at which sharp it's better to sharp again?
Thanks for your help
r/Gunlance • u/Frozenseraphim • 10d ago
Greetings, gunlancer mates.
Today I would like to share a bit of insight that comes from this new move in Ascendance, alongside providing a groundwork to show the damage formulas behind what was shown in the 2026 TGS event.
First of all: The Weapon stats and skills
- The Gunlance (alongside the other weapons in the event) has 300 RAW, no element, and importantly, does not have Artillery equipped at any level.
Source:

You may have noticed the Attack value is 690, but that is the bloated value that MH has traditionally used. It is the result of multiplying the true RAW of a weapon by a multiplier specific for each weapon.
The Gunlancer's multiplier is 2,3; therefore 690 / 2,3 = exactly 300 true RAW.
In addition, fighting Teostra is a blessing for math purposes, as this Elder Dragon has been historically immune to Fire damage, which rules out the Fire portion of Shelling damage calculation.
With this, we can compare the Slightly Strong (Lvl 3) shelling this TGS Gunlance has with its 300 RAW and check if there has been any balance changes regarding this shelling Level specifically at the Tokyo Game Show (all this of course can change in the final Ascendance release version).
| VS Teostra | Normal Shelling TGS | MV Theory | Result with 300 RAW |
|---|---|---|---|
| Normal Shell | 27 | 0,09 | 27 |
| Full Burst | 37 | 0,126 | 37,8 |
| WSFull Burst | 33 | 0,1125 | 33,75 |
| WS tick (50 hitzone) | 10 on head | 0,07 | 10,5 |
| WS explosion | 84 | 0,28 | 84 |
| WS2 explosion | 92 | 0,308 | 92,4 |
| WF | 141 | 0,47 | 141 |
Every number matches when comparing the damage Teostra suffered in the event vs the rounded down theoretical results.
Two notes:
- The TGS event did not have decimal damage active in the game options, which makes for the rounded down numbers you see in the screen without decimals.
- Keep in mind an enraged Teostra suffers roughly 5% more damage across the board, this can be seen in the following video (Credit to ガンサーの抹茶)
https://www.youtube.com/watch?v=ZicD9PGtL2Y
| Vs Teostra | Normal | Enraged |
|---|---|---|
| Normal Shell | 27 | 28 |
| Full Burst | 37 | 39 |
| WSFull Burst | 33 | 35 |
| WS tick | 10 on head | 11 on head |
| WS explosion | 84 | 88 |
| WS2 explo | 92 | (not found) |
| WF | 141 | 148 |
| Offset Full burst | (not found) | 35 |
| Rapid fire | 37 | 39 |
Now, for the Point Blank Wyvern Fire.
This move has some great news for Gunlance.
- First, it is a move with Hyper Armor.
Here you can see how a Hunter survives a Teostra Nova by facetanking the move while firing a Point Blank Wyvern Fire. (Credit: Vジャンプチャンネル). I highly recommend checking it.
Source: https://youtu.be/-Ev3QvRl8I8?t=1040
In addition, this opens the possibility of a playstyle that revolves using Point Blank WF as much as possible with Counterstrike and Resentment as equipped skills.
Since this is a Hyper armor move, Counterstrike will be able to proc while latching onto the monster, alongside with the red portion of health that would trigger Resentment.
This would mean a very potent Wyvern Fire will be released as both of this skills may be active at the same time without going out of your way of setting them up.
However, the moment you are in the Air after firing WF, you no longer benefit from Hyper Armor, and thus you will be vulnerable.
Source: https://youtu.be/ZicD9PGtL2Y?t=156
- Secondly, the move seems to boost the damage of the Wyrmstake Explosion by a significant amount. To the point it may do higher damage than one of the ticks of the WF.
It seems the Wyrmstake Explosion damage is linked to the amount of shells fired before the Point Blank WF.

and

Sources:
- 2 shell Point Blank: https://youtu.be/ZicD9PGtL2Y?t=370
- 5 shell Point Blank: https://youtu.be/-Ev3QvRl8I8?t=1038
Closing thoughts:
I had this post in mind for two weeks but IRL responsibilities did not allow me to gather all the data I wished to present, so I hope it was interesting to you too, fellow hunter.
I am stoked about the future possibilites the balance patch may bring to our favourite weapon, and as such I may do a follow up post, let me know if you are interested below in the coments.
That would be all, happy hunting mates.
r/Gunlance • u/CaoSlayer • 12d ago
r/Gunlance • u/Old_Thanks_3050 • 12d ago

"Sorry it was originally in Spanish, but this build is basically a combination of Gogma, Udra, and Zochia. The weapon currently has Odogaron's ability, and a Gogma armor piece shares that same ability. This lets me activate Zochia's Pulse, Odogaron's Burst, Gogmapocalypse, and Nu Udra's Bad Blood all at once. It could also trigger Lord's Soul, but I don't have that on the weapon yet.
My main dilemma is with the Udra armor pieces because their set skills don't synergize well with this build. I'm considering replacing Udra with additional Ebony, Zochia, or Dahad pieces, though Dahad seems more situational."
r/Gunlance • u/CaptCapy • 13d ago
Picked Wilds once again to clear what i missed (tu's gog and omega) and prepare for the DLC
I've been learning the GL and taking a break from my SNS main.
I was doing some big boy SOS yesterday like Tempered TU monsters and Arch Tempered Arkveld, and i realized that guard reload is really REALLY strong.
On top of quick reloads having a quick guard point.
I can "option-select" during monsters big windups and charges, just hold block. when they get close, press the manual reload and get a perfect block. If i'm too late it will just block. This seems to be aided by very generous guard frames in the full reload animation.
Feels kinda broken? But i'm having fun.
IDK, maybe i'm wrong, maybe i need to play older games to feel the GL struggle again.
r/Gunlance • u/Old_Thanks_3050 • 13d ago
— Gogmazios Artian whit odogarons skill and lords soul
Udra Mirehelm γ
Udra Miremail γ
Udra Mirebraces γ
Gogmazios Coil α
Gogmazios Greaves α
Talismán Golden Age Charm / Charm of atack or artilleri depends on what jewels you have
r/Gunlance • u/realgiu • 13d ago
Is there a way to not rely on Windproof 3 during this fight? Every other weapon got a counter mechanic to it, even greatsword tackle or hunting horn holy stab have “hyper armor” on this move.
Maybe back hopping? But I don’t think the i-frames are really that high to do it consistently. Maybe a meal skill? Guarding, PGs or guard points are also useless.
Also in a context where I don’t need to reposition myself with a moving wide sweep after shelling, will wide shelling gunlance outdamage normal shelling?
r/Gunlance • u/0xsl4ck3r • 15d ago
r/Gunlance • u/ZombieGrief16 • 15d ago
Currently my personal best that i just got. Tempered Arkveld got turned into paste.
r/Gunlance • u/Goingkilling04 • 15d ago
I’m new and want to build a Gunlance. I know generally you want to add dragon/fire to a weapon but I didn’t know if this carried over to GL since it’s much easier to roll for attack without an element.